Jump to content

Recommended Posts

Posted
13 hours ago, Bane Master said:

Not come across this before - any errors in the log regarding the Follower in question?

 

No errors on the log that I can see, the follower does also sometimes stop following me as well, even if the ai pacakge they have is still the NFF follow package,  I've tried recreating it in a more controlled environment and everything seems to work correctly on that end.

 

I did find out I was running papyrus extender at version 5.9, current version is 6.1.1, but even at 5.9 in a controlled environment everything was running fine.

 

Seems to be a more a problem when things get hectic, like I hadn't even noticed the follower was enslaved until the fight was over and they were covered in devices and the bandit had their entire inventory in them. 

Posted
10 hours ago, ttpt said:

Seems to be a more a problem when things get hectic,

Unfortunately I can't really identify/address your issue if it's not reproducible. 

Posted

Thanks, I'll keep a closer eye on followers to try and identify the specific situation in which it happens, I also did update my papyrus extender so maybe that will help.

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

Unfortunately I can't really identify/address your issue if it's not reproducible. 

 

Ok, I think I managed to recreate it and I'm pretty sure I found the culprit. It's not FSM so you can relax about that, but I think you may still be able to help me out.

 

Using resaver and looking at active scripts on followers as well as comparing it to an older save with a different bugged follower, both times the bugged follower and no other had the script "DefeatStateMonitoringEFFscr" on them, which belongs to SL Defeat SE.5.3.6 Bane 06082024, I'm also using the Dynamic Defeat LRG Patch 1.6.3 for Bane 06082024 and I just noticed there's at least a 1.7.2 update to it.

 

I'm also using nether's follower framework, not EFF, I don't know is that script is refering to that EFF.

 

The other reason I'm pretty certain it's Defeat, is that when this bug happened before, if I save cleaned FSM out of my load order, the bug persisted, save cleaning the follower also fixed it, but that was basically just like having a brand new follower. BUT, save cleaning defeat while the bug is present, make the inventory behave correctly, without touching FSM or the follower.

 

Kind of an issue though, since I haven't found a mod that can replace defeat as far as it's features are concerned.

 

I was able to get the bug to happened by getting into a  pretty long lasting combat encounter, but FSM wasn't a triggered at all.

 

EDIT: Using the console command xx042750 to remove the "DefeatSTTrueCalmSPL from the follower also fixes the inventory issue without having to fiddle with save cleaning or even restarting the game, the script is also no longer stuck on the follower. So yeah, the script may occasionally bug out, but the console solution seems easy to do.

Edited by ttpt
Posted (edited)
7 hours ago, ttpt said:

EDIT: Using the console command xx042750 to remove the "DefeatSTTrueCalmSPL from the follower also fixes the inventory issue without having to fiddle with save cleaning or even restarting the game

I wonder if using Defeat's "Clean Up" command might do the same thing without needing to use the console?

 

I think the EFFscr  in the name"DefeatStateMonitoringEFFscr"  is shorthand for Effect Script 

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

I wonder if using Defeat's "Clean Up" command might do the same thing without needing to use the console?

 

I think the EFFscr  in the name"DefeatStateMonitoringEFFscr"  is shorthand for Effect Script 

 

Clean up on 5.3.6 does not solve it, I tried. Defeat v535 LE Bane v3.31 actually has a more elaborate clean up menu, which allowed you to removed effects from targeted NPC,s I belive , that one might work, and it even works on SE, but not the version I'm using on this playthrough.

  • 2 weeks later...
Posted (edited)

i sort of understand the description, but ask to confirm anyway just in case.

 

so any followers that are currently in party with the player will be considered/scanned/checked for defeat/assault/enslavement.

 

so any other followers in the same cell, not in the player party (currentfollowerfaction) will not be enslaved even after defeat in the same zone.

 

this should  logically means if any of my conquest of skyrim generals got defeated, they wont be consided for enslavement as well (which is a good thing to not break conquest of skyrim, if there is a chance to break it)

Edited by loversusers
Posted
12 hours ago, loversusers said:

i sort of understand the description, but ask to confirm anyway just in case.

 

so any followers that are currently in party with the player will be considered/scanned/checked for defeat/assault/enslavement.

 

so any other followers in the same cell, not in the player party (currentfollowerfaction) will not be enslaved even after defeat in the same zone.

 

this should  logically means if any of my conquest of skyrim generals got defeated, they wont be consided for enslavement as well (which is a good thing to not break conquest of skyrim, if there is a chance to break it)

 

I've seen followers that aren't actively following me get enslaved after losing a fight that I wasn't a part of. There might be a blacklist json or something too. You could also manually free them from the MCM immediately if it does happen

Posted

Hi, curious if there could ever be a patch that enables the feature within the simple slavery outcome that sends the player into the mod "Captive Player" that allows any followers that are auctioned aside the player to be sent into captivity alongside them (by using it's dependency, "Captive Followers")? It would likely be as straightforward as disabling *this mod's* outcome for followers if the "Captive Player" outcome for the player occurs, but I can't code so there's no way I could figure it out myself.

Posted
7 hours ago, j0hnxmarst0n said:

if there could ever be a patch that enables the feature within the simple slavery outcome that sends the player into the mod "Captive Player" that allows any followers that are auctioned aside the player to be sent into captivity alongside them (by using it's dependency, "Captive Followers")?

It's possible - what's needed is a way for FSM to know Captive Player has been selected as the outcome before the player is moved away from the auction house (as FSM uses this as the trigger to enslave followers in the AH cage).

 

So if SS+ sends a modevent notifying the pending CP outcome then I can get FSM to skip Follower Handling for that event.

Posted
15 hours ago, Bane Master said:

It's possible - what's needed is a way for FSM to know Captive Player has been selected as the outcome before the player is moved away from the auction house (as FSM uses this as the trigger to enslave followers in the AH cage).

 

So if SS+ sends a modevent notifying the pending CP outcome then I can get FSM to skip Follower Handling for that event.

Awesome, thanks. I'll ask over at SS++ to see if its possible on their end.

Posted
19 hours ago, you1995 said:

My followers don't get enslaved. I don't have the dialog option to register them, i don't even know it's supposed to look like.

There is no dialog option - just opening a dialogue will automatically register them.

 

After you have spoken to them do your followers show up in the enslavement MCM? How are you trying to enslave them?

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

There is no dialog option - just opening a dialogue will automatically register them.

 

After you have spoken to them do your followers show up in the enslavement MCM? How are you trying to enslave them?

Hi, thanks for the response,

 

I'm using Practical Defeat.

 

Yes it appears there.

Edited by you1995
Posted (edited)
On 11/20/2025 at 11:37 AM, you1995 said:

I'm using Practical Defeat.

I'm afraid FSM does not have native support for Practical Defeat - so unless the PD author has added FSM Support. Practical Defeat won't trigger enslavement.

 

On 11/20/2025 at 11:37 AM, you1995 said:

 

Yes it appears there.

If the names are in the MCM Enslavement list then the Followers are correctly registered with FSM

 

Edited by Bane Master
Posted (edited)

Since i updated to the newest patch, the game won't let me use sexlab for animations the whole menu is unavailable, same with being a female when all else works...

Jcontainers is up, and sexlab is up and running, all other mods see it

Edited by Niki69
Posted
19 hours ago, Niki69 said:

Since i updated to the newest patch, the game won't let me use sexlab for animations the whole menu is unavailable, same with being a female when all else works...

Since there are no other reports of this I have to assume something is wrong with your setup - post a script log and I'll see if I can spot any clues

Posted
23 hours ago, Bane Master said:

Since there are no other reports of this I have to assume something is wrong with your setup - post a script log and I'll see if I can spot any clues

umm where can i find the script log? As the game doesn't gives any errors there are no error logs created in sexlab

Posted (edited)
1 hour ago, Niki69 said:

 

here you have it, i don't know why they don't work since the new update, it was all fine before it

Papyrus.0.log 446.85 kB · 0 downloads

Ok - here's your issue

 

[11/30/2025 - 02:35:58PM] error: Static function IsPluginFound not found on object po3_sksefunctions. Aborting call and returning None
stack:
    [fsm_FollowerSlaveryQuest (50000D62)].fsm_utilityscript.IsModInstalled() - "fsm_utilityscript.psc" Line 435
    [fsm_FollowerSlaveryQuest (50000D62)].fsm_utilityscript.OnGameLoad() - "fsm_utilityscript.psc" Line 260
    [alias PlayerRef on quest fsm_FollowerSlaveryQuest (50000D62)].fsm_playeraliasscript.OnPlayerLoadGame() - "fsm_playeraliasscript.psc" Line 43
[11/30/2025 - 02:35:58PM] warning: Assigning None to a non-object variable named "::temp52"
stack:
    [fsm_FollowerSlaveryQuest (50000D62)].fsm_utilityscript.IsModInstalled() - "fsm_utilityscript.psc" Line 435
    [fsm_FollowerSlaveryQuest (50000D62)].fsm_utilityscript.OnGameLoad() - "fsm_utilityscript.psc" Line 260
    [alias PlayerRef on quest fsm_FollowerSlaveryQuest (50000D62)].fsm_playeraliasscript.OnPlayerLoadGame() - "fsm_playeraliasscript.psc" Line 43

 

So Static function IsPluginFound not found on object po3_sksefunctions is telling us that either you have the wrong version of po3's extender installed or something is overwriting the correct version, so check your load order / PO3 install.

Edited by Bane Master
Posted (edited)

Regarding SGO4 support - it seems the condition to reach it is impossible.

 

The MCM option only checks Fertility Mode / BeeingFemale, it has no check for SGO, so the option cannot be enabled with only SGO.  The inseminate part in the function DoSexSlaveEvents() only runs if the MCM option is enabled, so the elseif will never reach SGO at the end.

 

I wanted to fix it myself, but fucking papyrus compilers needs every source ever to work so I can't re-compile it.

Edited by Xarius
Posted
1 hour ago, Xarius said:

The MCM option only checks Fertility Mode / BeeingFemale, it has no check for SGO

What's New in Version 1.732

Released 

  • Fixed an MCM bug that was preventing SGO4IF insemination of slaves
Posted
On 11/30/2025 at 3:39 PM, Bane Master said:

Ok - here's your issue

 

[11/30/2025 - 02:35:58PM] error: Static function IsPluginFound not found on object po3_sksefunctions. Aborting call and returning None
stack:
    [fsm_FollowerSlaveryQuest (50000D62)].fsm_utilityscript.IsModInstalled() - "fsm_utilityscript.psc" Line 435
    [fsm_FollowerSlaveryQuest (50000D62)].fsm_utilityscript.OnGameLoad() - "fsm_utilityscript.psc" Line 260
    [alias PlayerRef on quest fsm_FollowerSlaveryQuest (50000D62)].fsm_playeraliasscript.OnPlayerLoadGame() - "fsm_playeraliasscript.psc" Line 43
[11/30/2025 - 02:35:58PM] warning: Assigning None to a non-object variable named "::temp52"
stack:
    [fsm_FollowerSlaveryQuest (50000D62)].fsm_utilityscript.IsModInstalled() - "fsm_utilityscript.psc" Line 435
    [fsm_FollowerSlaveryQuest (50000D62)].fsm_utilityscript.OnGameLoad() - "fsm_utilityscript.psc" Line 260
    [alias PlayerRef on quest fsm_FollowerSlaveryQuest (50000D62)].fsm_playeraliasscript.OnPlayerLoadGame() - "fsm_playeraliasscript.psc" Line 43

 

So Static function IsPluginFound not found on object po3_sksefunctions is telling us that either you have the wrong version of po3's extender installed or something is overwriting the correct version, so check your load order / PO3 install.

Thanks i managed to fix it and made it work!

 

Posted

i am trying to add a male npc from my own mod into the masters list but its not reading it and saying its neither a location or npc ,can we add newer npcs from other mods to this json ?

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...