GregariousGibbon Posted January 24, 2025 Posted January 24, 2025 On 11/19/2024 at 8:55 PM, Durante said: 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? Yeah I just a had a check here as I had the same issue, and then checked FGT thread; on page 5 theres an explanation why FGT is incompatible with bounty quests redone. Its not really this mod thats at fault, its that FGT and BQR do not mesh well it seems.
Durante Posted January 24, 2025 Posted January 24, 2025 2 hours ago, GregariousGibbon said: Yeah I just a had a check here as I had the same issue, and then checked FGT thread; on page 5 theres an explanation why FGT is incompatible with bounty quests redone. Its not really this mod thats at fault, its that FGT and BQR do not mesh well it seems. I tried checking on Xedit and I don't think those two mods edit vanilla bounty quests, since FGT kicks in when you click the vanilla dialogue option for bounties from stewards or barkeep, but that dialogue option is missing for me for some reason.
ofenbackfisch Posted January 27, 2025 Author Posted January 27, 2025 On 1/24/2025 at 8:24 PM, Durante said: I tried checking on Xedit and I don't think those two mods edit vanilla bounty quests, since FGT kicks in when you click the vanilla dialogue option for bounties from stewards or barkeep, but that dialogue option is missing for me for some reason. Yeah my mod only adds the Modevents for FSM. So if FGT wont recognise the bounty there wont be any enslavement. So the problem lies with FGT if im not mistaken.
ofenbackfisch Posted January 27, 2025 Author Posted January 27, 2025 On 9/26/2024 at 4:42 AM, Nohrin said: 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? If noticed that the "has failed..." message sometimes fires even tho the NPC is not anywhere near the Bounty they are after. I think always on Cell Change. I have to look into it if its something i broke, when i have some free time. On 10/20/2024 at 5:37 AM, AMchi said: 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? This is weird, maybe try reinstalling FGT and make sure that my patch overrides it.
Durante Posted February 2, 2025 Posted February 2, 2025 (edited) On 1/27/2025 at 4:56 PM, ofenbackfisch said: Yeah my mod only adds the Modevents for FSM. So if FGT wont recognise the bounty there wont be any enslavement. So the problem lies with FGT if im not mistaken. The problem was bounty quests redone disabling vanilla bounty quests lol. Someone pointed it out so I finally got the bounty quests to work on FGT after enabling vanilla bounties in MCM. However if FGT supported bounty quests redone it would be a lot easier for FSM to kick in since bounty quests redone allows multiple bounty quests active at once. Edited February 2, 2025 by Durante 1
johnhamm Posted February 13 Posted February 13 Was reminded of this patch when I saw https://www.nexusmods.com/skyrimspecialedition/mods/51847?tab=description Apparently the bounties from it work with FGT, don't know to what extent yet but I'm about to test it.
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