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Follower Goes On a Trip FSM compatibility patch SE/LE


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Posted

Follower Goes On a Trip FSM compatibility patch SE/LE

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This compatibility patch is made for LazyGirl's Follower Goes On a Trip 0.3 Unofficial v2 (FGT) and Bane Master's Follower Slavery Mod (FSM).

It makes sure that followers captured in FGT are properly handled by FSM.

 

Requirements:

  • Both LazyGirl's FGT and Bane Master's FSM must be installed for this patch to work.

 

Features:

  • If a follower fails their bounty in FGT, they will be enslaved and removed from FGT to prevent conflicts with FSM and other mods such as Captured Followers.
  • Followers will also be removed from FGT if they become enslaved through other FSM events.

 

Installation: SE only

  1. Install the patch and allow it to overwrite existing files.
  2. Ensure that the patch's .espfe file is loaded after the main FGT.esp in your load order.

 

                    LE (SE)

  1. Install the patch and allow it to overwrite existing files.

 

Updating

  • ESP was renamed in V1.1,
  • A clean save is probably required for 1.1 due to major changes
  • The LE version overwrites the FGT ESP and doesnt use a seperate Update ESL. The LE version can also be used in SE if wanted.

 

From V1.1->V1.2

  • Overwrite the existing files/patch

 

Troubleshooting:

 

      Only relevant for V1.1

  • If the option in the MCM is greyed out, make sure FSM is installed and that the "Captured by Bandit if Bounty Quest fail" option is enabled. (V1.1)
  • After checking the box in the MCM, refresh the menu to activate FSM options.(V1,1)

 

  • Only tested in Skyrim SE 1.5.97

 

This is my first time playing around with skyrim mods so dont expect it to be perfect :)

If something doesnt work just let me know.

 

 


  • Submitter
  • Submitted
    08/20/2024
  • Category
  • Requirements
    Follower Goes On a Trip 0.3Unofficial v2, Follower Slavery Mod (FSM)
  • Regular Edition Compatible
    Yes

 

Posted

Is this made for the latest version of skyrim? I ask because I get this error from LOOT: 

 

# FGT_FSMUpdate.esp

- CRC: 425257C6
- Load Order Index: FE 121
- Attributes: Active, Light Plugin

## Messages

- Error: This plugin contains records that have FormIDs outside the valid range for an ESL plugin\. Using this plugin will cause irreversible damage to your game saves\.

 

I am guessing that is because of the ESL changes that were made in AE, I think they can have more data in them.

Posted
6 hours ago, johnhamm said:

Is this made for the latest version of skyrim? I ask because I get this error from LOOT: 

 

# FGT_FSMUpdate.esp

- CRC: 425257C6
- Load Order Index: FE 121
- Attributes: Active, Light Plugin

## Messages

- Error: This plugin contains records that have FormIDs outside the valid range for an ESL plugin\. Using this plugin will cause irreversible damage to your game saves\.

 

I am guessing that is because of the ESL changes that were made in AE, I think they can have more data in them.

Yeah probably because im still using SE 1.5.97 and i think i broke something in the esl. Will update it later with some other fixes maybe it works

 

Posted
1 hour ago, ofenbackfisch said:

Yeah probably because im still using SE 1.5.97 and i think i broke something in the esl. Will update it later with some other fixes maybe it works

 

 

I'm also on 1.5.97, so that's odd. I didn't actually try to play with the patch, I just saw the error and figured I could wait

Posted (edited)
18 hours ago, johnhamm said:

Is this made for the latest version of skyrim? I ask because I get this error from LOOT: 

 

# FGT_FSMUpdate.esp

- CRC: 425257C6
- Load Order Index: FE 121
- Attributes: Active, Light Plugin

## Messages

- Error: This plugin contains records that have FormIDs outside the valid range for an ESL plugin\. Using this plugin will cause irreversible damage to your game saves\.

 

I am guessing that is because of the ESL changes that were made in AE, I think they can have more data in them.

No, this happens when you tag an ESP as ESL flag without compacting form IDs for ESL. You need first compact form IDs to ESL and then add the ESL Flag.

To fix this, the author needs to remove the ESL flag from the mod, save plugin, exit, Then open the plugin again, compact form IDs to ESL, add ESL flag. This can be done through SSEdit. I don't know if this will mess the scripts because the IDs will change. Probably not, but need tests.

Edited by GusCrow
Posted
On 8/21/2024 at 11:58 PM, GusCrow said:

No, this happens when you tag an ESP as ESL flag without compacting form IDs for ESL. You need first compact form IDs to ESL and then add the ESL Flag.

To fix this, the author needs to remove the ESL flag from the mod, save plugin, exit, Then open the plugin again, compact form IDs to ESL, add ESL flag. This can be done through SSEdit. I don't know if this will mess the scripts because the IDs will change. Probably not, but need tests.

Yeah i think i forgot to compact the esp again after changing something in the CK, hopefully its fixed now

Posted

Does this work on LE? I've got FSM and FGT both working on LE. One issue I am having though is whenever a follower fails their bounty quest (FGT), they are captured and immediately escape. This loops 2-3 times and eventually stops with the follower being free most of the time. Now, if I understand this correctly, your mod attempts to fix issues like this by ensuring followers that fail their FGT quest are properly handled by FSM. I would be interested in trying out this patch but I know too little about backwards compatibility of SE mods.

Posted
On 8/24/2024 at 10:35 AM, Þursona said:

Does this work on LE? I've got FSM and FGT both working on LE. One issue I am having though is whenever a follower fails their bounty quest (FGT), they are captured and immediately escape. This loops 2-3 times and eventually stops with the follower being free most of the time. Now, if I understand this correctly, your mod attempts to fix issues like this by ensuring followers that fail their FGT quest are properly handled by FSM. I would be interested in trying out this patch but I know too little about backwards compatibility of SE mods.

The looping isssue is exactly what i wanted to fix combined with FSM integration. The changes made should normally work on LE because i just modified and added some code to LazyGirls version of FGT,  i cant test it to be 100% sure. But i think LE cant handle ESL flagged ESP files, so i dont think it will work. I can make a regular ESP file for LE or just put all changes into the Original FGT ESP so it doesnt take up an extra space in the ESP limit. But it will probably require a new game.

Posted (edited)
54 minutes ago, ofenbackfisch said:

The looping isssue is exactly what i wanted to fix combined with FSM integration. The changes made should normally work on LE because i just modified and added some code to LazyGirls version of FGT,  i cant test it to be 100% sure. But i think LE cant handle ESL flagged ESP files, so i dont think it will work. I can make a regular ESP file for LE or just put all changes into the Original FGT ESP so it doesnt take up an extra space in the ESP limit. But it will probably require a new game.

ESL's don't work in LE afaik. If you'd be willing to create a separate ESP file for LE testing purposes I would definitely give it a try.

Edited by Þursona
Posted
4 minutes ago, Þursona said:

ESL's don't work in LE afaik. If you'd be willing to create a separate ESP file for LE testing purposes I would definitely give it a try.

Yeah just uploaded a LE version which uses the original ESP with my additions, tested it on my running savefile with no issues, i hope it also works on your end

Posted (edited)
On 8/26/2024 at 2:27 PM, ofenbackfisch said:

Yeah just uploaded a LE version which uses the original ESP with my additions, tested it on my running savefile with no issues, i hope it also works on your end

Just did a quick test. Unfortunately it doesn't appear to be working on my end. Whenever I have a bounty quest and send a follower to complete that quest, I get a notification the quest has failed, immediately. "...has accepted the bounty from Whiterun" followed by "...failed the bounty" even when difficulty settings are at 0. The follower still goes to defeat the bandits and returns to the steward (Proventus) to collect the bounty altough nothing happens. Also, in the MCM the option "Enslave via FSM" is greyed out.

 

Spoiler

20240828165306_1.jpg

 

Edited by Þursona
Posted
22 minutes ago, Þursona said:

Ran a quick test on the v1.2 esp. Same procedure as yesterday but this time everything appeared to be working as intended.

So do you still get the "...has failed the bounty" "...has accepted the bounty from..." loop? Because I have problems replicating the exact issue. I had it happen once, but I couldn't determine what caused it exactly. I think I fixed it in this version, but I'll test it in my playthrough again.

 

Posted
On 8/29/2024 at 8:27 PM, ofenbackfisch said:

So do you still get the "...has failed the bounty" "...has accepted the bounty from..." loop? Because I have problems replicating the exact issue. I had it happen once, but I couldn't determine what caused it exactly. I think I fixed it in this version, but I'll test it in my playthrough again.

 

No, everything works fine. No issues whatsoever.

Posted

I've run into an issue. I'm not exactly sure what would cause this to happen but basically I sent my follower on the trip. Bounty Completed just fine, but when I found them on the road and asked them to come back they say the regular "I'll head there now" dialogue, but continue on said trip. I've tried to cancel the trip multiple times both in and out of the MCM. Again I'm not entirely sure what would cause this patch to do this. My other mods involving followers is obviously FSM and my framework is NFF (I say because I know that FSM has had some issues related to followers assigned to a Home base, which this current follower is) 

Posted
On 9/2/2024 at 6:44 AM, darkhold2500 said:

I've run into an issue. I'm not exactly sure what would cause this to happen but basically I sent my follower on the trip. Bounty Completed just fine, but when I found them on the road and asked them to come back they say the regular "I'll head there now" dialogue, but continue on said trip. I've tried to cancel the trip multiple times both in and out of the MCM. Again I'm not entirely sure what would cause this patch to do this. My other mods involving followers is obviously FSM and my framework is NFF (I say because I know that FSM has had some issues related to followers assigned to a Home base, which this current follower is) 

When you say the bounty is completed, do you mean they killed the target, or that they've already received the gold from the Steward? Because if they've just killed the target, the bounty Quest won't be over until they go to the Steward for the reward. Removing the follower via the dialogue or the MCM won't stop them from running the bounty quest; it's the same as in the original mod.

Posted
1 hour ago, ofenbackfisch said:

When you say the bounty is completed, do you mean they killed the target, or that they've already received the gold from the Steward? Because if they've just killed the target, the bounty Quest won't be over until they go to the Steward for the reward. Removing the follower via the dialogue or the MCM won't stop them from running the bounty quest; it's the same as in the original mod.

I wonder if it was because I was the one that accepted the bounty reward before they did. Maybe put them into a looped state? I'm not sure, maybe it was just one of those things that happen in longer playthroughs. I've had other mods just stop working the longer the save was played.

  • 3 weeks later...
Posted (edited)

Hi, I am new to the mod. I have witnessed twice in the top left it saying "x failed to complete their bounty". Shouldnt this mean that they got captured by their bounty target, and therefore this mod kick in and assign them to FSM?

 

After each time I noticed this message, I looked in the FSM mcm under "Enslavement" to see if any followers were enslaved, and there was nobody. 

 

Just hoping this mod is working correctly for me. 

 

 

Edit/update: Just had another bounty failure for 2 NPCs at the same time. This time, both of them got added to FSM correctly. I guess its not 100% for a bounty failure to lead to FSM with this mod? 

Edited by Nohrin
  • 4 weeks later...
Posted

Hi, been trying to get this to work but it won't allow me to select the "enslave via FSM" option in the MCM; it's shown like this, but clicking the option does not tick the box,,, Is there something I am missing?

image_2024-10-19_203543761.png

  • 5 weeks later...
Posted (edited)

Does this work for anyone? I haven't noticed any follower get captured by FSM with this patch throughout my playthrough. Perhaps bounty quests redone and bounty hunter could make this incompatible?

Edited by Durante

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