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Posted (edited)

Thanks for the great mod.
By the way, I love seeing the SSL SexJournal count go up every time a follower gets attacked, is it because of the FSM that the numbers are reset every time they are enslaved and rescued?

Edited by r235711
Posted

@Bane Master

First of all, great mod! I really like the concept and all the customization options.

 

However I think I either don't completely understand the rumor system or if I do, I have managed to break it...

 

Does the dialog for rumors only appear for innkeepers and guards in holds where the followers are actually being held in? After the set amount of time has passed of course? Or should it be immediately available anywhere? Which intuitively for me would make the most sense.

 

As for the "I might have broken it" part:

In order to rescue them I've recruited a new Follower in the meantime. I've also set up a new base for them in NFF. (only for the new follower)

Also, to make it not as easy for me to spot them a mile away, I've installed the hydra slavers mod, *after* they got enslaved.

 

Enslavement happened with Practical Defeat and as mentioned above, I use NFF.

 

Technical Stuff, if that helps:

fsm_iRumoursAreActive = 0

image.png

 

I spoiled myself and looked up their location with the MCM, so they definitely are where the mod says they should be and that part works as I imagine it should.

Posted (edited)
2 hours ago, BruceWayne said:

Does the dialog for rumors only appear for innkeepers and guards in holds where the followers are actually being held in? After the set amount of time has passed of course? Or should it be immediately available anywhere? Which intuitively for me would make the most sense.

Rumours take time to appear - there are MCM settings to adjust the number of game hours this takes:

  • If the Master is Hostile rumours will start to circulate after 23 to a user defined maximum of up to 240 hours (Default Max 72 hours)
  • If the Master is not hostile rumours will start to circulate after 18 to a user defined maximum 96 hours (Default Max 24 hours)
  • The dialog for rumours about Slavers (hostile masters) only appears for guards in holds where the followers are being held
  • The dialog for non-hostile rumours will appear on all innkeepers (but obviously only the innkeeper(s) in the correct location will have heard of the Slave).
2 hours ago, BruceWayne said:

As for the "I might have broken it" part:

I don't think you broke it - I suspect rumours are just not circulating yet (fsm_iRumoursAreActive = 0, bSlaversActive_var = False)

Edited by Bane Master
Posted
21 hours ago, r235711 said:

is it because of the FSM that the numbers are reset every time they are enslaved and rescued?

I don't think so - FSM has no direct interactions with the SSL SexJournal

Posted
51 minutes ago, Bane Master said:

Rumours take time to appear - there are MCM settings to adjust the number of game hours this takes:

  • If the Master is Hostile rumours will start to circulate after 23 to a user defined maximum of up to 240 hours (Default Max 72 hours)
  • If the Master is not hostile rumours will start to circulate after 18 to a user defined maximum 96 hours (Default Max 24 hours)
  • The dialog for rumours about Slavers (hostile masters) only appears for guards in holds where the followers are being held
  • The dialog for non-hostile rumours will appear on all innkeepers (but obviously only the innkeeper(s) in the correct location will have heard of the Slave).

I don't think you broke it - I suspect rumours are just not circulating yet (fsm_iRumoursAreActive = 0, bSlaversActive_var = False)

 

 

Thanks for the reply.

 

So I've been pretty sure I've waited more than the max time of 7 days before I posted. To be sure I've set the delay to 1 day each in the mcm and waited for another 3 days at an inn. Still no topic with the innkeeper. The follower is being held by an NPC not a hostile faction, so that would have been the original delay.

 

To test it out I freed the slave, and immediately enslaved them again, both within the MCM.  Sure enough after waiting a day, I got the rumour topics at all three innkeepers I've been to.

 

Could it be that the newly added hydra masters list has been messing with the quest script? They were not there before the enslavement happened.

 

Is there a way to trigger the rumors over console or restart the quest (without "re-enslaving")? I know I can set the Global fsm_iRumoursAreActive but bSlaversActive_var is a script var, which I don't think I can change?

Posted (edited)
1 hour ago, BruceWayne said:

So I've been pretty sure I've waited more than the max time of 7 days before I posted. To be sure I've set the delay to 1 day each in the mcm and waited for another 3 days at an inn. Still no topic with the innkeeper. The follower is being held by an NPC not a hostile faction, so that would have been the original delay.

IIRC the rumour delay is saved per Slave at the point of enslavement so I don't think reducing the delay retrospectively would work 

 

1 hour ago, BruceWayne said:

Could it be that the newly added hydra masters list has been messing with the quest script? They were not there before the enslavement happened.

It shouldn't cause any issues - the slave in question already has a master allocated so adding new masters to the pool would make no difference.

 

I assume the slave was in a location that had an inn in it or it's parent location?

Edited by Bane Master
Posted
41 minutes ago, Bane Master said:

IIRC the rumour delay is saved per Slave at the point of enslavement so I don't think reducing the delay retrospectively would work 

 

It shouldn't cause any issues - the slave in question already has a master allocated so adding new masters to the pool would make no difference.

 

I assume the slave was in a location that had an inn in it or it's parent location?

Yes ,they were. When I originally wrote it, they were located at the inn in Winterhold enslaved to the Wizard that lives there. That's what the MCM was telling me. So I went there to confirm and sure enough they were exactly were the mcm told me they were. 

 

Now comes the interesting part. I didn't save my game and went back to a save before I checked it in MCM.

I wanted to RP my way to Winterhold so I could find them more naturally. Took maybe a couple in-game days. When I went to the inn they weren't there. Checked the MCM again and sure enough, now they had a hydra master in Markarth. That's probably where my suspicion came from. Or is it a mechanic that after a certain amount of time they change master?

 

I fiddled around with it a bit more and while I can't reproduce the exact steps that made them change master, it happened at least once more in my short testing. 

 

I'm going to reroll them by freeing + re-enslaving, since I can't figure out what's wrong with the "original" master and save (ha). No amount of waiting made the dialog for the inn keepers appear. 

 

Anyway, thanks for helping me debugging my game. It is most likely a problem with very specific circumstances that no one else is going to see.

Posted
13 minutes ago, BruceWayne said:

Yes ,they were. When I originally wrote it, they were located at the inn in Winterhold enslaved to the Wizard that lives there. That's what the MCM was telling me. So I went there to confirm and sure enough they were exactly were the mcm told me they were. 

 

Now comes the interesting part. I didn't save my game and went back to a save before I checked it in MCM.

I wanted to RP my way to Winterhold so I could find them more naturally. Took maybe a couple in-game days. When I went to the inn they weren't there. Checked the MCM again and sure enough, now they had a hydra master in Markarth. That's probably where my suspicion came from. Or is it a mechanic that after a certain amount of time they change master?

 

I fiddled around with it a bit more and while I can't reproduce the exact steps that made them change master, it happened at least once more in my short testing. 

 

I'm going to reroll them by freeing + re-enslaving, since I can't figure out what's wrong with the "original" master and save (ha). No amount of waiting made the dialog for the inn keepers appear. 

 

Anyway, thanks for helping me debugging my game. It is most likely a problem with very specific circumstances that no one else is going to see.

 

OTTOMH, and probably guilty of charging into this in the middle of the discussion,  I think that the MCM includes a setting for this (from the mod description):

 

 + The chance that Masters will sell their slaves on to new Master

 

So having a 'new master' on a replay is not necessarily particularly surprising, is it?

 

DQW

Posted
20 minutes ago, BruceWayne said:

Took maybe a couple in-game days. When I went to the inn they weren't there. Checked the MCM again and sure enough, now they had a hydra master in Markarth. That's probably where my suspicion came from. Or is it a mechanic that after a certain amount of time they change master?

Yes - slaves have a chance to escape or be sold on, these are configurable via the MCM. If a slave is sold on then they will get a new Rumours delay set when that happens,

Posted

What's New in Version 1.614

Released 

  • Fixed compatibility with NFF Followers Home Bases - the Follower's home base will now be removed when enslaved and added back when freed
  • Improved Enslavement Devious Device handling - Masters will now remove generic devices on enslavement before equipping an outfit 
Posted
1 hour ago, Bane Master said:

Yes - slaves have a chance to escape or be sold on, these are configurable via the MCM. If a slave is sold on then they will get a new Rumours delay set when that happens,

 

THANK YOU!!! That's my problem... lol

 

So, when I was setting up my game a couple of weeks ago I chose to set the "chance to sell slave" to either 50% or 100% for the different master types.

I should have read the tool tip, i just assumed that was the chance to sell to the player. I figured I'd have to kill normal NPCs to free them instead.

 

So basically, for this one there is no chance for the rumor timer to complete before they get sold. 

 

I guess if I change my MCM now, that doesn't change the currently affected slave, correct? Similar to the rumor spreading period?

 

Edit: Okay, it's not impossible to get the rumor, but I'd have to win 3 or 7 coin tosses in a row if they happen to be assigned to a 50% chance master...  

Posted (edited)
34 minutes ago, BruceWayne said:

I guess if I change my MCM now, that doesn't change the currently affected slave, correct? Similar to the rumor spreading period?

Afraid so - changes are  not retrospective, however as a work around for your existing slave - set the rumour delays as you want them  and then set the sell slave to 100%, give them a day or so to be sold, set the sell chance to something sensible that suits your playstyle and in [Max Rumor Delay] days after that you should get the rumour for the new master.

Edited by Bane Master
Posted

What's New in Version 1.615

Released 

  • Removed some developmental test code that was erroneously included in V1.614

Version 1.614

  • Fixed compatibility with NFF Followers Home Bases - the Follower's home base will now be removed when enslaved and added back when freed
  • Improved Enslavement Devious Device handling - Masters will now remove generic devices on enslavement before equipping an outfit 
Posted

Sorry to bother again, but I've been struggling to figure out how to set creatures as slave owners for days and I still have no ideas. I tried to add those race IDs to utilities.json and it didn't work😭 Should I copy the IDs of those creatures into master.json? But one kind of creature often has many FromIDs, does that mean I have to copy them all in?

Posted
6 minutes ago, Schatten517 said:

I tried to add those race IDs to utilities.json

That's correct - you need to add the Race(s) to Utility.son in

 

"slaver_races" : 
    [
        "__formData|Skyrim.esm|0x131f4",
        "__formData|Skyrim.esm|0x13205",
        "__formData|Skyrim.esm|0x13206"
    ]

Posted
10 hours ago, Bane Master said:

That's correct - you need to add the Race(s) to Utility.son in

 

"slaver_races" : 
    [
        "__formData|Skyrim.esm|0x131f4",
        "__formData|Skyrim.esm|0x13205",
        "__formData|Skyrim.esm|0x13206"
    ]


Thank you for the reply. I did add some race IDs of creatures in utilities.json, but I didn't find them effective in the game. For example, I added the race IDs of vanilla giants, but when I put the crosshair on the giant, MCM showed that the target was not a valid one, I can't set it as a slave owner.

20241112-173626.png.9cf197ccedc8279340be57f44191748c.png

Posted
48 minutes ago, Schatten517 said:


Thank you for the reply. I did add some race IDs of creatures in utilities.json, but I didn't find them effective in the game. For example, I added the race IDs of vanilla giants, but when I put the crosshair on the giant, MCM showed that the target was not a valid one, I can't set it as a slave owner.

20241112-173626.png.9cf197ccedc8279340be57f44191748c.png

 

You probably have a mod that changes giants or something. You need to get the ID from ssedit, and if you have mods that might mean that there are a few races listed as giant in there

Posted (edited)
6 hours ago, Schatten517 said:

Thank you for the reply. I did add some race IDs of creatures in utilities.json, but I didn't find them effective in the game

Is that the whole of your edit? 

 

If so then the last entry before the closing ] should not have a comma, also the leading zeroes are unnecessary - so for example Werewolf race would be

 

  "__formData|Skyrim.esm|0xcdd84",

Edited by Bane Master
Posted (edited)
1 hour ago, Bane Master said:

Is that the whole of your edit? 

No, the list was too long to cover it all.

I seem to know where the problem lies. I found that every time I open SSEEdit, the first two digits of each MOD's race ID are incremented by 1 based on its load order. This seems to be the reason why my edit didn't work. Can I replace the first two digits of all race IDs with 0x to solve this problem?

Edited by Schatten517
Posted (edited)
5 hours ago, Schatten517 said:

Can I replace the first two digits of all race IDs with 0x to solve this problem?

Yes - that's exactly what you should do, any leading 0's after the 0x can also (optionally) be dropped - so 0x00ab75 is the same as 0xab75 

Edited by Bane Master
Posted
9 hours ago, Bane Master said:

Yes - that's exactly what you should do, any leading 0's after the 0x can also (optionally) be dropped - so 0x00ab75 is the same as 0xab75 

It worked! Thank you so much!!!!

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