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Posted

Dear Bane,

Some part is not clear to me.

Ā 

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 (Defeated) refer to SL Defeat mod event or vanilla bleed-out.

Ā 

Thank you for hard work šŸ’œ šŸ™šŸ»Ā 

Posted
1 hour ago, moshee said:

The (Defeated) refer to SL Defeat mod event or vanilla bleed-out.

Defeated refers to SL Defeat, if you/your followers are in a SL Defeat scenario then the follower must have been assaulted to be considered for slavery and theĀ aggressor has to have either hit or had sex with the follower to be a valid master.

Ā 

If you activate the vanilla bleed out option then for non-SL Defeat scenarios there is no assault requirement butĀ theĀ aggressor still has to have hit the follower (or one of the followers if more than one follower) in the fight to be a valid master.

Ā 

Ā 

Ā 

Ā 

Posted
1 hour ago, Bane Master said:

Defeated refers to SL Defeat, if you/your followers are in a SL Defeat scenario then the follower must have been assaulted to be considered for slavery and theĀ aggressor has to have either hit or had sex with the follower to be a valid master.

Ā 

If you activate the vanilla bleed out option then for non-SL Defeat scenarios there is no assault requirement butĀ theĀ aggressor still has to have hit the follower (or one of the followers if more than one follower) in the fight to be a valid master.

Ā 

Ā 

Ā 

Ā 

Thank you Bane for your reply šŸ™šŸ»Ā 

Posted

Hello Bane

Ā 

Will this mod feature "leash" feature that I heard exists as a resource in ZaZanimationPack? It would be immersive to watch slaves held by a leash to their masters.

Posted
20 hours ago, phobos33 said:

Hello Bane

Ā 

Will this mod feature "leash" feature that I heard exists as a resource in ZaZanimationPack? It would be immersive to watch slaves held by a leash to their masters.

No plans to implement that I'm afraid

  • 4 weeks later...
Posted
10 hours ago, Watson152 said:

I would pay for a patch or fix to Defeat to make it run with nemesis

Ā 

Ā 

Does it not already? Pretty sure the only thing nemesis doesnt do is beastiality, and thats a nemesis thing

Posted
19 hours ago, Watson152 said:

I would pay for a patch or fix to Defeat to make it run with nemesis

Ā 

Ā 

What issues SL-Defeat has with nemesis (abandoware)?Ā  Any animation problems are on nemesis court and that tool is abandoned.

Ā 

You can pay the Pandora Behaviour Engine Plus team.Ā  Still beta with some issues, but it works for me. It has deployment issues with Vortex, just deploy whole directly to data folder like a normal esp mod, activate dummy FNIS.esp, add it to tools or run it outside vortex.Ā  It runs and completes in seconds, confusing if expecting it to behave like FNIS and NEMESIS.

Ā 

Furthermore, it replaces nemesis and FNIS, do not deploy together, only install animations mods or extensions like fnis creature pack or spells.

Ā 

Spoiler

A behavior patcher is a program that reads the edits to the various pack files and merges the edits into a final output. This is necessary to have multiple mods making edits to the same files without conflicts.

First pioneered by Fore through FNIS for Skyrim, then further developed through Nemesis, Pandora is the latest culmination of the decade of work that has gone into the relatively underrecognized field of behaviour.

Engine Comparison

Ā  Pandora Nemesis FNIS
OS Windows/Linux/MacOS Windows/Linux Windows
Game Skyrim SE/AE Skyrim SE/AE Skyrim SE/AE/LE
Support Humans & creatures Humans & some creatures Humans & creatures
Patching Behavior Behavior Limited Behavior
Export HKX2E HKXCMD HKXCMD
Cross-Compatibility Most FNIS mods & all Nemesis mods Almost all FNIS Mods Own Format Only
Source Open Source (GPL v3) Open Source (GPL v3) Closed Source
Animations Add via behavior or animlist Add via behavior or animlist

Add via animlist

Ā 

Posted
2 hours ago, safado said:

Ā 

What issues SL-Defeat has with nemesis (abandoware)?Ā  Any animation problems are on nemesis court and that tool is abandoned.

Ā 

You can pay the Pandora Behaviour Engine Plus team.Ā  Still beta with some issues, but it works for me. It has deployment issues with Vortex, just deploy whole directly to data folder like a normal esp mod, activate dummy FNIS.esp, add it to tools or run it outside vortex.Ā  It runs and completes in seconds, confusing if expecting it to behave like FNIS and NEMESIS.

Ā 

Furthermore, it replaces nemesis and FNIS, do not deploy together, only install animations mods or extensions like fnis creature pack or spells.

Ā 

Ā  Reveal hidden contents

A behavior patcher is a program that reads the edits to the various pack files and merges the edits into a final output. This is necessary to have multiple mods making edits to the same files without conflicts.

First pioneered by Fore through FNIS for Skyrim, then further developed through Nemesis, Pandora is the latest culmination of the decade of work that has gone into the relatively underrecognized field of behaviour.

Engine Comparison

Ā  Pandora Nemesis FNIS
OS Windows/Linux/MacOS Windows/Linux Windows
Game Skyrim SE/AE Skyrim SE/AE Skyrim SE/AE/LE
Support Humans & creatures Humans & some creatures Humans & creatures
Patching Behavior Behavior Limited Behavior
Export HKX2E HKXCMD HKXCMD
Cross-Compatibility Most FNIS mods & all Nemesis mods Almost all FNIS Mods Own Format Only
Source Open Source (GPL v3) Open Source (GPL v3) Closed Source
Animations Add via behavior or animlist Add via behavior or animlist

Add via animlist

Ā 

I tried to get pandora to work with my load order but i always ended up with something broken, either all the npcs were fine but my character would get stuck T posing or none of them were fine and everyone was stuck

Posted
On 3/11/2025 at 8:00 PM, Watson152 said:

I tried to get pandora to work with my load order but i always ended up with something broken, either all the npcs were fine but my character would get stuck T posing or none of them were fine and everyone was stuck

Ā 

Try what best for your mod list, every mod list is different and stuff will conflict in complicated ways.

When I have problem with rebuilding the behavior files (t-pose) is because some legacy mod is doing something very custom that need a pandora patch. For example, RidingStyles2V5.1se breaks my animations. Also, OAR has animation total limits between 32000 and 35700, even with the experimental 65k enabled, when the limit is reach OAR will CTD the game when reading the conditions.Ā  Took me a while to notice it was OAR.Ā  DAR-65k custom do not have that issue, but I prefer OAR.

Ā 

  • 4 weeks later...
Posted

image.png.5a39e77c18466e8230ea3ca500f9f9a9.png

I still can't get this to work.

No matter how i set up everything and no matter how many times i wait, the slaves never get inseminated/pregnant

Posted
19 hours ago, Castoli said:

image.png.5a39e77c18466e8230ea3ca500f9f9a9.png

I still can't get this to work.

No matter how i set up everything and no matter how many times i wait, the slaves never get inseminated/pregnant

Ā 

You got FM v3 tweaks?

  • 2 weeks later...
Posted

Editing the Util.JSON to remove the follower blacklist doesn't seem to reflect any changes in game. Is there a fix somewhere that I might have missed for this?

Posted
7 hours ago, TauNoob1 said:

Editing the Util.JSON to remove the follower blacklist doesn't seem to reflect any changes in game. Is there a fix somewhere that I might have missed for this?

The only name in the default Blacklist is Serana and she is only really included to demonstrate that the list uses the Character name.

Ā 

Removing her won't do anything because she also fails FSM's internal checks for a valid slaveĀ because she does not have theĀ ActorTypeNPC keyword.

Ā 

Given her role in the game, enslaving her could cause major issues and I wouldn't recommend it - but if you want to take the risk you can add the keyword to her Non-Player Character (Actor) record.

  • 2 weeks later...
Posted
5 hours ago, urnotsupposedtobehere said:

how does the rumor system work? I have a follower captured in eastmarch at cragslane cave and I went to windhelm to ask around. the innkeepers are saying nothing and theres no dialogue option for the guards

It may take up to a week (or more) for rumours to become active depending on your MCM settings (also changing the setting won't change the delay for slaves already captured).

Ā 

Windhelm is correct for Cragslane so that's where the rumours should appear once the delay ends.

Posted
12 hours ago, phobos33 said:

Are we getting new update anytime soon?

I'm not working on an FSM update at the moment - that's not to say I won't, but I don't have anything to add atm.

Posted (edited)
On 5/2/2025 at 12:54 PM, Bane Master said:

I'm not working on an FSM update at the moment - that's not to say I won't, but I don't have anything to add atm.

How about a hardcore version? Patch or separate version of FSM with non-tweakable features like fixed high slave buy back gold value and making the slave impossible to escape or even runaway with the player along with immersive dialogues.

Edited by phobos33
Posted
13 hours ago, phobos33 said:

How about a hardcore version? Patch or separate version of FSM with non-tweakable features like fixed high slave buy back gold value and making the slave impossible to escape or even runaway with the player along with immersive dialogues.

Just to give Skyrim through this mod that sense of irreversible consequence of letting yourself down and your follower. I actually got this idea from update suggestions somewhere on this website. FSM could have stuff like special very difficult quests about a slave master demanding rare items or bounty hunter quest in order for him to even consider selling you his captive, and slaves being unwilling to run away from their masters due to fully submitting to them or Stockholm syndrome like they either join the master as their personal bodyguard or end up marrying to them.Ā 

Posted (edited)

so i feel like im missing something or im just dumb but i have 3 followers enslaved so that part works but no matter how many people i pass or inn keepers i talk toĀ  even if i ask about slaves they have nothing to say where they are i wanna find them legit and "save" them and i dont wanna use mcm to just free them am i missing something i have the rumors to begin after 2 days but no matter how much i fast travel or wait no matter who i talk to if i ask about slave only 1 name will pop up for me to describe no one knows anything ive even tested going to specific regions of where they are kept without revealing their real location and nothing i waited like an in game month and fast travel a ridiculous amount

Edited by monster_heart
Posted (edited)
On 1/14/2024 at 4:22 AM, Bane Master said:

Ā I use

Ā 

Bool Function IsModInstalled(String astrModName) ;Returns if a Mod is installed for either LE & SE versions of Skyrim
Ā Ā  Ā If !bIsSkyrimSE
Ā Ā  Ā Ā Ā  Ā Return (Game.GetModByName(astrModName) < 255)
Ā Ā  Ā EndIf
Ā Ā  Ā Return Game.IsPluginInstalled(astrModName) Ā Ā  Ā ;This works for both Light and Normal ESM/ESPs in SE
EndFunction

Ā 

WhereĀ 

Ā 

bIsSkyrimSE = ( SKSE.GetVersion() > 1 ) ;Check for Skyrim LE

Ā 

So in fact GetModbyName not being bound is only an issue for FSM in LE, but I do wonder if these unbound functions are a symptom of something being wrong with your SKSE setup, as I don't have VR I can't say for sure.Ā 

Ā 

Is there a forum for VR users where you can check this out?

Ā 

Sorry to necro a post from a year and a half ago, and I'm not the OP regarding VR - but IsPluginInstalled is not a function in SKSEVR (it is SKSE only). So the issue with this logic in VR is that SKSE.GetVersion will return a version > 1 (as of writing the latest is 4.87) but the IsPluginInstalled function is unavailable. So the mod works in VR, except that Sexlab is not detected.

Ā 

Unfortunately there seems to no good wiki or documentation for which SKSE functions are available in SKSEVR. On Reddit awhile back someone noticed that IsPluginInstalled isn't available in VR, and suggested that GetModByName be used as a workaround. I confirmed this is the case because I did a 'find in files' of the SKSEVR source and did not find the IsPluginInstalled code at all.

Ā 

I tried rebuilding FSM from source with my modified detection code, but I couldn't get the dependencies right. I can probably also write an SKSE plugin that simply adds IsPluginInstalled (the code is available from the SKSE source and calls LookupModByName just like GetModByName, I don't know why it didn't get copied over from SKSE->SKSEVR).

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

I tried rebuilding FSM from source with my modified detection code, but I couldn't get the dependencies right

If you send me your modified detection code I'll compile it - then you can test (I don't have VR)

Ā 

Bear in mind though that isModInstalled uses IsPluginInstalled because it detects both normal and light plugins - GetModByName does not, so it's not an option for Non-VR SE/AE usersĀ 

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

Bear in mind though that isModInstalled uses IsPluginInstalled because it detects both normal and light plugins - GetModByName does not, so it's not an option for Non-VR SE/AE usersĀ 

For what it's worth, Quest.GetQuest() should be a version-neutral way to detect the presence of any mod, as long as the mod has a quest with a unique editor ID.

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