Bane Master Posted August 12, 2025 Author Posted August 12, 2025 (edited) 4 hours ago, Ariaan said: I'm not sure if or what FSM's entry in the log is suppose to be when selecting to enslave a follower. There should be traces about the enslave attempt but there is nothing - that said there is evidence of a problem in your configuration at the beginning of the log  [08/12/2025 - 11:59:23AM] warning: Replacing native function GetModByName on unlinked object Game. [08/12/2025 - 11:59:23AM] warning: Replacing native function GetModName on unlinked object Game. [08/12/2025 - 11:59:23AM] warning: Replacing native function GetModAuthor on unlinked object Game. [08/12/2025 - 11:59:23AM] warning: Replacing native function GetModDescription on unlinked object Game. [08/12/2025 - 11:59:23AM] warning: Replacing native function GetModDependencyCount on unlinked object Game. [08/12/2025 - 11:59:23AM] warning: Replacing native function GetNthModDependency on unlinked object Game. [08/12/2025 - 11:59:23AM] warning: Replacing native function SetInt on unlinked object UI. [08/12/2025 - 11:59:23AM] warning: Replacing native function InvokeInt on unlinked object UI. [08/12/2025 - 11:59:23AM] warning: Replacing native function InvokeIntA on unlinked object UI.  For some reason (most likely an incorrect version or overwrite) these functions are missing from your game. GetModByName is used by FSM to work out which Follower Mod you are using (as well as several other uses) so if that's failing it explains why FSM can't enslave your follower.  To put this in context - in my current playthrough here are more than 300 calls to GetModByName in 84 scripts, so you can see that without fixing this problem you're lilekly to get lots of Mods failing to work as expected.  Recheck all your dependencies for correct version and load order starting with SKSE and moving on from there - Good Luck! Edited August 12, 2025 by Bane Master
Bane Master Posted August 12, 2025 Author Posted August 12, 2025 What's New in Version 1.721 Released 3 minutes ago Fixed SL animation order for female Mistresses with male slaves Added missing group tags to Animation tag lists 2
Ariaan Posted August 12, 2025 Posted August 12, 2025 4 hours ago, Bane Master said: There should be traces about the enslave attempt but there is nothing - that said there is evidence of a problem in your configuration at the beginning of the log  [08/12/2025 - 11:59:23AM] warning: Replacing native function GetModByName on unlinked object Game. [08/12/2025 - 11:59:23AM] warning: Replacing native function GetModName on unlinked object Game. [08/12/2025 - 11:59:23AM] warning: Replacing native function GetModAuthor on unlinked object Game. [08/12/2025 - 11:59:23AM] warning: Replacing native function GetModDescription on unlinked object Game. [08/12/2025 - 11:59:23AM] warning: Replacing native function GetModDependencyCount on unlinked object Game. [08/12/2025 - 11:59:23AM] warning: Replacing native function GetNthModDependency on unlinked object Game. [08/12/2025 - 11:59:23AM] warning: Replacing native function SetInt on unlinked object UI. [08/12/2025 - 11:59:23AM] warning: Replacing native function InvokeInt on unlinked object UI. [08/12/2025 - 11:59:23AM] warning: Replacing native function InvokeIntA on unlinked object UI.  For some reason (most likely an incorrect version or overwrite) these functions are missing from your game. GetModByName is used by FSM to work out which Follower Mod you are using (as well as several other uses) so if that's failing it explains why FSM can't enslave your follower.  To put this in context - in my current playthrough here are more than 300 calls to GetModByName in 84 scripts, so you can see that without fixing this problem you're lilekly to get lots of Mods failing to work as expected.  Recheck all your dependencies for correct version and load order starting with SKSE and moving on from there - Good Luck! Thanks a million for the feedback @Bane Master! Wish there was a Python script I could write to quickly tell me where the problem is 🙂 . Sitting with 365 mods in MO2 now, so going to take some time to eliminate the culprit. Load Order is done by LOOT. I also checked dependencies and versions carefully over the last three months as I build this modlist.  Your feedback though is priceless, I really appreciate it! I'm fairly new to modlists this size, and the only mods I've done so far is to create some custom armours and outfits and assign them to NPCs. Thanks for your help!
Ariaan Posted August 12, 2025 Posted August 12, 2025 @Bane Master, turns out the culprit for those entries are Skyrim VR ESL Support. Nothing wrong with my version or anything. Started a game with only Skyrim VR ESL Support and its dependencies loaded (VR Address Library for SKSEVR & Engine Fixes VR) and those function warning messages were displayed right at the top, same as in the log file I loaded. I've added a comment on the mods Nexus page asking for some more info regarding those warnings which the mod creates, so hopefully I'll get some info soon. I see it's quite a heavy hitting list of modders that worked on it, including Alandtse. Will keep you posted on feedback.
r235711 Posted August 13, 2025 Posted August 13, 2025 On 8/12/2025 at 6:07 PM, Bane Master said: On the Slavery MCM tab set the Minimum Interval for Slave use to 0.5 hours, then set the Maximum Interval for Slave use to 0.6 hours  Given the time it takes for animations to play out the master will use the slave more or less continuously (assuming the Master is not in a scene or conversation etc. when the event fires)  I apologize in advance for not speaking English as my native language.  Thank you for your reply! Regarding my first question, I would appreciate it if you could consider making it possible to further lower the value that can be set in MCM.  I have an additional request. I would like to be able to set slaves to stop using furniture etc. while they are following their master. In some situations, it can feel strange, such as when a slave starts sleeping in their master's bed while the master is standing still.
Tris5 Posted August 14, 2025 Posted August 14, 2025 I need version 1.72.7 to get a Wabbajack list working, Is there anyway to get ahold of this previous version of the mod?
Bane Master Posted August 14, 2025 Author Posted August 14, 2025 3 hours ago, Tris5 said: I need version 1.72.7 to get a Wabbajack list working, Is there anyway to get ahold of this previous version of the mod? Enjoy! Follower Slavery Mod V1.72.7z 2
Tris5 Posted August 14, 2025 Posted August 14, 2025 7 hours ago, Bane Master said: Enjoy! Follower Slavery Mod V1.72.7z 183.01 kB · 0 downloads You're the best, thanks
Ariaan Posted August 24, 2025 Posted August 24, 2025 (edited)  On 8/8/2025 at 3:37 PM, Bane Master said: This implies that the enslavement script has fired but enslavement is failing for some reason. The most likely cause is a missing or out of date dependency. Hi there @Bane Master. I've fixed all the inter-dependencies and I can now manually enslave a follower using the MCM.  However, no matter what settings I use I can't get my follower to enter enslavement when her health is depleted fighting inside a cave that is marked as an enslavement cave. I will go into the fight, wait for her health to drop until she goes into the state where she is kneeling on the ground. Then I run away from the fight far enough for the combat to end. I can see some of the SLDefeat messages displayed in red in the left side of the screen (things like "Bandit approaching NPC_Name"). But she always eventually return to where I'm stading just inside the cave after a while.  I've set all the SLDefeat options in the FSM MCM (al 4 of them) to 100%, so any SLDefeat action on the NPC should result in enslavement (I think). I also set the "Enslavement of Bleedout" to 100% in FSM.  I really don't know what else to check or what else could be wrong.  When the player is defeated SLDefeat kicks in as expected and both the player and the follower is taken advantage of by the NPCs in the cave. So it does look like SLDefeat is working.  If you have a chance, please can you look at the attached Papyrus log? You will see that at the end the Follower is enslaved. That is when I triggered it at the end just to show that the follower can be enslaved if I manually enslave her.  These are the FSM entries in the log:   412 [08/24/2025 - 02:39:12PM] [FSMPM <FSMPM (FE0B3D62)>] INITIALIZED  708 [08/24/2025 - 02:39:16PM] [FSMPM <FSMPM (FE0B3D62)>]: Registered FSMP at MCM.  1021 [08/24/2025 - 02:39:18PM] [fsm_mcmscript <fsm_MCMQuest (4A01EDB2)>] INITIALIZED  1023 [08/24/2025 - 02:39:18PM] FSM MCM: Updating script to version 14  1452 [08/24/2025 - 02:39:22PM] [fsm_mcmscript <fsm_MCMQuest (4A01EDB2)>]: Registered Follower Slavery at MCM.  2330 [08/24/2025 - 02:40:12PM] FSM JC Warning - .female.Toys Curio not loaded - Element 0 is None  2331 [08/24/2025 - 02:40:12PM] FSM JC Warning - .female.Toys Chaotic not loaded - Element 0 is None  2332 [08/24/2025 - 02:40:12PM] FSM JC Warning - .female.Toys Ancient not loaded - Element 0 is None  5957 [08/24/2025 - 03:03:50PM] FSM: Enslave request for Kristi  5958 [08/24/2025 - 03:03:50PM] FSM Kristi: Random Master requested from pool  5959 [08/24/2025 - 03:03:50PM] FSM: Enslaving Kristi  Edited August 29, 2025 by Ariaan
Asgir546 Posted August 24, 2025 Posted August 24, 2025 I have a weird issue with this mod: if I install it, it instantly bugs my game and causes CTD when I try to interact with Mara's statue in ASLAL or when a guard try to force greet me. It's been suggested it is because of some fonction of this mod to set a flag on NPCs and interactable objects.
Bane Master Posted August 25, 2025 Author Posted August 25, 2025 17 hours ago, Ariaan said: However, no matter what settings I use I can't get my follower to enter enslavement when her health is depleted fighting inside a cave that is marked as an enslavement cave. Â Your log is clean as far as FSM is concerned however follower 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. There are no "enslavement caves" as such - enslavement on defeat can happen anywhere. The list of locations are places that Followers may be sent to when enslaved to a random Master or Sold on by their current master.
Bane Master Posted August 25, 2025 Author Posted August 25, 2025 14 hours ago, Asgir546 said: It's been suggested it is because of some fonction of this mod to set a flag on NPCs and interactable objects. If you are seeing a CTD when starting dialog this is caused by powerofthree's Papyrus Extender (or other FSM dependencies) either being out of date or overwritten by another mod. Â Check your dependency versions and overwrites. 1
Ariaan Posted August 26, 2025 Posted August 26, 2025 On 8/25/2025 at 9:40 AM, Bane Master said:  follower 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.  Thank you for setting out the requirements so clearly, I appreciate it.  Do you mind if I ask you for some additional clarifications?  Ideally I would like the follower to always be enslaved if the follower goes into bleedout and I'm unable to heal the follower and instead flee from the scene in order to save myself and as a result I leave the follower in bleedout behind (my understanding of bleedout is this is when the follower's health has been totally depleted - please tell me if my understanding is wrong)  What settings should I use to achieve this (to always or almost always enslave the follower when I leave them behind when they are in bleedout and can't escape with me)?  Currently, in FSM, I have set System Settings Follower Bleedout Enslavement - 100% Defeat Enslavement chance when traumatised - 100% Enslavement chance when exhausted  - 100% Enslavement chance if trying to escape - 100% Additional chance if isolated - 100%  In NFF (Nether's Follower Framework) I have set, on the Gameplay menu: Bleedout Bleedout Time - 90 seconds Disable Bleedout Recovery - True Revive After Combat - False Potion Recovery - Any  In SL Defeat NPC vs NPC General Settings Type of knock down - Both Settings for followers Followers as victims - True Â
Bane Master Posted August 27, 2025 Author Posted August 27, 2025 On 8/26/2025 at 9:22 AM, Ariaan said: Do you mind if I ask you for some additional clarifications? Not at all!  Your settings look good to me but bear in mind that enslavement is still not guaranteed as all the conditions I posted still have to be met.  Actually being far enough away to allow enslavement whilst being able to see the action is tricky - so in testing I usually run far away whilst my followers are fighting, hide and then use TFC to move the camera back to the action.  Even then you ned the Follower to have been assaulted (i.e. in a SL Scene) and then the Perpetrator to be within 200' of the follower when the enslave event fires.
Ariaan Posted August 29, 2025 Posted August 29, 2025 On 8/27/2025 at 4:54 PM, Bane Master said: Actually being far enough away to allow enslavement whilst being able to see the action is tricky - so in testing I usually run far away whilst my followers are fighting, hide and then use TFC to move the camera back to the action. Thank you for sharing this trick 🙂  On 8/27/2025 at 4:54 PM, Bane Master said: Even then you ned the Follower to have been assaulted (i.e. in a SL Scene) and then the Perpetrator to be within 200' of the follower when the enslave event fires. Yes, it's a very specific set of events that has to be true. I was wondering if the requirement that the follower must first have been assaulted in a SL scene was too onerous. So I had quick look at your code last night. Do you think it will work if I relax this requirement? Or are there too many dependencies linked to the SL scene event?
Bane Master Posted August 29, 2025 Author Posted August 29, 2025 1 hour ago, Ariaan said: Do you think it will work if I relax this requirement? It might - the reason I did it this way is to make it easy to work out who should be eligible to enslave the follower. I figured that if they successfully assaulted the player via Defeat and were an NPC (or their race was eligible for FSM) then they would be an appropriate Master
AMchi Posted August 30, 2025 Posted August 30, 2025 (edited) Hi, have used this mod quite a bit over its development and honestly, absolutely loved it during my previous play through of the game. Recently did a fresh reinstall of the game and modded it heavily, but ran into a bit of an issue that I can’t quite figure out how to fix. Masters and followers just don’t have sex, even with the time interval set to the lowest possible. Gonna try a new game tomorrow to test if something got borked in the process of normal gameplay (only noticed this issue now, around 90 levels in unfortunately) but I was wondering if this was a well-known issue and whether there was something super simple I am overlooking. The mod itself installed fine and every other part of its functionality seems to work, including the manual enslavement of followers; the only issue is that they just kind of stand around awkwardly.    wait, this wouldn’t happen to be because the mod’s not compatible with p+, is it? orz Edited August 30, 2025 by AMchi
Bane Master Posted August 30, 2025 Author Posted August 30, 2025 (edited) 2 hours ago, AMchi said: wait, this wouldn’t happen to be because the mod’s not compatible with p+, is it? I haven't tested with P+ but my understanding is that P+ is backwards compatible with standard SL. However, given that FSM uses a Global Interface to avoid SL dependency it's possible that there is an issue there. I'll take a look and see if I get any problems. Edited August 30, 2025 by Bane Master
AMchi Posted August 30, 2025 Posted August 30, 2025 11 hours ago, Bane Master said: I haven't tested with P+ but my understanding is that P+ is backwards compatible with standard SL. However, given that FSM uses a Global Interface to avoid SL dependency it's possible that there is an issue there. I'll take a look and see if I get any problems. Thanks for the timely reply! Tried a fresh save, enslaved a follower manually, lowered the usage interval to minimum, and waited. Still no action. Very occasionally the follower will run at the master , but nothing happens during it. Nothing going on in the console when I look at it either…
Bane Master Posted August 31, 2025 Author Posted August 31, 2025 (edited) 12 hours ago, AMchi said: Still no action. Very occasionally the follower will run at the master I have a idea what the issue might be based on testing P+ at my end.  FSM currently uses the QuickStart SL function - in Vanilla SL any tags passed to this function are always treated as OR.  In this case - for male master female slave the FSM tags file has "Aggressive,MMF.MMMF,MMMMF" and this works fine you either get an Aggressive MF animation or if there is more than one male you get MMF, MMMF or MMMMF accordingly.  In my testing it looks like the P+ implementation of QuickStart is treating the Tags as AND - so no animation can be found as no amimation has all the tags  "Aggressive,MMF.MMMF,MMMMF".  You can test this yourself by editing the mf incltags in AnimationTags.json to only have "Aggressive" - at which point you should start to see MF scenes working.  I'm looking at implementing a solution for this in code but editing the tags should be a workaround in the meantime    Edited August 31, 2025 by Bane Master
Ariaan Posted August 31, 2025 Posted August 31, 2025 On 8/29/2025 at 9:34 AM, Bane Master said: It might I haven't worked with papyrus scripting before or compiled any of the psc files, so this is my first time.  When I try to compile fsm_followerupkeepaliasscript.psc (it contains State BleedOut and State FSMEnslave - which I recon are the ones that I should edit a bit) I get an error "fsm_followereventscript.psc(74,28): variable JValue is undefined".  I'm using the Papyrus Script Manager in Creation Kit to compile the script.  From what I can see JValue.psc is part of JContainers SE, which I do have installed.  What am I doing wrong @Bane Master? I hope you don't mind me asking for help.  JValue.psc fsm_followereventscript.psc fsm_followerupkeepaliasscript.psc
Bane Master Posted August 31, 2025 Author Posted August 31, 2025 36 minutes ago, Ariaan said: What am I doing wrong @Bane Master? I hope you don't mind me asking for help.  I suspect your script won't compile because JContainers has it's source scripts in data\Scripts\Source (the original format) and FSM and many newer mods have their source files in \data\Source\Scripts (the compiled pex files are still in data\Scripts).  So you need to move all source files to one path or the other.Â
Ariaan Posted August 31, 2025 Posted August 31, 2025 3 hours ago, Bane Master said:  I suspect your script won't compile because JContainers has it's source scripts in data\Scripts\Source (the original format) Yip, this was exactly the reason why.  Now it is moaning about tweakdfscript type being unknown "fsm_aftglobal.psc(4,37): cannot convert to unknown type tweakdfscript" 🙈 I presume tweakdfscript comes from powerofthree's Tweaks but I don't see it in po3_Tweaks.psc 😕 Do you perhaps know where it comes from?
Bane Master Posted August 31, 2025 Author Posted August 31, 2025 35 minutes ago, Ariaan said: tweakdfscript The clue here is in the global name fsm_aftglobal.psc - It's Amazing Follower Tweaks. You need to have the scripts (not the esps) from all requirments and the Global supported Mods (including EFF, AFT and NFF) installed in your development environment to compile.Â
xxshawnxx Posted September 1, 2025 Posted September 1, 2025 Hello, for some reason the mod isn't detecting sexlab on SE. Anyone have a fix or idea why this is? I have all the requirements. The option is just greyed out in the MCM.
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