woomyban Posted October 9, 2024 Posted October 9, 2024 On top of that, whether or not a follower gets enslaved feels very inconsistent despite setting chance of enslavement after defeat to 100% for all options. After doing tests more often than not Lydia will simply not be enslaved after defeat mod assaults.
RevanCathal Posted October 9, 2024 Posted October 9, 2024 45 minutes ago, woomyban said: The follower is Lydia I don't believe I am using any Follower frameworks So you're not using NFF (Nether's Follower Framework), EFF (Extensible Follower Framework), or AFT (Amazing Follower Tweaks)? Practically everyone uses one of these mods to increase the amount of followers they can have.
RevanCathal Posted October 9, 2024 Posted October 9, 2024 Just an FYI, the link for the SL Defeat plugin takes you to the wrong page. You have to go back a page to find the actual download file you posted in that forum.
Bane Master Posted October 10, 2024 Author Posted October 10, 2024 14 hours ago, woomyban said: On top of that, whether or not a follower gets enslaved feels very inconsistent despite setting chance of enslavement after defeat to 100% for all options. After doing tests more often than not Lydia will simply not be enslaved after defeat mod assaults. Enslavement depends on a number of factors in addition to the chance set in the FSM MCM: The follower must have been assaulted after being defeated To be a valid master an aggressor has to have either hit or had sex with the follower during the encounter The selected aggressor must also be a valid FSM Master and be ActorTypeNPC or in the list of valid Slaver Races in Utility.json Each aggressor can only enslave one Follower The aggressor must be within 200' of the Follower when the enslave event fires. The player must either be > 25' from the Follower or also have been Defeated.
Bane Master Posted October 10, 2024 Author Posted October 10, 2024 15 hours ago, woomyban said: The follower is Lydia I don't believe I am using any Follower frameworks Can you post a script log of this happening please - I haven't had any other reports of this issue so I'm not sure what is going on
Bane Master Posted October 10, 2024 Author Posted October 10, 2024 14 hours ago, Jgoftl said: Just an FYI, the link for the SL Defeat plugin takes you to the wrong page. You have to go back a page to find the actual download file you posted in that forum. Thanks for the Heads Up - I have fixed the links 1
DonQuiWho Posted October 10, 2024 Posted October 10, 2024 9 hours ago, Bane Master said: Enslavement depends on a number of factors in addition to the chance set in the FSM MCM: The player must either be > 25' from the Follower or also have been Defeated. Hi there I realise that I might sound like a man with a drum when it comes to distance measures/requirements, but I hadnn't really taken in that there was a hard measure before, and it got me thinking, as I often wonder why FSM events are really quite infrequent in my game. Some Follower Mgt Sys allow followers to charge on a bit ahead of the player, as with mine (iAFT), and I quite often see followers being entertained quite some distance away, without any FSM outcome. It's maybe a bit like the DEC range issue. So is there any way of enlarging the 25' measurement to something bigger, maybe even a user set variable, when you do any future tweaks/updates, please? Assuming that it won't kill performance, of course On reflection, that may even be the cause of the issue you're responding to! Just my tuppenceworth DQW 1
Bane Master Posted October 10, 2024 Author Posted October 10, 2024 (edited) 3 hours ago, DonQuiWho said: I realise that I might sound like a man with a drum when it comes to distance measures/requirements Correct 🙂 3 hours ago, DonQuiWho said: So is there any way of enlarging the 25' measurement to something bigger, maybe even a user set variable I can look at making it a 0' to 50' slider in the MCM with a default of 25' but actually if your followers run on more than 25' ahead that would make them more likely to be enslaved, the "protection" effect is active within 25' Edited October 10, 2024 by Bane Master 2
DonQuiWho Posted October 10, 2024 Posted October 10, 2024 1 hour ago, Bane Master said: Correct 🙂 I can look at making it a 0' to 50' slider in the MCM with a default of 25' but actually if your followers run on more than 25' ahead that would make them more likely to be enslaved, the "protection" effect is active within 25' Oh Dear!!! I clearly got that the wrong way round! Mea Culpa 🙄😲😌 Still, a slider might not hurt. I'll have a Double Nougat, thanks .... DQW 1
johnhamm Posted October 11, 2024 Posted October 11, 2024 I've also run into the problem of the max range not being enough. If my follower gets downed by an arrow at the start of the fight they usually aren't involved in the defeat scene at all because they're too far away. Maybe that's more of a defeat issue though
Bane Master Posted October 11, 2024 Author Posted October 11, 2024 6 hours ago, johnhamm said: Maybe that's more of a defeat issue though Yes - it's Defeat that controls this, it doesn't put the Follower into the Defeat scene so FSM won't process them.
DonQuiWho Posted October 11, 2024 Posted October 11, 2024 1 hour ago, Bane Master said: Yes - it's Defeat that controls this, it doesn't put the Follower into the Defeat scene so FSM won't process them. (also for @johnhamm ) So would increasing the 200ft radius, ie ..... - 'The aggressor must be within 200' of the Follower when the enslave event fires.' ..... increase the probability of a follower then being subject to / included in the FSM event? I do seem to have got things the wrong way round first time 🙄, but would an increase in that limit, or a slider with a higher top value than 200, help see more FSM events? DQW ...still banging on my old tin drum ....
Bane Master Posted October 11, 2024 Author Posted October 11, 2024 (edited) 2 hours ago, DonQuiWho said: would an increase in that limit, or a slider with a higher top value than 200, help see more FSM events? It might - but it's probably not safe change to > 200 at the Defeat end as aggressors pathing to victim is shaky even now - having them try to interact with potentially multiple distant opponents hundreds of feet apart is probably just going to break Defeat scenes. Changing the limit for FSM won't achieve anything unless the Follower is picked up by the Defeat scene. If you want to volunteer some debug time I could give you a version that would show if FSM ignores a Defeated Follower and why - that might show why you see relatively few events with your setup. Edited October 11, 2024 by Bane Master
DonQuiWho Posted October 11, 2024 Posted October 11, 2024 1 hour ago, Bane Master said: It might - but it's probably not safe change to > 200 at the Defeat end as aggressors pathing to victim is shaky even now - having them try to interact with potentially multiple distant opponents hundreds of feet apart is probably just going to break Defeat scenes. Changing the limit for FSM won't achieve anything unless the Follower is picked up by the Defeat scene. If you want to volunteer some debug time I could give you a version that would show if FSM ignores a Defeated Follower and why - that might show why you see relatively few events with your setup. Well that all makes good sense! Unfortunately, although you know I've willingly done so in the past, I've not really got the time right now to commit to doing any proper testing. Moving home adds just too much else to do, and even gameplaying time has been sporadic recently, so sorry about that .... 😏 Maybe someone else can help out this time? DQW
Bane Master Posted October 11, 2024 Author Posted October 11, 2024 1 hour ago, DonQuiWho said: I've not really got the time right now to commit to doing any proper testing. Fair enough - tbh I'm not really putting time into coding atm so we'll just leave things as they are. 1
xyzxyz Posted October 14, 2024 Posted October 14, 2024 This mod still removes the default outfit from followers. For example I get lydia's steel armour back and give it to her but she doesn't equip it when I give her no other armour anymore.
Bane Master Posted October 14, 2024 Author Posted October 14, 2024 13 hours ago, xyzxyz said: This mod still removes the default outfit from followers. For example I get lydia's steel armour back and give it to her but she doesn't equip it when I give her no other armour anymore. FSM saves the follower's Outfit when they are enslaved and restores it at the end of slavery so Followers equip whatever they normally would after release - what follower framework are you using? This behaviour hasn't been reported previously.
xyzxyz Posted October 14, 2024 Posted October 14, 2024 (edited) 1 hour ago, Bane Master said: r framework are you using? None. Just vanilla followers. I think I had mentioned this problem befor a long time ago. They really loose their default equipment while I get it back as items when I free them but it is just treated as normal equipment. Might have happened because it was triggered by SD+. Edited October 14, 2024 by xyzxyz
Castoli Posted October 18, 2024 Posted October 18, 2024 (edited) the fertility mode patch does not seem to function anymore for me. I tested by manually enslaving my followers and skipping time (days even), by looking at the fertility mode mcm i could see that noone got creampied/pregnant Am i the only one with this issue? (yes i have every requirement, i also have tested this in a new save) Edited October 18, 2024 by Castoli more clarification
johnhamm Posted October 18, 2024 Posted October 18, 2024 10 hours ago, Castoli said: the fertility mode patch does not seem to function anymore for me. I tested by manually enslaving my followers and skipping time (days even), by looking at the fertility mode mcm i could see that noone got creampied/pregnant Am i the only one with this issue? (yes i have every requirement, i also have tested this in a new save) the patch works fine for me. Turn on the debug messages in fertility mode and set the FSM sex settings to as frequent as possible to check it. There's also an MCM option for it in FSM so double check that
phobos33 Posted October 19, 2024 Posted October 19, 2024 Requesting a feature that makes enslaved followers not wanting to run away while being Pregnant by her master's and new dialogues.
Castoli Posted October 19, 2024 Posted October 19, 2024 On 10/18/2024 at 3:04 PM, johnhamm said: the patch works fine for me. Turn on the debug messages in fertility mode and set the FSM sex settings to as frequent as possible to check it. There's also an MCM option for it in FSM so double check that i just can't get it to work does it reeeeeeally work for you? are you using the latest version like me or the previous one? because i remember the mod working 100% fine before this update
johnhamm Posted October 20, 2024 Posted October 20, 2024 20 hours ago, Castoli said: i just can't get it to work does it reeeeeeally work for you? are you using the latest version like me or the previous one? because i remember the mod working 100% fine before this update Yea, works perfectly. I'm using the latest version of FSM and to my knowledge fertility mode hasn't had any updates for some time. Are you using the final version of fertility mode? There were a few patches on different mod pages, like v3 tweaks or something like that
Bane Master Posted October 20, 2024 Author Posted October 20, 2024 On 10/18/2024 at 5:28 PM, alexsandritus1 said: I can't understand the algorithm for triggering enslavement. Enslavement depends on a number of factors in addition to the chance set in the FSM MCM: The follower must have been assaulted after being defeated To be a valid master an aggressor has to have either hit or had sex with the follower during the encounter The selected aggressor must also be a valid FSM Master and be ActorTypeNPC or in the list of valid Slaver Races in Utility.json Each aggressor can only enslave one Follower The aggressor must be within 200' of the Follower when the enslave event fires. The player must either be > 25' from the Follower or also have been Defeated.
DonQuiWho Posted October 20, 2024 Posted October 20, 2024 1 hour ago, Bane Master said: Enslavement depends on a number of factors in addition to the chance set in the FSM MCM: The follower must have been assaulted after being defeated To be a valid master an aggressor has to have either hit or had sex with the follower during the encounter The selected aggressor must also be a valid FSM Master and be ActorTypeNPC or in the list of valid Slaver Races in Utility.json Each aggressor can only enslave one Follower The aggressor must be within 200' of the Follower when the enslave event fires. The player must either be > 25' from the Follower or also have been Defeated. OOIC, I had a strange experience with one of @Pamatronic 's mods, Orkish Bounty Hunters (OBH) Party got defeated, player sent to SS++. The SS++ sale event sent player off to the Reikling event mod, and the text was that followers were sold. Eventually got the show back on the road and discovered that one of the followers was still where the Orkish Bounty Hunter event took place, Console showed she was on an FSM package and the MCM showed that the Ork was the owner. The follower was exactly where the OBH event took place. But the Ork owner no longer appeared to exist, seemingly wiped from the game after the Bounty Hunting Event. It's possible that Defeat sending the Defeated off elsewhere truncated the Bounty Hunter mod event in an incomplete manner and the bountry hunter just disappeared as not being a permanent NPC Is there any way that I can set FSM up to avoid Follower ownership being passed to (what I am assuming are) temporary NPCs which might vanish mid event? (While the above is the main reported point, as an aside, the Follower was equipped with some DDs from another prior mod event before the defeat/FSM events and was still wearing them when found, but talking to her had only the dialogue from that. The DDs visible were a chastity belt and bra, and the dialogue was asking if the player yet had a key. But after freeing follower/returning gear via FSM MCM, and recruiting her again to get access to iAFT outfit etc commands, all the prior stuff was returned except those, even though the DDs, strangely, could be seen visually, but they are not in the follower's Outfit or Inventory, nor included in the console list of the follower's equipment. Weird, huh?)
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now