ofenbackfisch Posted August 30, 2024 Posted August 30, 2024 15 hours ago, Bane Master said: I'm not sure Unregistering will solve it - I suspect it's related to the UD updated devices and how they are equipped Yeah i didnt mean it as a fix for the slow equipping, just as an additional function so the registered followers wont struggle out of their DD. I tried it out in my script and it works as intended, but i think the best way to handle the unregistering would be in FSM right before Device equip. Its pretty much just 2 lines of code and the Property linking in the CK. Maybe if you want to you could add it as an toggle option in the MCM, if enslaved actors will be unregistered or not. Spoiler UD_API property UDAPI Auto UDAPI.UnregisterNPC(akFollower,false) And in CK set the property of UDAPI to UD_API_Quest for the script (you need UD loaded in CK, took me way too long to realise)🙃 Just an Idea if you want to implement it
Bane Master Posted August 30, 2024 Author Posted August 30, 2024 28 minutes ago, ofenbackfisch said: Yeah i didnt mean it as a fix for the slow equipping, just as an additional function so the registered followers wont struggle out of their DD. I tried it out in my script and it works as intended, but i think the best way to handle the unregistering would be in FSM right before Device equip. Its pretty much just 2 lines of code and the Property linking in the CK. Maybe if you want to you could add it as an toggle option in the MCM, if enslaved actors will be unregistered or not. Reveal hidden contents UD_API property UDAPI Auto UDAPI.UnregisterNPC(akFollower,false) And in CK set the property of UDAPI to UD_API_Quest for the script (you need UD loaded in CK, took me way too long to realise)🙃 Just an Idea if you want to implement it It was little more complex than that to do it dependency-free but I have already got a test setup doing exactly this without dependency. I need to test it before it goes into a release version. I probably won't add an MCM toggle as it's better that slaves don't try to remove their items from a compatibility point of view. 2
ofenbackfisch Posted August 30, 2024 Posted August 30, 2024 5 minutes ago, Bane Master said: It was little more complex than that to do it dependency-free but I have already got a test setup doing exactly this without dependency. I need to test it before it goes into a release version. I probably won't add an MCM toggle as it's better that slaves don't try to remove their items from a compatibility point of view. That sounds a lot better. I will look forward to the release.
you1995 Posted August 31, 2024 Posted August 31, 2024 22 hours ago, Bane Master said: There is no specific registration function - followers are automatically registered either via the follower framework or when you open a dialogue with them FSM requires followers to be in the CurrentFollower/CurrentHireling or PotentialFollower/Hireling Factions and have the ActorTypeNPC keyword Also they cannot be a devious follower or in the list of potential Masters in Submissive Lola You can check if your follower is registered by checking if they are listed on the Enslavement MCM Page. If they are not there have a dialogue with them (a vanilla dialogue - not a custom one) and check again. Yeah, I think is because the follower is registered as devious. I think I have to unregister it from there.
r235711 Posted August 31, 2024 Posted August 31, 2024 (edited) Instead of opening from the MCM, “Be careful on your journey.” I think it would be more immersive to trigger the enslavement of a conversation that says Also, I don't think there is any reference to the Framework bed use setting in the sex scene between master and slave. It seems to hurt my knees and back. (It was working. Sorry.) If the Master initiates group sex, the player will be drawn into it as one of the actors, which can lead to big trouble if the Master is a hostile NPC. Thanks for the great mod! Edited September 2, 2024 by r235711 1
johnhamm Posted September 10, 2024 Posted September 10, 2024 (edited) 6 hours ago, alexsandritus1 said: I tried enslavement, it worked up to level 10, enslavement above 50, doesn't work, I don't know why. Maybe just make a condition, 2 wins and enslavement. In the latest version V1.613 there is practically no dialogue, one answer (Help me). Information about the place of followers in the tavern is not given, although in the first version there was a dialogue. I marked a follower with a marker and got tired of catching up with him, he jumps like a flea, it is impossible to catch up. Maybe, like in TDF, provide the opportunity for followers to work in the tavern. Thanks, good work. I would love to try and help you, but what you've said at the start is completely incomprehensible. For the tavern, the dialogue only shows up if there are slaves in the city, and if they've been there long enough for rumours to spread. If you just updated you will probably need to wait for rumours to spread again Edited September 10, 2024 by johnhamm
Bane Master Posted September 10, 2024 Author Posted September 10, 2024 (edited) 4 hours ago, alexsandritus1 said: I created bandits and checked enslavement in battle Creating a bunch of Temporary Reference Bandits as Slave masters is not a reliable way to test. Any slaves to temp reference masters are likely to lose them because the game engine aggressively deletes unloaded temp refs. 4 hours ago, alexsandritus1 said: Player, level 50+, no enslavement in battle FSM has absolutely no interaction based on Player level - as there have been no other reports of this issue in over 65k downloads it's most likely this is a result of your testing method or your game being broken. 4 hours ago, alexsandritus1 said: only (Help me) works. "Help me" is the dialogue of a slave with hostile master - whom you would need to kill to release the slave - so it's working as intended, although in your case it's likely your temp ref master has been disabled or deleted so the slave may well be stuck unless you release them using the MCM. 4 hours ago, alexsandritus1 said: Thanks, good job. You are most welcome Edited September 10, 2024 by Bane Master 3
johnhamm Posted September 11, 2024 Posted September 11, 2024 Is there a way to add a setting that allows the buying back of items, but returns the armour? I'd like to enable buying gear back to make it more punishing to free a slave, but I always have my regular followers wearing custom gear, like stuff from the freestyle clothing pack. If I can't buy it back then I'll just have to go through console and re-add the item, which would be tedious.
Bane Master Posted September 11, 2024 Author Posted September 11, 2024 10 hours ago, johnhamm said: Is there a way to add a setting that allows the buying back of items, but returns the armour? It would have to allow for the possibility that a Follower is carrying multiple Armor items per Slot (as will be the case for many users) and include a way for the Armor to be stored per Follower outside of the current Slave Chests. Unless there was a large umber of users requesting the feature I'm afraid it's unlikely I'll have any time to devote to it. 1
shane400m Posted September 15, 2024 Posted September 15, 2024 the followers enslaved via mcm dont seem to stay enslaved. I only had 4 followers enslaved this way, and randomly they would show up when i would teleport to a new location, freed and unregistered in the enslaved list in the mcm. not sure if this is known or not.
Bane Master Posted September 16, 2024 Author Posted September 16, 2024 15 hours ago, shane400m said: I only had 4 followers enslaved this way, and randomly they would show up when i would teleport to a new location, freed and unregistered in the enslaved list in the mcm. not sure if this is known or not. No other reports of this issue - please post a script log covering the time when an enslaved follower appears when you teleport
johnhamm Posted September 16, 2024 Posted September 16, 2024 (edited) If you get caught right after freeing a slave illegally, does anything happen to that slave? Do they go back to the same master? Or does FSM stop caring the second they're free Also sometimes the dialogue for talking to a follower that is enslaved to a non hostile master doesn't work. No matter how long I spam e, it doesn't bring up dialogue Edited September 17, 2024 by johnhamm
johnhamm Posted September 17, 2024 Posted September 17, 2024 On 9/12/2024 at 5:50 AM, Bane Master said: It would have to allow for the possibility that a Follower is carrying multiple Armor items per Slot (as will be the case for many users) and include a way for the Armor to be stored per Follower outside of the current Slave Chests. Unless there was a large umber of users requesting the feature I'm afraid it's unlikely I'll have any time to devote to it. I'm guessing it's a similar situation for detecting wigs?
Tylerja Posted September 18, 2024 Posted September 18, 2024 (edited) Naked/practical defeat patch? Edited September 18, 2024 by Tylerja
Bane Master Posted September 18, 2024 Author Posted September 18, 2024 On 9/16/2024 at 7:26 PM, johnhamm said: If you get caught right after freeing a slave illegally, does anything happen to that slave? They will remain your follower - if the follower gets sent to jail that would be handled by your Prison mod (if you are using one) On 9/16/2024 at 7:26 PM, johnhamm said: sometimes the dialogue for talking to a follower that is enslaved to a non hostile master doesn't work. I have not come across any other reports of this - you do need to wait for the initial "Go Away" response to clear and then once it clears talk to them again within 5 seconds. It has always worked in my testing (and play-throughs). 5 hours ago, Tylerja said: Naked/practical defeat patch? Naked/practical defeat authors! 1
Tylerja Posted September 18, 2024 Posted September 18, 2024 (edited) 32 minutes ago, Bane Master said: They will remain your follower - if the follower gets sent to jail that would be handled by your Prison mod (if you are using one) I have not come across any other reports of this - you do need to wait for the initial "Go Away" response to clear and then once it clears talk to them again within 5 seconds. It has always worked in my testing (and play-throughs). Naked/practical defeat authors! i cant find any patch if they exist, i have death alternative, which checks for practical defeat. naked defeat (probably going to delete even though it should work with Acheon and practical) and pracitcal defeat i think only one of them checks for follower slaver ill try to find which one(s) and report back at least to help others, one of them definitely checks thoughs Edited September 18, 2024 by Tylerja
johnhamm Posted September 22, 2024 Posted September 22, 2024 (edited) Ran into a bug where I freed a slave from their master but it did not actually free the slave. The master was proventus avenicci, and the slave was standing near him when I entered dragonsreach but wasn't actually following him. I then paid him to release her and the money disappeared, but I didnt get dialogue to buy the gear back, and the slave remained in place, in ragged robes, and still couldn't be talked to. I looked closer using the more informative console, and the slave alias was slave006, while proventus was master000. The MCM still said that this slave was owned by proventus. I reloaded the slave and freed using the MCM but the problem was still there. The dialogue from Proventus disappeared after I freed the slave in both tries. He lost his fsm scripts and master alias, but the slave did not. My guess is this was caused by the fact that this slave was initially enslaved by a generic hostile "orc" NPC that despawns if you go far away from it. I also checked the slaves factions and the slaves to hostile actors rank was 0, not -1, despite being owned by proventus. I'm guessing this is also what blocked slave dialogue in the post I made earlier about it. Also when I use the MCM to free the slave it doesn't actually remove them from the list and I get a console message "Warning: access to non-existing object with id 0x1287 (4743)" Edit: attached papyrus log. It happened to another follower as well that had been enslaved by a regular falmer so I'm not sure what happened to it anymore. This is the same follower that I posted about dialogue not working so I guess its that. I can free other slaves though, so I'm not sure what's going on Papyrus.0.log Edited September 22, 2024 by johnhamm
Bane Master Posted September 22, 2024 Author Posted September 22, 2024 13 hours ago, johnhamm said: d the slave alias was slave006, while proventus was master000 This would definitely cause issues - the slave and master should always be in the same slot index and I have not seen any other reports where they are not, 13 hours ago, johnhamm said: My guess is this was caused by the fact that this slave was initially enslaved by a generic hostile "orc" NPC that despawns if you go far away from it This in itself would leave FSM in an inconsistent state, how did the slave then become enslaved to Proventus? If it was via the escape/sell system then it would be bound to fail as the original master has despawned and is invalid. 13 hours ago, johnhamm said: Edit: attached papyrus log. Your log is huge and the large number of errors in it implies that your game is seriously damaged, From the FSM standpoint yes, Proventus's slave should be in in Slave000 but that reference is empty and so all actions relating to that slave will fail You also have failures from one of FSM's follower upkeep aliases implying the follower has disappeared from the game- have you removed updated any follower mods during play? With your game in the state it is I doubt it will be possible to identify any cause for your particular issues - sorry
johnhamm Posted September 23, 2024 Posted September 23, 2024 14 hours ago, Bane Master said: This would definitely cause issues - the slave and master should always be in the same slot index and I have not seen any other reports where they are not, This in itself would leave FSM in an inconsistent state, how did the slave then become enslaved to Proventus? If it was via the escape/sell system then it would be bound to fail as the original master has despawned and is invalid. Your log is huge and the large number of errors in it implies that your game is seriously damaged, From the FSM standpoint yes, Proventus's slave should be in in Slave000 but that reference is empty and so all actions relating to that slave will fail You also have failures from one of FSM's follower upkeep aliases implying the follower has disappeared from the game- have you removed updated any follower mods during play? With your game in the state it is I doubt it will be possible to identify any cause for your particular issues - sorry Sorry about the long log, I should've thought to get a shorter one. I don't think I've removed any follower mods, so I'm not sure why that would be failing. I managed to fix(?) the problem by enslaving enough followers to basically flush the list of the problematic two. My only remaining guess on what caused it, other than having a tattered save, is some interaction with Shadows of Skyrim. Anyone that defeats you uses your gear and gets assigned a name, so it goes well with defeat and FSM conceptually, but maybe that doesn't play well with temporary NPCs. I have been playing with these mods for quite a long time at this point though, so im not sure why it broke now.
Bane Master Posted September 23, 2024 Author Posted September 23, 2024 3 hours ago, johnhamm said: so it goes well with defeat and FSM conceptually, but maybe that doesn't play well with temporary NPCs. FSM will handle temporary in as much as it places them in a Master Alias which prevents the game engine from automatically deleting them on unload - however what will break it is if a Mod adds an NPC and then force deletes it when it's "work" is done. Unfortunately FSM can't account for that and it will leave Slaves with None Masters. For that reason - my advice is to avoid enslaving to Mod added temp NPC unless you know for sure that the mod is not going to delete or radically change them at any point. 1
phobos33 Posted October 1, 2024 Posted October 1, 2024 On 9/23/2024 at 10:38 PM, Bane Master said: FSM will handle temporary in as much as it places them in a Master Alias which prevents the game engine from automatically deleting them on unload - however what will break it is if a Mod adds an NPC and then force deletes it when it's "work" is done. Unfortunately FSM can't account for that and it will leave Slaves with None Masters. For that reason - my advice is to avoid enslaving to Mod added temp NPC unless you know for sure that the mod is not going to delete or radically change them at any point. Any highlights for the upcoming features in the next update?
Bane Master Posted October 1, 2024 Author Posted October 1, 2024 7 hours ago, phobos33 said: Any highlights for the upcoming features in the next update? No highlights, the only thing I have on test at this point is Unforgiving Devices compatibility 1
woomyban Posted October 9, 2024 Posted October 9, 2024 Unsure if this has already been addressed in a previous reply, but whenever my follower is enslaved via defeat and are enslaved to say, a bandit, if I was to go and fight the bandit to free her, she would automatically join combat with all her weapons and armor. IDK if this is intentional or not but any kind of information would be appreciated.
Bane Master Posted October 9, 2024 Author Posted October 9, 2024 (edited) 5 hours ago, woomyban said: if I was to go and fight the bandit to free her, she would automatically join combat with all her weapons and armor. This should not happen with normal/vanilla followers - if follower is scripted/handled by another mod that may be the cause. What follower is this affecting? What follower framework are you using? Edited October 9, 2024 by Bane Master
woomyban Posted October 9, 2024 Posted October 9, 2024 8 hours ago, Bane Master said: What follower is this affecting? What follower framework are you using? The follower is Lydia I don't believe I am using any Follower frameworks
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