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Caged Followers


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Your followers have been imprisoned, do you have what it takes to get them back?

Adds radiant quests to search for and save your followers.

 

 

 

 

So, you just got beat up again by some bandits, they took all your stuff and then left you in a ditch somewhere, or even sent you into slavery.

 

Meanwhile, your follower, who was the whole time with you, suddenly decided to take a vacation, relax at the lake or perhaps build some snowmen in Winterhold, fully equiped and no worse for wear? Well, no more.

 

Now, your follower can also enjoy the pleasures of bandit hospitality, sit in a cage, wait for rescue, and be bored to tears.

 

 

So, what does this mod do?

 

It adds radiant quests to strip and lock away up to eight followers, sending them to random cages and cells in all of Skyrim (and Solstheim). You want them back? Then you will have to ask around, question innkeepers and travellers and hope to catch some rumor of their where-abouts. Or you can try your luck and visit every single hive of scum and villainy in the land.

Once you found them, you have FOUR (well, actually five) EXCITING scenarios to get them out of their predicament (depending on your standing with the captors and your own state of freedom).

 

Want to be the dashing hero, killing the guards and releasing the damsel (or sidekick) from captivity, only to then beat up their leader and reclaim the loot? DONE

Want to pay a ransom or barter with the fiends? DONE

Want to help your friend escape captivity, picking locks and stealing stuff to make escape easier (needs SD)? DONE

Want to convince, confuse or distract another slave master from claiming the "spoils of war" (needs SD)? DONE

Want to send them from captivity into active slavery (right at your side with SD)? Not really a rescue, but also DONE

Want to see their captors having their "fun" with your companion? Sorry, that's a bit beyond me, so not done and likely wont be added...

 

 

Anyway, where was I? Oh yes, what do you need to make this happen?

Well, obviously this mod, but also:

Sexlab Framework

SKSE

SD Plus (or you can use the noSD-Option, containing only the first two rescue options)

 

Optional:

DDX - adds chains to the follower if an escape-attempt failed

SD Cages - adds more cells/cages, so there are more radiant locations to send the followers to - just put this mod below SD Cages, as I replaced several doors which wouldn't work as cells, some of which were also edited (but not removed) here.

DAYMOYL - adds another option to start the quest - patch in the downloads

 

 

So, how do you get the quests started?

 

- get enslaved by SD, and there's a chance your current follower(s) will be sent away instead of joining you

- Death Alternative - Your money or your life - If DAYMOYL decides to do nothing with the follower, there is instead now a 50% chance to start the quest

- "CagedFollowers Test.esp", which starts the quest for any npc hit by the courage spell - most aspects of the mod will work with any npc, but there will be strange behaviour, so best to use it only on (current or dismissed) followers.

 

Alternatively, modders can add it via ModEvents

Spoiler

To start the quest:

target.SendModEvent("StartCagedFollower", strArg = "")

 

The scheduler will send "CagedFollowerSuccess-"+strArg once the quest has started, or "CagedFollowerFailed-"+strArg if no quest could be started or the timeout was reached.

 

 

 

Which file should I get?

 

If you have SD, simply download "CagedFollowers SD", as well as the patch if you use 3.62 Beta 3 or earlier

 

If you don't have SD, download the "no SD"-Option

 

If you are using DAYMOYL (with or without SD), you can also download the DAYMOYL patch, which adds the necessary events to the follower processing; just set "Follower Behaviour" to "Do Nothing" or "Random", and you are set

 

If you want to quickly test the quests and not be beaten up beforehand, you can add the Test-Package, which starts the quest for any follower hit by a courage-spell.

 

 

So, you tried it and didn't like it?

 

To uninstall the mod, first stop all running quests, else things will break and your caged followers will switch sides permanently to the captors.

Enter in the console:

 

stopquest CagedFollower01

stopquest CagedFollower02

stopquest CagedFollower03

stopquest CagedFollower04

stopquest CagedFollower05

stopquest CagedFollower06

stopquest CagedFollower07

stopquest CagedFollower08

stopquest CagedFollowerScheduler

 

Then wait an hour so all update-events finish, and you can remove the file.

 

 

Known issues

 

- Defeat when using health-threshold for followers: during the "break out"-scenario the mod tries to detect when the follower enters bleedout, mostly so it can react if the player is also defeated and then sent away, which would trigger a recapture and put the follower back into the cage.

- Quest startup time fluctuates wildly - sometimes it starts within a few seconds, sometimes it needs half a minute, and sometimes it needs the player to leave the location to fire. I have no idea if it's my current setup, if it's some greedy script stealing all the resources, or if Skyrim always goes a bit crazy with radiant quests.

 

 

AND Credits

jbezorg / skyrimll / DeepBlueFrog - for the initial and continueing work on SD, which had a large part in inspiring this mod

BralorMarr - for DAYMOYL which adds another way to start the quests

 

 

Anything else?

Nope, so have fun playing.

 


  • Submitter
  • Submitted
    09/16/2018
  • Category
  • Requires
    Sexlab Framework, SDPlus Optional
  • Special Edition Compatible

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3 minutes ago, Verstort said:

Sounds exactly like an old feature I wanted to add, except maybe that I had envisioned the follower being tied up in bondage too, like sexy bandit captives, not just in a cage.

 

Looking forward to trying this.

Well, any bindings the follower had when the quest starts stay where they are. The follower is also chained up if they are recought (happens if the player rescues them from the cage but is defeated before getting the equipment back, or if the player is enslaved via SD and tries to help them escape but fails).

 

I might add some more bindings (at least less restrictive ones) as an option, but I wanted the follower somewhat combat-ready during the rescue.

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5 hours ago, Storms of Superior said:

Also, which file is best for SD and SSE?

If you have SD, use the SD-Version (with CagedFollowers.esp). If you don't have 3.62 Beta 4 yet, also download the patch.

 

5 hours ago, AkiKay said:

Looking good. How about a Deal Option. Sacrifice your Freedom for your Followers Freedom. They will enslave the PC but let the Follower go.  

I must admit, I haven't thought about it from this direction, and I'm uncertain how to best add this. Currently, there's a normal ransom for gold via innkeepers or if you already are friendly with the captors (which is admittedly quite rare). I will see if I can add an option to also organize a meeting with the captor, where such a trade would be more fitting I believe.

 

2 hours ago, JuliusXX said:

A question. I don't use SD+, but I have SD Cages installed to add some bad ass bandits, so does this mod use those SD Cages even if I don't have SD+?

 

And a suggestion. Is it possible to add Simple Slavery as one of the options to start the quest? 

SD Cages can be used without the SD-version, I am using the build-in alias-search using the cell- and cage-doors, which are used by SD Cages. Just put CagedFollowers below it, as I'm replacing some doors to prevent followers being imprisoned with animals or in storage areas which are in a few cases also edited by SD Cages.

I will have to discuss

2 hours ago, monsta88 said:

Nice mod idea.

 

Please add version number to the file names to avoid confusion in the future. 

Thanks. I will add the versioning in the next version.

 

5 hours ago, philyb said:

I'd like to see this for SE if you make a DA version, I hate my followers just disappearing during DA or SS. 

I will see what I can do. I haven't checked SKSE64 in a long time, but as I understand it should cover all the functions I need, so it would be mostly cutting SL Framework and adding the new one (or leaving it out for a SFW-version).

 

 

 

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>Want to see their captors having their "fun" with your companion? Sorry, that's a bit beyond me, so not done and likely wont be added...

 

THEN WHAT'S EVEN THE POINT

 

nah just kidding lol, looks good

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AND we have a first patch. I had not noticed that Aliases only search for persistent records, which SD Cages had provided to a lot of locations. Thus, without SD Cages, only two cages were found, and even with SD Cages some where still missing.

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14 hours ago, LB89 said:

Well, any bindings the follower had when the quest starts stay where they are. The follower is also chained up if they are recought (happens if the player rescues them from the cage but is defeated before getting the equipment back, or if the player is enslaved via SD and tries to help them escape but fails).

 

I might add some more bindings (at least less restrictive ones) as an option, but I wanted the follower somewhat combat-ready during the rescue.

First great mod idea.

 

Second, As for adding binding but keeping them combat-ready.

The simplest way to pull that off is if the player has DDX install it add one of the armbinders from DDX to the follower when the quest starts. Armbinder are the only restraint you don't need a key to unlock and remove from a follower.

Also adding a chained pearl anal plug and/or a blindfold & ring gag would add to immerse and the feeling of the follower was helpless.

Plugs, blindfolds, and gags don't impact npc combat abilities and you can add text that said they unhook the follower's anal chain form the cage. This would give the feeling of what they had planed for the follower without limiting their combat-readiness once you remove the armbinder form their inventory to free them. 

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34 minutes ago, jimmywon34 said:

is there a mod where your female followers or housecarls are kidnapped and being raped when you get there and you have to go rescue them? and if you have MNC installed they are kidnapped and being raped by rieklings, wolves, draugr, and falmer too, along with bandits?

Well, there's SL Kidnapped Redux. You can ask an inn-keeper to start a rescue-quest (go in and kill everything, then escort them back home), and a random npc in the hold is kidnapped and gets to "have fun". Never tried to modify it, but I think it would be a good foundation for what you are looking for.

 

From a quick look-over, I think it should be possible to add conditions to the SLKR_Rescue_Find-Quest so it only takes followers, or perhaps even by some effect/keyword you add first. Add some trigger to start the quest (or use the existing dialogue), and voila.

 

As for this mod, I had at first the idea to have a guard walk the follower around during the day, with random dialogues starting sex-scenes, but the packages and the un-/recaging got a bit to complicated for me.

 

26 minutes ago, Soaryne said:

First great mod idea. 

 

Second, As for adding binding but keeping them combat-ready.

The simplest way to pull that off is if the player has DDX install it add one of the armbinders from DDX to the follower when the quest starts. Armbinder are the only restraint you don't need a key to unlock and remove from a follower.

Also adding a chained pearl anal plug and/or a blindfold & ring gag would add to immerse and the feeling of the follower was helpless.

Plugs, blindfolds, and gags don't impact npc combat abilities and you can add text that say they unhook the follower's anal chain form the cage. This would give the feeling of what they had planed for the follower without limiting their combat-readiness once you remove the armbinder form their inventory to free them. 

Thank you. I have also given this some thought and plan to add some cuffs/collars as well as rope-bindings. Plugs will perhaps be added as an additional punishment after recatching. Blindfolds would also be possible, but I think I will leave gags off for now as there is quite a bit of dialogue (I know they can still "talk", but I always saw gag-talk with normal dialogue as more of a "necessary evil", which means I would try to add even more dialogue; do you have any idea how difficult it is to explain that the leader has all the equipment by interpretive dance? ?).

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16 minutes ago, xyzxyz said:

Perhaps it could be possible to buy them free? With gold or sex.

Gold is included, although you either have to be friendly with the captors already or pay it to an inkeeper in the hold. I'm currently working on the option to organize a meeting where you can barter with them (including sex and trading other followers or yourself) even if you are usually enemies.

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8 minutes ago, AkiKay said:

No Barkeeper had an option to ask for my Follower. Also my Follower spawned right behind me although the message showed that she´s been abducted.

Thank you, I will look into it.

1. How did you start the quest?

2. Where were you?

3. Is the quest-message still in the journal (under misc)?

4. Do you have a) SD, b) SD Cages, c) version 0.91?

5, Was your follower undressed?

6. Vanilla or Mod-Follower?

 

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Please, if you're going to add restraints to caged followers, add DD ones, and not those from ZAP

 

The size of the ZAP > 7 mods is already huge, and there seem to be a whole raft of other items likely to be added which may bloat them beyond concurrent practicable use with the DD Framework and related mods. 

 

The DD framework, love it or loathe it, provides a much more sophisticated, intrinsic, gameplay mechanism too, as opposed to any versions of  ZAP > 7 which, on their own, now seem to be heading in the direction of basically providing a load of pretty things to prance about in, or on

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12 hours ago, LB89 said:

Thank you, I will look into it.

1. How did you start the quest?

2. Where were you?

3. Is the quest-message still in the journal (under misc)?

4. Do you have a) SD, b) SD Cages, c) version 0.91?

5, Was your follower undressed?

6. Vanilla or Mod-Follower?

 

1. I surrendered to some Draugr. After a fight with other Bandits (My Owner died right when he captured me thats why i could fight) my Follower was gone. When i went to a bar , i crashed (Not this Mod) when i loaded there was about 20 Messages saying that I have been enslaved (The Message that appears when you surrender with SD) and 1 message that my Follower was abducted. 

2. Not sure where i was. Somewhere at a passage where bandits would drop 2 sets of Boulders down on you. Near a River. Live another Life, Outlaw start.

3. No Quest ever appeared

4. I have the SD Version. 

5. Yes she was undressed and had shackles on (only on arms) when she suddenly appeared behind me.

6. A Modded Follower. Buxom Wench Yuriana -Tank Healer Support Follower- and Captured Wenches

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