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Bane Master

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  1. The Author has chosen not to share his Papyrus Source scripts with the mod so nothing I can do I'm afraid.
  2. If it can be done dependency free I'll take a look at how it interacts with FSM slaves
  3. The plot thickens... I do have contraptions installed at DDNG Version 0.4.0 and had checked it also but not found the faction record. I have just installed DD NG 0.4.2 and that version does indeed have the Faction as expected. To be sure I also redownloaded 0.4.0 and can confirm the faction is not present. So the takeaway here is that although DD NG 0.4.0 is listed as compatible according to the OP it is not. DD NG 0.4.2 is required Thanks very much for your help in getting to the bottom of this!
  4. I must be loosing the plot here! Neither zadcNGInContraption nor InContraption are factions in my game.. Checking Devious Curses.esp in xedit there are no factions defined in versions 0.8.5/0.9.0.0/0.9.0.1 as downloaded from here. I also cannot find any reference to these factions in the original DCurses_MCM.psc - I can't compare your patch as you have not included the source code. Can you set me on the right track please?
  5. I'm always open to ideas but they do need to be reasonably achievable and within the scope of Follower Slavery
  6. Yes - but working out what item has been crafted/improved was never simple or reliable enough for me to bother. Whether any of the more modern Script extenders could now help with that IDK
  7. Outside the scope of this patch I'm afraid - you would need somebody willing to take on SLSW for a complete rewrite,
  8. As I have no other reports of this I have to assume something is not set up correctly in your game. Post a papyrus script log of the Simple Slavery event and I'll see if I can spot anyting
  9. Afraid I can't - I have no idea how to make that conversion
  10. Not from FSM since it doesn't handle player defeat! 🙂 I'm guessing you are thinking about Defeat but I'm not really in the market for adding content - I always intended to just fix what bugs I could In theory FMEA might link to Captive Player for KO's etc. but since it sends the player to SS already that outcome is available via the SS route
  11. I think that what you are describing is an entirely new mod given the scale of work required to achieve your goals. I'm afraid I don't think this is within the scope of FSM.
  12. No - however some failure mode outcomes triggered by the Player may affect nearby Followers as well
  13. It requires The Creation Kit and to add one slot requires 22 discreet steps many of which contain multiple actions
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