About This File
What will you do with 100s of followers available to download, while only 2 or 3 can follow you? I created this mod as an idea to resolve this issue. At the beginning of the game or whenever you install the mod, it scans inns and other common places where followers hang out and restrains them into captivity at enemy forts, caves, and dungeons. It is up to you to find and free them, but it won't be easy since you might be alone now and you don't know where they are. If you manage to infiltrate an enemy fort, when you walk up to a restrained follower you can just activate them or hit them and they will follow you outside. Once outside they will just become a regular follower as if they were never held captive.
Description:
The mod features two core parts:
1. followers are restrained and held captive in forts, caves, and dungeons. There are over 50 locations where they could be. See spoiler for details.
2. new enemies are spawned to guard them in and around forts, levelled and unlevelled. No new enemies are spawned in dungeons or caves.
Currently this mod doesn't have a quest or dialogue or any followers. It scans for followers you have downloaded from other mods. At the beginning of the game you should see a pop up message informing you that the mod is about to start scanning and restraining. You have 60 seconds to configure your MCM settings before the script runs. When it starts running you will see a message "Restraining followers...". It takes 3-5 minutes for the script to run, but you can just start playing without waiting. I recommend you stay away from inns and towns during the first three minutes of the game so the script can restrain the followers while you are not there. If you don't want certain followers restrained you can edit the config file located in Data\SKSE\Plugins\CaptiveFollowers\Config.json and add the follower's mod name to the BlacklistedMods list, so that followers from that mod will not be restrained.
Not all followers are restrained. Here are the rules for restraining a follower:
- not a follower included in the base game, such as Aela the Huntress or Mjoll the Lioness
- not a follower from the Buxom Wench Yuriana mod
- not a child or animal, must be NPC
- not close to you or following you at the time the script runs
- not a follower that is already enslaved by bandits in caves or bandit camps, follower must be initially located in a town or an inn
- not a follower from a blacklisted mod defined in a Data\SKSE\Plugins\CaptiveFollowers\Config.json
The mod also has an MCM which shows how many followers are held captive currently and a checkbox to restrain followers freed by the Follower Slavery Mod if that mod frees a follower just because the enslavement limit is hit.
List of locations where followers may be held captive:
Mistwatch
Faldars Tooth
Morvunskar
Bloodlet Throme
Fellglow Keep
Gallows Rock
Trevas Watch
Fort Greenwall
Fort Amol
Fort Hraggstad
Fort Sungard
Fort Snowhawk
Fort Greymoor
Fort Dunstad
Fort Kastav
Fort Fellhammer
Fort Neugard
Tolvald's Cave
Stony Creek Cave
Pinemoon Cave
Forsaken Cave
Wolfskull Cave
Ravenscar Hollow
Movarth's Lair
Gloomreach
Glenmoril Coven
Blind Cliff Cave
Reachcliff Cave
Orotheim
Duskglow Crevice
Cragslane Cavern
Broken Fang Cave
Lost Knife Hideout
Cronvangr Cave
Lost Echo Cave
Halted Stream Camp
Hob's Fall Cave
Rimerock Burrow
Snapleg Cave
Swindler's Den
White River Watch
Bleak Falls Barrow
Ironbind Barrow
Dead Mens Respite
Ansilvund
Silverdrift Lair
Hag's End
Frostmere Crypt
Snow Veil Sanctum
Forelhost
Volunruud
Valthume
Dimhollow Crypt
Shriekwind Bastion
Required Mods:
The following mods are required:
Powerofthree's Papyrus Extender
ZAZ Animation Pack
It would be best if you download ZAZ 8.0 CBBE Rev2 https://mega.nz/#!rJghkKBZ!Orm3SQ4_W7Icpbnjs--FzvX2cJQlZg82WlywEct_Jfw or ZAZ 8.0+ CBBE HDT 2023 https://mega.nz/file/7IhyFKrQ#IfUw7ex6vg6h0to4x5fQ7IoEJpUqUmW130p7aazDNmg
I am not sure if lower versions of ZAZ will work.
Complementary Mods:
Damsels in Distress - Follower Collection
Damsels in Distress - The Caged Rose
The placed new enemies are vanilla, plus optional enemies from the MihailMods series that the script detects you have installed.
If you don't have any of the optional monster mods installed, then only vanilla enemies will be placed in and around forts.
Incompatible Mods:
Any mods that alter fort, dungeon or cave layouts or that reorganize or place furniture might conflict but it won't be game breaking unless the entire layout is overhauled.
What's New in Version 1.2:
- added MCM settings to set a percentage of enemies spawned at forts
- added config settings to blacklist individual NPCs from a mod
- added new captive locations, in caves and dungeons
- followers will dress up right away if you talk to them outside, after you free them
Edited by darkdesires04