valcon767 Posted January 13, 2018 Posted January 13, 2018 chose straightjackets due to liking armbinders but having issues with those that for some reason i do not get with straightjackets thought the pony bridle (any kind) would make a nice gag alternative was all
LazyBoot Posted January 13, 2018 Posted January 13, 2018 28 minutes ago, Verstort said: Pony, Pony blinders, Pony Ears, Pony Harness or Pony Strap? I really can't be bothered to add all types, especially if a user comes forward weeks later telling me one of them breaks some immersion mod they have or something. Any reasons for picking one/two over the others? Straight jacket is easier, there are only 4 types (open/closed + withoutlegs/with) I think with legs can be ignored for all but folower specific events, so that just leaves two others and I don't think the difference will cause issues for users... Let's see... Pony = just a normal gag with a bit. Blinders = Same as #3, but also with a little flap to cut off side view (the flap is only cosmetic). Ears = Same as #4, but has pony-ears attached. Harness = Bit-gag with a head-harness. (similar to the other harness-gag variants, but a slightly different arrangement.) Strap = Same as #1, but also has a strap under the chin. If you're worried about clipping with headgear stick with the normal "pony" variant. There's no functional difference while worn, although there may be some difference in terms of how hard they are to escape from. Also they all use the normal gag slot, so shouldn't really be any different than a ball-gag in practice. Well, ball-gags are currently flagged as hard to talk with needing writing tools to talk using, while bit-gags don't. Btw if by immersion mods you're thinking about mods that require eating/drinking, then anything other than ring or panel gags are going to be an issue anyway.
Verstort Posted January 13, 2018 Author Posted January 13, 2018 Alright, new DDx 4 gag, straightjacket, and armbinder so far. Might as well update the code to use DD 4 rubber suit instead of CursedLoot since they are the same but more people are likely to have one over the other, and update the pony suit. Might add the hobble dresses as a follower only item. If I'm going to add this many items I might as well add as many as possible. Are there any other items from other mods that aren't DDx that is worth throwing into the batch? Edit: I feel for heretics suit, it all has to be added or it looks weird, just one/two pieces at once. If anyone likes any of the gags enough I can consider adding one. 2
LimitBreak Posted January 15, 2018 Posted January 15, 2018 On 1/12/2018 at 8:36 PM, Verstort said: Alright, new DDx 4 gag, straightjacket, and armbinder so far. Might as well update the code to use DD 4 rubber suit instead of CursedLoot since they are the same but more people are likely to have one over the other, and update the pony suit. Might add the hobble dresses as a follower only item. If I'm going to add this many items I might as well add as many as possible. Are there any other items from other mods that aren't DDx that is worth throwing into the batch? Edit: I feel for heretics suit, it all has to be added or it looks weird, just one/two pieces at once. If anyone likes any of the gags enough I can consider adding one. pet collar, maybe. probably would make the most sense going through the follower system
Verstort Posted January 15, 2018 Author Posted January 15, 2018 12 hours ago, WhyLimitSwitch said: pet collar, maybe. probably would make the most sense going through the follower system Pet collar, regular, is already an item you can get from follower or attacker. I think I have specific dialogue for it already in DEC for followers, but that might be for all unique collars instead. Adding more item specific dialogue is on my list (dialogue variety in general)
DexesTTP Posted January 15, 2018 Posted January 15, 2018 If you're taking requests for items to add, it'd be cool to have simple (non-harness) versions of gags too. Also, it might be a good time to put blindfolds and yokes in (if it's still a lot of time just for these two then nevermind). Thanks a lot for this mod. I really enjoyed it so far, can't wait to see the new stuff !
RegisteredUser Posted January 15, 2018 Posted January 15, 2018 Question: is it normal that modded followers like Inigo do not open any containers? I've dragged him around all over the place for the last two hours and have opened plenty of containers myself, while he's still at 0. Question 2: if that's not normal, is there anything I can do to troubleshoot the container opening behavior? Or should I go straight to giving you a papyrus log?
Verstort Posted January 15, 2018 Author Posted January 15, 2018 47 minutes ago, DexesTTP said: If you're taking requests for items to add, it'd be cool to have simple (non-harness) versions of gags too. Also, it might be a good time to put blindfolds and yokes in (if it's still a lot of time just for these two then nevermind). Thanks a lot for this mod. I really enjoyed it so far, can't wait to see the new stuff ! Yeah I should add those two and hoods I guess, I don't use those items but enough users do that it should be in the mod at this point. 23 minutes ago, RegisteredUser said: Question: is it normal that modded followers like Inigo do not open any containers? I've dragged him around all over the place for the last two hours and have opened plenty of containers myself, while he's still at 0. Question 2: if that's not normal, is there anything I can do to troubleshoot the container opening behavior? Or should I go straight to giving you a papyrus log? There's a hidden caveat that your followers won't engage in sex/item approach until you've had sex with them once, otherwise its weird for them to bring up bondage/sex with you out of the blue. If you want to skip this, use the manual follower add button in the MCM. If you have already met this requirement, make sure the following are true: The follower shows up in the MCM menu and their containers are constantly listed at 0 (containers in a house don't count to the counter, neither containers that are in the open world but far away from waypoints (bug I need to fix)) If you type "SQV crdePlayerMonitor" into your console, using [PageUp] to scroll up, there should be 3 follower aliases on the quest, one of them should be your follower, all it will tell you is their ID but you can test if that is the right ID for your follower by clicking your follower in console (note: mouse clicks first item it touches, if there's fog you'll need to move closer to the follower or disable the fog) If all of the above is true, then yes, papyrus log is the next step. Making assumptions that Inigo (don't know this mod) is a regular follower mod and doesn't have its own weird follower system that DEC wouldn't detect.
RegisteredUser Posted January 15, 2018 Posted January 15, 2018 I added him via the manual follower add button since CRDE somehow doesn't automatically find followers for me (tested on two vanilla followers over as much as 10 minutes before tryign Inigo). Also did have sex once, but only via the Sexlab animation test trigger (I have no other way to initiate from my end). Not sure if it counted. Follower shows up in the MCM. Other mechanics work fine, such as: he gained a few points in thinking I'm submissive after witnessing a CRDE sex approach; and his frustration level increased after I hit him in combat with spells (he also fired the associated dialogue after the battle). Checked crdePlayerMonitor, and his ID is not among the three follower aliases! Aha! How do I proceed from here? Bonus: One thing I noticed showing up repeatedly in the papyrus log. Apparently the mod does pick up Inigo for some rolls and checks, but errors out. (CRDE v13.13.0) [CRDE] Follower chosen randomly is Inigo out of 1 [CRDE] follower aroused roll:93.076324 need below 12.420000 [CRDE] not high enough for sex approach, and the current friendlies aren't followers so no item possible ERROR: Cannot divide by zero stack: [crdePlayerMonitor (67001827)].crdeplayermonitorscript.attemptFollowerApproach() - "crdeplayermonitorscript.psc" Line 1170 [crdePlayerMonitor (67001827)].crdeplayermonitorscript.attemptApproach() - "crdeplayermonitorscript.psc" Line 874 [crdePlayerMonitor (67001827)].crdeplayermonitorscript.OnUpdate() - "crdeplayermonitorscript.psc" Line 236 [CRDE] No present followers have seen the player open any containers, exiting early [CRDE] OnUpdate time:12.526367 P.S.: How do you not know Inigo? He's only one of the most extensive and famous follower mods ever created for Skyrim...! =P Hilarious lines, fully voiced, huge backstory, extensive personal quest etc. I highly recommend giving him a try! I'll note that it's quite possible that he uses a very custom AI system - in fact, the mod description warns against using third party follower control mods - but I thought I'd check how well he handled CRDE's follower features. And honestly he's handled all of it fine except the container opening, and that might be more related to the follower alias not beign set correctly. Perhaps the manual adding didn't properly work in the first place.
LimitBreak Posted January 15, 2018 Posted January 15, 2018 2 hours ago, Verstort said: Pet collar, regular, is already an item you can get from follower or attacker. I think I have specific dialogue for it already in DEC for followers, but that might be for all unique collars instead. Adding more item specific dialogue is on my list (dialogue variety in general) Oh, must have missed it. In that case, do you mind not being so awesome? You're making me look like a fool. ;p
LazyBoot Posted January 15, 2018 Posted January 15, 2018 1 hour ago, Verstort said: note: mouse clicks first item it touches, if there's fog you'll need to move closer to the follower or disable the fog You can also scroll the mouse wheel after clicking to scroll through the list if possible things you clicked. (for example: fog -> follower -> ground behind follower)
Verstort Posted January 15, 2018 Author Posted January 15, 2018 20 minutes ago, LazyBoot said: You can also scroll the mouse wheel after clicking to scroll through the list if possible things you clicked. (for example: fog -> follower -> ground behind follower) Yeah but if you're in a room where the target and the room are both part of the same mod it's not easy to identify if you've scrolled far enough to select them, or at least not with the base console. There's an extended console mod that tells you more, like if you select an actor what their name is, but I don't assume most users use it. Without that all you get is an ID. and if the room belongs to mod 12 and the NPC to mod 12, can't easily tell when you've scrolled far enough to the NPC or if you're targeting a rock spawn point or anything. Didn't mention it because I didn't think I could fit enough explanation into a sidenote, but yes it's probably the better way to target without breaking stuff
LazyBoot Posted January 15, 2018 Posted January 15, 2018 1 minute ago, Verstort said: Yeah but if you're in a room where the target and the room are both part of the same mod it's not easy to identify if you've scrolled far enough to select them, or at least not with the base console. There's an extended console mod that tells you more, like if you select an actor what their name is, but I don't assume most users use it. Without that all you get is an ID. and if the room belongs to mod 12 and the NPC to mod 12, can't easily tell when you've scrolled far enough to the NPC or if you're targeting a rock spawn point or anything. Didn't mention it because I didn't think I could fit enough explanation into a sidenote, but yes it's probably the better way to target without breaking stuff But... You've listed sexlab as a requirement... And mfg console* is included in sexlab, so everyone using this mod should have it. *At least I'm assuming that's the extended console you're referring to.
Verstort Posted January 15, 2018 Author Posted January 15, 2018 7 minutes ago, LazyBoot said: But... You've listed sexlab as a requirement... And mfg console* is included in sexlab, so everyone using this mod should have it. *At least I'm assuming that's the extended console you're referring to. Hmm... Well maybe you're right. For over a year or so I've been using some basic console that I thought came with skyrim, even though I have sexlab installed. I assumed I had a mod in the past that enhanced the console and I lost if when I migrated computers, but if it came with sexlab then I guess my skyrim is broken because I don't have it right now. Guess that's on me then.
LazyBoot Posted January 15, 2018 Posted January 15, 2018 1 minute ago, Verstort said: Hmm... Well maybe you're right. For the last year or so I've been using some basic console that I thought came with skyrim, even though I have sexlab installed. I assumed I had a mod in the past that enhanced the console and I lost if when I migrated computers, but if it came with sexlab then I guess my skyrim is broken because I don't have it right now. Guess that's on me then. You could always try and install mfg console again, here's the link for it: https://www.nexusmods.com/skyrim/mods/44596/ 1
Verstort Posted January 15, 2018 Author Posted January 15, 2018 1 hour ago, RegisteredUser said: Bonus: One thing I noticed showing up repeatedly in the papyrus log. Apparently the mod does pick up Inigo for some rolls and checks, but errors out. (CRDE v13.13.0) [CRDE] Follower chosen randomly is Inigo out of 1 [CRDE] follower aroused roll:93.076324 need below 12.420000 [CRDE] not high enough for sex approach, and the current friendlies aren't followers so no item possible ERROR: Cannot divide by zero stack: [crdePlayerMonitor (67001827)].crdeplayermonitorscript.attemptFollowerApproach() - "crdeplayermonitorscript.psc" Line 1170 [crdePlayerMonitor (67001827)].crdeplayermonitorscript.attemptApproach() - "crdeplayermonitorscript.psc" Line 874 [crdePlayerMonitor (67001827)].crdeplayermonitorscript.OnUpdate() - "crdeplayermonitorscript.psc" Line 236 [CRDE] No present followers have seen the player open any containers, exiting early [CRDE] OnUpdate time:12.526367 I'll note that it's quite possible that he uses a very custom AI system - in fact, the mod description warns against using third party follower control mods - but I thought I'd check how well he handled CRDE's follower features. And honestly he's handled all of it fine except the container opening, and that might be more related to the follower alias not beign set correctly. Perhaps the manual adding didn't properly work in the first place Fixed the divide by zero bug I think, here: Deviously Enslaved Continued(v13.13.5 Testing).7z I think DEC should work with a custom AI, assuming they don't set their AI prioirty to max (Which DEC does for approaches to override anything else, but we only use it for short durations)
Verstort Posted January 15, 2018 Author Posted January 15, 2018 12 minutes ago, LazyBoot said: You could always try and install mfg console again, here's the link for it: https://www.nexusmods.com/skyrim/mods/44596/ MUCH BETTER. No idea why it installs fine separate, but not with Sexlab, but having access to baseID with a mouse click is wonderful. Thanks for bringing this up.
Seeker999 Posted January 16, 2018 Posted January 16, 2018 How can I make a follower stop bringing me bondage gear? Meeko, for example?
Verstort Posted January 16, 2018 Author Posted January 16, 2018 1 minute ago, Seeker999 said: How can I make a follower stop bringing me bondage gear? Meeko, for example? A single follower? Hmm, good question, there isn't a way that I can think of right now. Most follower options affect all followers. Well, I mean you can put your follower in a DD gag or armbinder, which stops them approaching for sex too, and the armbinder makes them useless at combat. I'll need to think of a follower specific way to control item frequency, I could make it a toggle but I think a scale, so some followers are less likely without being unable, is a better idea... Hmm.
Verstort Posted January 16, 2018 Author Posted January 16, 2018 This version should have working blindfold yoke and hoods, releasing for testing since I'm done for the night Blindfold is random generic from DD, two hoods from DCL and two hoods from DDi 4.0, both are soft requirements don't forget to reset mods detection if you don't save clean. Deviously Enslaved Continued(v13.13.6 Testing).7z
RegisteredUser Posted January 16, 2018 Posted January 16, 2018 14 hours ago, Verstort said: Fixed the divide by zero bug I think, here: Deviously Enslaved Continued(v13.13.5 Testing).7z I think DEC should work with a custom AI, assuming they don't set their AI prioirty to max (Which DEC does for approaches to override anything else, but we only use it for short durations) Tested this (well, 13.13.6 actually) and I can say: you have successfully fixed that error! Also, this time CRDE found Inigo automatically for me, like it is supposed to. However, it failed to find Faendal when I tried switching to him for more testing... I added him manually. All in all, the situation is largely the same as before. Faendal does find containers, and does approach me with items. It feels quite unreliable, though that might be only because I'm not sure what the actual condition is for a follower to find a container, and which containers are valid. All I know is that I walked through Riverwood opening every barrel in town, and Faendal found nothing. Then I went into Embershard Mine, and fought my way through to the central room (the one that's behind a locked cage door). Faendal did successfully pick up the one single barrel on the way between the mine entrance and that room. Once in the room, I opened at least six sacks, several barrels, and one ornate chest. And Faendal... discovered no new containers. Then I fast traveled to Crystaldrift Cave, which has something like one chest, two barrels and a sack in all of its entirety... and he discovered 3 containers. Found one item (because I had the chance intentionally set ridiculously high for testing purposes) and rolled for a second item but missed the roll. Later, I took Inigo into Silverdrift Lair, where I looted several barrels, a locked chest, and several urns. He discovered nothing. Sex approach still works perfectly fine on both Inigo and Faendal, as does friendly fire detection and them complaining about it. Follower IDs are correct in the crdePlayerMonitor readout. At this point, I can see one of two possibilities: Either Inigo is just not 100% compatible, OR my install is not working properly (might explain the issues with Faendal). I've attached the Papyrus log of these events. There are some other error messages which may or may not have something to do with it, for example something about Factions. Are Factions relevant for this feature to work? Papyrus.0.log
Guest Posted January 16, 2018 Posted January 16, 2018 Is there any chance we can get the follower dialogue in more places? Right now it seems like it only works in dungeons, and there is an option in the MCM, however it is greyed out. I tried writing my own patch, but I know jackshit about Papyrus so I couldn't figure out how to get it to compile. Something like Naked Dungeons' way of doing it, where you can choose exactly what types of cells/architectures are viable would be ideal, however, even a toggle for just wilderness or something would be great. Thanks!
Verstort Posted January 16, 2018 Author Posted January 16, 2018 12 hours ago, RegisteredUser said: All in all, the situation is largely the same as before. Faendal does find containers, and does approach me with items. It feels quite unreliable, though that might be only because I'm not sure what the actual condition is for a follower to find a container, and which containers are valid. All I know is that I walked through Riverwood opening every barrel in town, and Faendal found nothing. Then I went into Embershard Mine, and fought my way through to the central room (the one that's behind a locked cage door). Faendal did successfully pick up the one single barrel on the way between the mine entrance and that room. Once in the room, I opened at least six sacks, several barrels, and one ornate chest. And Faendal... discovered no new containers. Then I fast traveled to Crystaldrift Cave, which has something like one chest, two barrels and a sack in all of its entirety... and he discovered 3 containers. Found one item (because I had the chance intentionally set ridiculously high for testing purposes) and rolled for a second item but missed the roll. Later, I took Inigo into Silverdrift Lair, where I looted several barrels, a locked chest, and several urns. He discovered nothing. Sex approach still works perfectly fine on both Inigo and Faendal, as does friendly fire detection and them complaining about it. Follower IDs are correct in the crdePlayerMonitor readout. At this point, I can see one of two possibilities: Either Inigo is just not 100% compatible, OR my install is not working properly (might explain the issues with Faendal). I've attached the Papyrus log of these events. There are some other error messages which may or may not have something to do with it, for example something about Factions. Are Factions relevant for this feature to work? Papyrus.0.log The chance your follower finds an item is not evaulated at the container, I felt that kind of system ignored the possibility that the follower found something but got distracted, or was busy healing, focused on the dungeon, ect. I wanted followers to be able to come up to you later for reasons, also its harder on the game engine, doing so much code per container. I might add a quick check at container opening, but since its the player opening the container later, but for now the roll to decide if the follower found something is on the same loop that rolls if NPCs should attack the player. The chance of finding an item is a power function of containers found since last item found, where X axis is containers, and Y is chance, such that there is a sloping line between (0,0) and (Max containers, Max Chance), after which the function flatlines on Max Chance. How the line slopes between these points is determined by the exponent, where EXP of 1 is a straight line, and as the exponent increases the line curves to the floor, such that you need more containers before getting an acceptable chance of finding something. This was the most freedom I could give users with limited math background on my part. I need to update the formula, it was designed before I updated the mod so it could detect if the player actually found items in a chest that the follower could find too, which allows us to skip some of the randomness of the rolling. I think this randomness is throwing you off for the most part. Your log makes it look like the code is working and checking every container you visit. I think, but I wouldn't mind you proving me wrong, that the containers missed by your follower was because there is a lag, we update follower containers discovered on the loop, which delays when means the container count per follower doesn't get updated in real time. Another bug, if followers are interrupted before they can reach you, they drop the item the found. That can reduce the frequency you get approached without you noticing. 12 hours ago, RegisteredUser said: I've attached the Papyrus log of these events. There are some other error messages which may or may not have something to do with it, for example something about Factions. Are Factions relevant for this feature to work? Papyrus.0.log No the faction bug is because you didn't save clean between updates and the faction didn't initialize correctly, but it's not used for this feature, its for a different feature I haven't finished so it doesn't hurt anything just fills your log with errors. This however... [01/16/2018 - 12:22:13PM] [CRDE] Follower chosen randomly is Inigo out of 1 [01/16/2018 - 12:22:16PM] [CRDE] not high enough for sex approach, and the current friendlies aren't followers so no item possible Would suggest that Inigo wasn't considered a "follower" follower at the time. Since there is no error message, in order to be ignored he has to meet one of these conditions: Hasn't had sex with the player before. AND Does not think the player enjoys being submissive > 0. Is not in the current follower faction AND is not in the paradise hall following faction. I'm betting its the former, that the player hasn't had sex with them yet. I forgot you can get around this by making the follower think the player enjoys being sub, you can use that as a workaround if you want. 2 hours ago, Targuinius said: Is there any chance we can get the follower dialogue in more places? Right now it seems like it only works in dungeons, and there is an option in the MCM, however it is greyed out. I tried writing my own patch, but I know jackshit about Papyrus so I couldn't figure out how to get it to compile. Something like Naked Dungeons' way of doing it, where you can choose exactly what types of cells/architectures are viable would be ideal, however, even a toggle for just wilderness or something would be great. Thanks! Follower dialogue should happen anywhere so long as you have enough containers or your follower is aroused enough. The biggest reason it doesn't happen elsewhere is because there are other NPCs about, the follower should only approach the player when they are alone or in a player house. Getting denied because there are NPCs nearby, when the player looks alone with their follower, is mainly because I set the NPC search distance to 4096 units, which is quite a bit. I made it long to search for as many NPCs as possible for attacks, but the number gets re-used for NPC check on follower interaction as well, if you lower it to a more reasonable distance, like 1000, you'll get fewer false possitives for nearby NPCs. If by option in the MCM that is greyed out, you mean the dungeons only feature, that feature was going to limit item finding in dungeons only, so that if the player had not yet entered a dungeon yet, the follower could not find items until they did. That was not a feature meant to allow you to get more approaches. If debugging is on, you can open console to see what reasons the mod gives for followers not approaching, or at least you if you see NPCs being listed then you are too close to be considered safe. There are a few cases where NPCs that would never attack you are not counted, and your follower can approach around those. I need to go back and add a few cases to that inclusion list since off my head, slave NPCs tied up in furniture and armbinders aren't considered safe, there's probably more I should add. Compiling DEC's papyrus scripts is annoying because you need the source files for many soft dependency mods, some of which comes free some of which is locked up in BSA files where the stupid compiler doesn't look for them. See this post for info: https://www.loverslab.com/topic/54135-deviously-enslaved-continued-2017-12-26/?do=findComment&comment=1359904
Guest Posted January 17, 2018 Posted January 17, 2018 Ah, thanks. What I edited was wrong in that case anyway, I already had a feeling it wasn't, because it seemed like it didn't fully make sense. (I looked at some stuff in crdefollowermonitorscript.psc and crdefollowerscript.psc, where there was something about LocType*, which seemed like the only place that made sense to me, the way I thought it worked.) Also, thanks for the guide, I like tweaking with things, and now I might actually be able to do that
RegisteredUser Posted January 17, 2018 Posted January 17, 2018 Wow, thanks for the detailed response! 12 hours ago, Verstort said: The chance your follower finds an item is not evaulated at the container, I felt that kind of system ignored the possibility that the follower found something but got distracted, or was busy healing, focused on the dungeon, ect. I wanted followers to be able to come up to you later for reasons, also its harder on the game engine, doing so much code per container. I might add a quick check at container opening, but since its the player opening the container later, but for now the roll to decide if the follower found something is on the same loop that rolls if NPCs should attack the player. Ah, I understood that wrong, then. Probably the config option "can find items the player missed" made me think that in order for a follower to discover a container in the first place, the player has to open it first. But it rather sounds like the follower checks all containers in a certain radius (how big?) around them whenever the periodic check runs, and the entry for "containers discovered" in the MCM menu is the number of times the item finding roll failed since the last successful find? Perhaps this explains some of the extreme randomness I have experienced. You see, I have configured the periodic check to the maximum value of 60 seconds because I only want a few approaches and my game has a lot of mods so I wanted to minimize the script load. But if it's like this, the follower probably misses a huge amount of containers because the check runs so rarely that I just walk past them without them getting picked up. Another thing that might explain things is what you mentioned in reply to Targultoon... other NPCs nearby. When I was in Crystaldrift cave and got successful discoveries, I had cleared the place of all life (not hard, since it's a single room with a few beasts). Meanwhile, when I was in Embershard Mine and wondering why Faendal wasn't picking up the huge treasure room full of containers, there were still bandits alive further in. So I'm assuming that hostile NPCs and beasts also stop the follower dialogue from triggering? ...How big is an area of "4096" anyway? Would that cover for example all of Riverwood if I stood in the center? 12 hours ago, Verstort said: The chance of finding an item is a power function of containers found since last item found, where X axis is containers, and Y is chance, such that there is a sloping line between (0,0) and (Max containers, Max Chance), after which the function flatlines on Max Chance. (...) You may be surprised, but the math part was actually the most easy to grasp part of this for me. In order to test the item finding machenic, I set the MCM to maximum chance 100, maximum containers 2, and slope 1 (linear). That way followers would have a 50% chance of discovery on the first container, and a guaranteed after that. Which would allow me to check precisely if and when containers were found, because I would get the near instant reaction from the follower. 12 hours ago, Verstort said: This however... [01/16/2018 - 12:22:13PM] [CRDE] Follower chosen randomly is Inigo out of 1 [01/16/2018 - 12:22:16PM] [CRDE] not high enough for sex approach, and the current friendlies aren't followers so no item possible Would suggest that Inigo wasn't considered a "follower" follower at the time. Since there is no error message, in order to be ignored he has to meet one of these conditions: Hasn't had sex with the player before. AND Does not think the player enjoys being submissive > 0. Is not in the current follower faction AND is not in the paradise hall following faction. I'm betting its the former, that the player hasn't had sex with them yet. I forgot you can get around this by making the follower think the player enjoys being sub, you can use that as a workaround if you want. I'm actually betting it is the latter. Why? Because Inigo has (by now) a 11 in the "thinks player is submissive" stat, which he gained all by himself without me having to set it. From, among other things, him approaching me for sex on his own just fine. Even if that didn't also have the caveat that it only triggers after having sex at least once, it would definitely have fulfilled the condition for item finding several times over by now. No, I think he's missing factions. After some research, I came across this blurb on the Nexus page for Inigo, under upgrade instructions from earlier versions: "Step 1 is the critical part. He is completely removed from the standard game factions, if other mods (including Vilja) are still trying to affect him then they are going to get confused when he's no longer in those factions." Which at first I took as meaning "upgrading resets his faction associations". And I think that it's still true, but I also think it means even more - that he doesn't come with any factions by default, at all. And likely isn't using factions the same way that vanilla followers do. Now I wonder if I should do something like "addtofaction 0005C84E 0" in the console to force him into the CurrentFollowerFaction. It might break his AI if he's using a completely custom, faction-less follower system. Well, I guess trying doesn't hurt...
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