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Posted
7 hours ago, TheElderPerv69 said:

I just noticed that the file is already allowing Falmers and Trolls to be masters. So maybe the Dev is already working on something like that?

 

Also it's actually possible to make your Follower a Slave of the mentioned Creatures. The only problem is, that Creature Masters don't seem to "use" their slave. I think that might be because the Mod only allows male and female Masters to use their slaves, which doesn't include Creatures. Do you know a workaround for that?

 

Ah, that's probably why they jumped to mind immediately. That isn't new because it was several versions ago that I edited the json and added wolves and draugr to it, and now that I remember those two were already in it. So I doubt there are more planned to be included by default. 

 

I haven't actually run into your issue since I have seen falmer, trolls, and other non humanoid races that I added use slaves. I am going to assume that your creature animations are set up to run, but you might want to mess with "match creature genders" in the SL MCM if you have any of the gender settings in FSM on. That one always tripped me up, but I don't know if FSM even looks at that. Might have to be patient? Or leave and come back? I have had masters not use slaves for a while before, but not in any pattern like race, and those problems just worked themselves out eventually.

 

If you're really desperate or you really think that the slaves are acting weird you could install more a informative console mod. You can use it to see the current ai package and all running scripts/effects on NPCs, including the FSM master or slave scripts/aliases. I can't remember what the scripts are called but they all start with FSM, and all that matters is that the numbers match e.g. FSMSlave6 follows around FSMMaster6. I think SL has its own log that can output to console, and you might be able to see if a sex scene tries to start but fails. Otherwise there is the papyrus log. Not that any of these things usually help me because I treat my saves like trash while also keeping the same save for at least 8 months, and then Bane quite fairly can't really help me when my papyrus log is 1gb.

 

TL;DR no idea why it isn't working, I am yapping, and I think I have realised that modding Skyrim is my hobby more than playing it

Posted (edited)
On 1/4/2025 at 10:00 PM, TheElderPerv69 said:

I just noticed that the file is already allowing Falmers and Trolls to be masters. So maybe the Dev is already working on something like that?

The work is done - just add the races you want to the JSON

 

On 1/4/2025 at 10:00 PM, TheElderPerv69 said:

Also it's actually possible to make your Follower a Slave of the mentioned Creatures. The only problem is, that Creature Masters don't seem to "use" their slave. I think that might be because the Mod only allows male and female Masters to use their slaves, which doesn't include Creatures. Do you know a workaround for that?

This is already supported and working - if you are not seeing SL scenes with creatures it is most likely because FSM can't find/start a valid animation

Edited by Bane Master
Posted

I'm probably being stupid because I don't know how to configure this mod properly. I think I'm having trouble with some option in one of the two mods (this one or Defeat). When my character and followers lose a fight, Bane's defeat and the sexlab animations are activated as expected... but then... that's it, nothing happens, no followers are enslaved (I've already set the probability to 100% to test), my character remains down and waiting for the player's command to fill the struggle bar.
-I don't have the simple slavery+ mod, do I need it?
-Do I need to leave any specific configuration in defeat? (player post-assult)

Posted
11 hours ago, Paracide said:

Hi, loving the mod. I was curious - is there a way to increase the total number of followers that can be enslaved at one time?

 Afraid it's unlikely I will increase the number of slave slots beyond the current 10 due to the potential script load involved and level of complexity.

Posted
On 1/7/2025 at 5:12 PM, lorivn said:

I'm probably being stupid because I don't know how to configure this mod properly. I think I'm having trouble with some option in one of the two mods (this one or Defeat). When my character and followers lose a fight, Bane's defeat and the sexlab animations are activated as expected... but then... that's it, nothing happens, no followers are enslaved (I've already set the probability to 100% to test), my character remains down and waiting for the player's command to fill the struggle bar.
-I don't have the simple slavery+ mod, do I need it?
-Do I need to leave any specific configuration in defeat? (player post-assult)

@Bane Master, any idea?

Posted (edited)
39 minutes ago, lorivn said:

@Bane Master, any idea?

If you post a papyrus log I'll take a look see if I can spot any issues

 

Other than that, 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.

 

 

Edited by Bane Master
Posted
6 hours ago, Xarius said:

Any chance of adding support for Soulgem Oven (SGO 4: IF)

I can take a look next time I working on FSM.

 

I've never used SGO - I assume it is used instead of FM or BF and has an API that will allow FSM to tell it that an Actor has been inseminated?

Posted
1 hour ago, Bane Master said:

I can take a look next time I working on FSM.

 

I've never used SGO - I assume it is used instead of FM or BF and has an API that will allow FSM to tell it that an Actor has been inseminated?

There's documentation available as a download, and a mod event exists for actor insemination.  I imagine it should be similar to supporting FM/BF.

Posted (edited)
On 1/9/2025 at 12:30 PM, Bane Master said:

If you post a papyrus log I'll take a look see if I can spot any issues

 

Other than that, 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.

 

 

I hadn't attached it before because I thought that maybe with some guidance on things already mentioned, I could get some tips on how to configure it (like, for example, "what should be left in "player post-assault" in the defeat mod") I have mods like Lawless and Organic Factions, they change and improve the game's factions, maybe this makes the mod not see that they are eligible to work.

Anyway, I got the log, but there's a lot of information here and I don't know how to separate it just for useful things for you, at the end of the log I simply closed the game because nothing happened, only what was mentioned previously in my post.
 

log.txt

Edited by lorivn
Posted
On 1/10/2025 at 6:14 PM, lorivn said:

Anyway, I got the log, but there's a lot of information here

I've had a look and can't see anything obvious that would stop FSM from working (although it did show an unrelated bug that I have fixed for the next release so thanks for that!)

 

I'm afraid I'm not sure what else to suggest - I assume enslaving your follower(s) using the MCM is working OK?

 

What followers are you using?

Posted
2 hours ago, Bane Master said:

I've had a look and can't see anything obvious that would stop FSM from working (although it did show an unrelated bug that I have fixed for the next release so thanks for that!)

 

I'm afraid I'm not sure what else to suggest - I assume enslaving your follower(s) using the MCM is working OK?

 

What followers are you using?

I'm glad I could help, hahaha Yes, I tested this (enslaving using mcm) for a few seconds and it worked (I mean, I saw a notification at the top, and the follower ran away and disappeared, I clicked on reveal location and it said where she was, but I didn't go after her to see if she was really there)

The followers were Lydia and Uthgerd

Can you tell me a location or a type of NPC that can make the mod work? Maybe I was fighting an NPC that doesn't do this (it was Kematu and his Alik warriors, but I've already fought in a tower near Whiterun and it didn't work either)

Posted
17 hours ago, lorivn said:

I'm glad I could help, hahaha Yes, I tested this (enslaving using mcm) for a few seconds and it worked (I mean, I saw a notification at the top, and the follower ran away and disappeared, I clicked on reveal location and it said where she was, but I didn't go after her to see if she was really there)

The followers were Lydia and Uthgerd

Can you tell me a location or a type of NPC that can make the mod work? Maybe I was fighting an NPC that doesn't do this (it was Kematu and his Alik warriors, but I've already fought in a tower near Whiterun and it didn't work either)

Sure - I generally use Halted Stream Camp exterior for testing

Posted
10 hours ago, Bane Master said:

Sure - I generally use Halted Stream Camp exterior for testing

I just came back to let you know that it worked this time!
I don't know if you want the log, but I noticed that the event worked when I set the player's post assault as "left for dead". Maybe that's why it didn't work before, because the left for dead of the defeat mod had a 20% chance of activating, since it didn't activate, the mods waited for the player to get up and continue fighting. The post-assault "rescued" doesn't seem to activate the FSM (which makes sense, I think, since it's understood that everyone was rescued (?))

I can't test it anymore with the Alik warriors I had before because they've already died, but the location you told me made the mod work (setting the post-assault "left for dead" to 100% chance of activating)
Thanks

Posted

I see where Serana is excluded in the utility.json. If I want to exclude a custom follower, should I just add a line in that section and do it the same way as Serana , "name of follower" or 0x######|plugin.esp? Or something else?

Thank you.

Posted (edited)
7 hours ago, Seeker999 said:

I see where Serana is excluded in the utility.json. If I want to exclude a custom follower, should I just add a line in that section and do it the same way as Serana , "name of follower" or 0x######|plugin.esp? Or something else?

Thank you.

Yep - just add your new follower's name. Don't forget you need a comma after each name except the last e.g.

 

[
        "Serana",

        "FollowerTwo",

        "Another Follower"
 ]

Edited by Bane Master
  • 2 weeks later...
Posted

I had the mod in my save for quite sometime but never activated it. Only recently I found out that the MCM is empty.  Is there a way to fix that? I am using Follower goes on a trip and this 

 

Posted
On 12/31/2023 at 10:30 AM, Pkingsley said:

Getting a little over one hundred suspended scripts on the new fsm version. Not sure if it is because I didn't clean old version when updating but I've not had this issue before when upgrading between versions. 

Active scripts: (more than shown)

image.png.ade49b68dc1e054f21324fc252d97272.png

 

Suspended Scripts:

image.png.a670095782480f14343ae46961b40013.png

Im getting the same thing now out of the blue. Did you manage to fix that or did you just start a new save instead?

Posted
28 minutes ago, Kingslayer101 said:

Im getting the same thing now out of the blue. Did you manage to fix that or did you just start a new save instead?

I ended up restarting. Haven't had the issue since, but I also don't use followers all that often in my playthroughs

Posted

Any possibility for Mark of Arkay support : so when player is not immediately resurrected/respawns in another area, follower is enslaved instead.

Also, not sure if this is within the scope of the mod, or the other, buuuut..can it work with Paradise Halls/Diary of Mine mod?

The general idea I'm thinking of, is that if a follower/npc is enslaved for longer period of time there is a possibility their minds are broken and fully turn to slave mentality.

So when you rescue them, they are automatically added to slave faction and you can keep on training them.

 

Posted (edited)
29 minutes ago, Kanerah said:

Any possibility for Mark of Arkay support : so when player is not immediately resurrected/respawns in another area, follower is enslaved instead.

Also, not sure if this is within the scope of the mod, or the other, buuuut..can it work with Paradise Halls/Diary of Mine mod?

The general idea I'm thinking of, is that if a follower/npc is enslaved for longer period of time there is a possibility their minds are broken and fully turn to slave mentality.

So when you rescue them, they are automatically added to slave faction and you can keep on training them.

 

I'm sure there are options for integration with these mods but it needs to be done by their authors (if they wish to).

 

FSM provides an API for this purpose, it allows other Mods a dependency free way to enslave/release Followers with a few lines of code.

Edited by Bane Master
Posted (edited)
10 hours ago, Bane Master said:

I'm sure there are options for integration with these mods but it needs to be done by their authors (if they wish to).

 

FSM provides an API for this purpose, it allows other Mods a dependency free way to enslave/release Followers with a few lines of code.

I guess I'm looking for all-around slavery system that "ties" existing mods together. Slavery Plus+Diary of Mine+NPC enslavement ( your mod)+Independent/assigned slave activity.

I think what is missing is more effort/risk/reward mechanics, with some randomization ( to make it less monotonous/predictable).

So it works that if NPC is captured, it can lead to different scenarios:

A) Slave Caravan/Escort. For a brief period you can immediately find npc escorted to auction house and you can rescue them. 

B ) Auction House. After a day or two, you can find npc at auction house where you can buy them back for hefty sum. This is a safe, but expensive option.

C) Bandit camps/Fortresses. After a week or so, npc is sold and found in one of bandit/stormcloak/imperial locations. You can kill captors or negotiate back their release for a price. But their disposition is lowered and they suffer loss of xp/skills. 

D) Thralled in Warlock/Vampire lairs. After more than a week, they are mind broken and turned into slaves. Their disposition is fully negative and you have to subjugate them after killing their masters.But they also have decent/good starting slave stats.

 

This could also work through assigned follower/npc to world activities through which they earn you  money/increase their skills, at the risk of them being captured. ( Merchant/sell your items, work in mines, clear area of hostiles, etc).

Edited by Kanerah
Posted

PDF's slavery function will make the companion die, and regenerate a NPC with different codes, which is not as easy to use as FSM. I hope the author can update more consequences later.

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