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

Done!

Awesome! I've added a link to FSM on BoS page.

 

I think the idea of taking too long to go rescue your follower so that when you find her she's a nearly unrecognisable bimbo is a fun one!

 

  

4 hours ago, phobos33 said:

Is it possible for us to get an auto-equip custom outfit list for Bimbos to wear like the one in FSM mod?

 

Is that just that the outfits are a .JSON instead of a record in the .esp for easier customisation? I'll look into it.

Edited by jib_buttkiss
Posted (edited)

Is there a way to force any enslaved follower to be used in OStim scenes by the master? Or would it be enough to install the basic Toys & Love to see scenes?

 

Edit: Tried with Toys & Love installed and behaviors generated with Pandora yet the events are not firing even after waiting several times with a valid master and slave in the same cell. What am I doing wrong?

Edited by slizer40000
  • 2 weeks later...
Posted
17 hours ago, Aurelia Eclipse said:

can this mod also function off of Deviously cursed loot's Defeat feature?

It could if DCL's author wants to use the Modevents in FSM's API to enslave followers on defeat - AFAIK they haven't done so 

Posted

Hi bane, love the mod so far. So if I go through and complete all the dawnguard quests, would it be safe to make Serana a part of FSM or would it happen on its own? I believe she becomes a regular follower after all her quests so was wondering how that worked with this mod.

If I have to do it manually, how would I go about doing it? Would I just remove her from the blacklist or is there another step to take (I searched the thread and you mentioned something about her being invalid)

Posted
17 hours ago, icehaku said:

Would I just remove her from the blacklist

Yes - assuming she becomes a regular follower with all the normal Factions etc. then removing her from the blacklist should be all that's necessary. 

 

BTW there is a deprecated blacklist with her name in Utiliity.json but you can ignore that (I'll delete it with the next update). 

 

The functional blacklist is in FSMFollowerBlacklist.json

Posted
On 11/21/2025 at 10:57 AM, Bane Master said:

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.

 

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

 

sorry to necro your comment but i want to make sure people know, practical defeat reanimated lists this mod as a soft dependency for triggering slavery. so they are in fact compatible

  • 3 weeks later...
Posted
On 1/13/2026 at 3:16 AM, PornPleb said:

sorry to necro your comment but i want to make sure people know, practical defeat reanimated lists this mod as a soft dependency for triggering slavery. so they are in fact compatible

+1 on this is actually how I learned of FSM in the first place

  • 2 weeks later...
Posted
2 hours ago, albrict said:

How are you supposed to use this if SL Defeat 5.3.6 is no longer downloadable?

 

Here it is:

 

 

Posted (edited)

I have a problem with this mod, whenever a slave is freed, it no longer follows the player, they get stuck in any place where they are, no longer performing any packages.

Edited by 1Al
Posted
1 hour ago, 1Al said:

I have a problem with this mod, whenever a slave is freed, it no longer follows the player, they get stuck in any place where they are, no longer performing any packages.

What follower framework are you using?

Posted
8 hours ago, Bane Master said:

What follower framework are you using?

No one, for some not default follower I just use console commands to add them to follower. I don't have many mods about 120 in all. In one single occasion the freed slave had also totally lost dialogue. 

Posted

There is another thing I didn't understand, if there is a json file for the fsm masters list, why some of these suddenly in the MCM enslavment menu are no longer valid masters? The same ones who previously were slave master to whom I gave slaves.

Posted
14 hours ago, 1Al said:

No one, for some not default follower

If you are not using a follower framework and making NPCs into followers with the console it's likely that they will be missing Packages, Outfits, Keywords or Factions that normal followers have so they are likely to have issues with FSM which relies on these things being present.

 

8 hours ago, 1Al said:

There is another thing I didn't understand, if there is a json file for the fsm masters list, why some of these suddenly in the MCM enslavment menu are no longer valid masters? The same ones who previously were slave master to whom I gave slaves.

Given this is affecting NPC's that have already had Slaves This is also likely symptom of the non standard follower issue. 

 

 

As there are no other reports of these issues I have to assume that this is an issue related to your method for adding followers so it's not something I can fix - sorry.

Posted
16 hours ago, 1Al said:

No one, for some not default follower I just use console commands to add them to follower. I don't have many mods about 120 in all. In one single occasion the freed slave had also totally lost dialogue. 

 

Idk if there's a reason for it, but you really should use a follower framework if you're getting more than one follower. There's a lot of things that you can't see in game when you do pretty much anything with factions, quests, and persistent NPCs, so going around with the console will almost always break something. Example of this would be that speedrunning Skyrim involves getting married for some reason lol. I would recommend Nether's Follower Framework, it's compatible with pretty much anything and is widely integrated into mods. Personally I have never had issues with it, and I use a ton of custom followers and follower focussed mods

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

If you are not using a follower framework and making NPCs into followers with the console it's likely that they will be missing Packages, Outfits, Keywords or Factions that normal followers have so they are likely to have issues with FSM which relies on these things being present.

 

Given this is affecting NPC's that have already had Slaves This is also likely symptom of the non standard follower issue. 

 

 

As there are no other reports of these issues I have to assume that this is an issue related to your method for adding followers so it's not something I can fix - sorry.

 

Yes it affects NPC's who have already had slaves before.  You're probably right, those essential components are missing through the console, which perhaps I could add via CK or xEdit. Do you think there is a way to restore AI of these stuck NPC's that no longer act and react to interactions in the game? They seem genuinely and heavily traumatized by the bad experience who have suffered. They end up vegetables, they seem to need a shrink, very realistic after all😂

PS: If at all possible, along with DD's you should add to equipable items baby of FM too, these slaves get raped all the time and they breed constantly😂

Edited by 1Al
Posted (edited)
8 hours ago, johnhamm said:

 

Idk if there's a reason for it, but you really should use a follower framework if you're getting more than one follower. There's a lot of things that you can't see in game when you do pretty much anything with factions, quests, and persistent NPCs, so going around with the console will almost always break something. Example of this would be that speedrunning Skyrim involves getting married for some reason lol. I would recommend Nether's Follower Framework, it's compatible with pretty much anything and is widely integrated into mods. Personally I have never had issues with it, and I use a ton of custom followers and follower focussed mods

With Skyrim I have always avoided this kind of frameworks for multi followers or marriage fearing that they might break the game. Anyway,I don't like to have more than one follower at a time.

Edited by 1Al
Posted
18 hours ago, 1Al said:

With Skyrim I have always avoided this kind of frameworks for multi followers or marriage fearing that they might break the game. Anyway,I don't like to have more than one follower at a time.

 

If you want a really simple follower framework, use iAFT.  

 

It's not got zillions of overcomplicated options, and you can even just leave it as it comes 'out of the box' and it will be fine

 

It can be played using dialogue driven options (or the menu option if you choose) - I always choose the dialogue option as it feels more natural to converse with followers. 

 

If you want to tweak options, ie eg how you want follower to use magic and weapons etc, it's really simple.  Individual follower's outfit management is also very easy. 

 

There is only one real quirk that is worth dealing with.  If you are using the horse management mod Convenient Horses [and maybe other horse management mods?], to get that to work as intended, you have to use the iAFT spell option to select the mods menu driven controls, and on Global Follower settings 

 

1 - chop the 'follower draws weapons' option and

2 - set one of the global horse options - I forget exactly which but it's all documented online and easy to find.

 

Why, I know not, but it works

 

After that's done you can revert back to the mod's dialogue options & set up each follower as you want, or just let them go with the defaults 

 

As for breaking the game, nah!.  The mod's been around for years, I've used it on almost every game I've played over the last decade, and I've never had it break anything yet

 

Hope that helps

 

DQW

Posted

Update, things are more complicated, this mod is limked with SLD, so when one of the locked NPCs former follower/slave had a NPC vs NPC fight, at the end of it everything is working like before for that NPC. Certainly there may be a link with console commands, but there seems to be also a component of interaction between mods and plugins.

Posted
15 hours ago, 1Al said:

when one of the locked NPCs former follower/slave had a NPC vs NPC fight, at the end of it everything is working like before for that NPC

So Defeat processing has changed whatever value/form the console commands had left in an inconsistent state to a valid state. The root cause is unchanged.

Posted
23 hours ago, DonQuiWho said:

 

If you want a really simple follower framework, use iAFT.  

 

It's not got zillions of overcomplicated options, and you can even just leave it as it comes 'out of the box' and it will be fine

 

It can be played using dialogue driven options (or the menu option if you choose) - I always choose the dialogue option as it feels more natural to converse with followers. 

 

If you want to tweak options, ie eg how you want follower to use magic and weapons etc, it's really simple.  Individual follower's outfit management is also very easy. 

 

There is only one real quirk that is worth dealing with.  If you are using the horse management mod Convenient Horses [and maybe other horse management mods?], to get that to work as intended, you have to use the iAFT spell option to select the mods menu driven controls, and on Global Follower settings 

 

1 - chop the 'follower draws weapons' option and

2 - set one of the global horse options - I forget exactly which but it's all documented online and easy to find.

 

Why, I know not, but it works

 

After that's done you can revert back to the mod's dialogue options & set up each follower as you want, or just let them go with the defaults 

 

As for breaking the game, nah!.  The mod's been around for years, I've used it on almost every game I've played over the last decade, and I've never had it break anything yet

 

Hope that helps

 

DQW

Thanks for tip I will think about it

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