Jump to content

Recommended Posts

Posted
On 9/20/2025 at 10:17 AM, Bane Master said:

What's New in Version 1.731

Released Just now

  • The list of potential Bleedout Mode aggressor Slavers will now be cleared when a follower passes through a Load Door

Thank you very much @Bane Master!!  Much appreciated! 

 

Posted

I'm looking for a way to prevent the outfits set in "Outfit" from being removed when you unslaving a follower and have the setting to return the equipment they were wearing before they were enslaved.
Currently, if you have disabled the return of equipment when unslaving, the follower will continue to have the outfit even after returning from enslavement, but if you return the equipment, the outfit they were wearing while enslaved will be deleted.
Is there a way to return the equipment without deleting it and keep it in their possession?

Posted
12 hours ago, Carl1960 said:

Hi, I can't get the ( middle file , Defeat SSE ) the defeat one to work, I get a crash on load. is this UpToDate ?

Sorry - I'm not sure what you mean by "( middle file , Defeat SSE ) the defeat one"

 

A crash on load usually means you are missing a master file for one of your mods

Posted
On 9/23/2025 at 3:44 PM, Revis-Linker said:

I'm looking for a way to prevent the outfits set in "Outfit" from being removed when you unslaving a follower and have the setting to return the equipment they were wearing before they were enslaved.
Currently, if you have disabled the return of equipment when unslaving, the follower will continue to have the outfit even after returning from enslavement, but if you return the equipment, the outfit they were wearing while enslaved will be deleted.
Is there a way to return the equipment without deleting it and keep it in their possession?

This should already be possible:

  • Set Item Sell Chance to 0%,
  • Discard items Worth Less than to 0 Septims 
  • Uncheck Remove Restraints when Bought

Then when you buy the slave you will be offered the chance to buy the gear back (or loot it from their dead master if hostile) but they will still be wearing their dDs

Posted
21 hours ago, Bane Master said:

This should already be possible:

  • Set Item Sell Chance to 0%,
  • Discard items Worth Less than to 0 Septims 
  • Uncheck Remove Restraints when Bought

Then when you buy the slave you will be offered the chance to buy the gear back (or loot it from their dead master if hostile) but they will still be wearing their dDs

 

Thank you! I'll try it right away!

 

Posted

For some reason i cant change some settings, they are just greyed out for me and i cant figure out why. I tried a new save, tried reinstalling the mods and dependencies but nothing works. I hope some of you have an idea why.

 

In System Settings -> Animations
Both options are greyed out and unticked. I dont use T&L, but i use SL, all other mods recognize it, just not FSM.

 

In slavery -> Sexual Slavery
I cant change anything here, everything is greyed out. Would like to do some tweaking here.

 

FSM is still finding the SL Defeat, SS++, FM, DEC and DD mods and i can change settings in Simple Slavery/Interfaces tabs.

 

 

Among other mods, i use:


SkyrimSE 1.6.1170.0
FSM v1.731
SL v1.66b
PapyrusUtil SE v4.6

PapyrusTweaks v4.1.0
Powerofthree Papyrus Extender v6.1.1

Powerofthree Tweaks v1.14.1
JContainers v4.2.9
SkyUI v5.2SE
SS++ v6.3.26 SE

DD v5.2

DD NG v0.4

SL Defeat SSE.5.3.6 (Bane)
Dynamic Defeat LRG Patch v1.6.3 (Bane)

FM v3.0.1

DEC SE v13.25.0

Posted

Would be great if instead of just followers, there was an option for this to happen randomly to a list of NPC created in the MCM. Or just lovers, etc... Like the "Bandit Attack" vanilla rescue mission.

Posted
On 10/7/2025 at 1:44 PM, bendan123 said:

It is hoped that an option can be added where there is a probability that one's followers cannot be redeemed.

I'm not sure I want to force that situation on a user - if you don't want to free them then you can just leave them where they are

 

On 10/7/2025 at 3:16 PM, Komandante88 said:

Ostim?

Sexlab!

 

On 10/7/2025 at 3:19 PM, Lackom said:

Would be great if instead of just followers, there was an option for this to happen randomly to a list of NPC created in the MCM. Or just lovers, etc... Like the "Bandit Attack" vanilla rescue mission.

It's not trivial to do and I don't have time right now but maybe at some point I'll look at it

Posted
On 10/2/2025 at 3:36 PM, HeckMeck95 said:

I hope some of you have an idea why.

Not seen this before  - post a papyrus log and I'll see if I can spot anything

Posted
8 hours ago, loversusers said:

can the follower limit be set to zero ?

 

I want to use this mod just as a passthrough to send followers to captive followers mod.

I'm afraid FSM does not support an adjustable Follower limit

Posted
On 10/9/2025 at 10:07 PM, Bane Master said:

I'm not sure I want to force that situation on a user - if you don't want to free them then you can just leave them where they are

 

Sexlab!

 

It's not trivial to do and I don't have time right now but maybe at some point I'll look at it

Setting the default value to 0 and allowing players to decide for themselves whether to enable this feature, do you think that’s a feasible approach?

Posted
15 hours ago, bendan123 said:

Setting the default value to 0 and allowing players to decide for themselves whether to enable this feature, do you think that’s a feasible approach?

I could add global toggle to allow the sell Dialogue to be hidden for all slaves  - I'll give it some thought next time I am working on FSM

Posted
5 hours ago, Bane Master said:

I could add global toggle to allow the sell Dialogue to be hidden for all slaves  - I'll give it some thought next time I am working on FSM

Thank you; I really love this feature.

Posted
On 10/9/2025 at 4:07 PM, Bane Master said:

It's not trivial to do and I don't have time right now but maybe at some point I'll look at it

 

Thanks for answering. Wouldn't it be as simple as launching the same function as the manual one in MCM? Or does the mod only revolve around the enslaved being a follower?

Posted
14 hours ago, Lackom said:

 

Thanks for answering. Wouldn't it be as simple as launching the same function as the manual one in MCM? Or does the mod only revolve around the enslaved being a follower?

The main issue is that many NPC's in the game could cause unpredictable issues if enslaved, either breaking quests/scenes they are involved in or breaking FSM and there's no easy way to filter them out.

 

 

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

The main issue is that many NPC's in the game could cause unpredictable issues if enslaved, either breaking quests/scenes they are involved in or breaking FSM and there's no easy way to filter them out.

 

I see. Maybe letting the player do the list of potential randomly enslaved NPC themselves and be responsible for the consequences could be the solution? Either in the MCM, or by editing some file.

Edited by Lackom
  • 2 weeks later...
Posted (edited)

I'm having this weird issue where if a follower gets enslaved after a SLdefeat scene and after killing their master, once they are back, after I go through a load door, they will be naked. I'm using nff and the "let trade trade items" dialogue menu doesn't work as well as the openactorcontainer console command, both are supposed to open their inventory to change their equipment but it's not working.

 

They do still have their equipment on their inventory, I was able to return it to them when killing their master, since the dialogue option worked fine at the time.

 

I am able to make the dialogue and console command work, by using nff to move them to the game slot and then back to their nff slot, trade dialogue will work both on the game slot and when they're back in the slot. but regardless of slot, once I go through another load door, or even if I just disable and enable them, they will be back naked and refusing to put on the items in their inventory. 

 

I had this happen once before and the only permanent solution I could find was to remove and save clean the follower from my load order. Once I add them back in and rerecruit them, their inventory worked fine once more.

Edited by ttpt

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...