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Captive Followers

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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 gives you an MCM option to scan inns and other common places where followers hang out and restrain 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.

 

 

What's New in Version 2.5:

 

A new game is not required if upgrading from 2.0 or later. Don't forget to backup your config file if upgrading.

 

Spoiler
  • added 3 more captive locations from the base game: Chillwind Depths, Bruca's Leap Redoubt and Ustengrav
  • rearranged a few locations so they don't conflict with Daedric Shrines mod on Nexus

 

 

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 any followers. It gives you an option to scan for followers you have downloaded from other mods. 
The mod by itself places captive furniture in various Skyrim locations and doesn't do anything else until you start the mod script in the MCM.
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 that time so the script can restrain the followers while you are not there. By default, all followers except those blacklisted in the config, are restrained. 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 friendly location, such as a town or an inn

- not a follower from a blacklisted mod defined in a Data\SKSE\Plugins\CaptiveFollowers\Config.json

 

Alternatively, the config can be defined so that only whitelisted followers are restrained, if you set "RestrainOnlyFromWhitelist" to 1.
 
And finally, the config also contains ForceCaptureNPCs. These NPCs will always be restrained. They don't need to be followers, and they will be restrained without having to be scanned first. The only requirement is that that they are a valid NPC. ForceCaptureNPCs is a list of NPC reference ids not form ids, so if you want to restrain a certain NPC you need to add the reference id of this NPC into this list.
 
Currently, the maximum amount of followers that can be restrained is 500+ with optional dungeon mods installed, and 330 without them.

 

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:

Spoiler

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

 

Broken Helm Hollow
Broken Tower Redoubt
Ilinalta's deep
Brittleshin Pass
Cragwallow Slope
Darkshade Cave
Bristleback Cave
Yngvild

 

Redwater Den
Bloodskal Barrow
Damphall Mine
Harstrad Cave
Gyldenhul Barrow
Kolbjorn Barrow
White Ridge Barrow
Ragnvald
Drela's Cottage

 

 

Required Mods:

The following mods are required:

 

PapyrusUtil SE

Powerofthree's Papyrus Extender

powerofthree's Tweaks

Papyrus Tweaks NG

JContainers

Fuz Ro D-oh - Silent Voice

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.

 

Mods for Sex Scenes:

SexLab or OStim are required, only if you want to barge on sex scenes as you rescue your followers.

 

Option 1:

SexLab

Billyy's SLAL Animations

Anub's Animation Dump (REBORN)

Nibbles SLAL Animations
Baka SLAL Animations
Leito SLAL Animations

 

If you want to see captives having sex with trolls, werewolves, draugr and similar creatures:

More Nasty Critters Special/Anniversary Edition V16

 

Option 2:

OStim

Billyy's animations for Ostim Standalone

Anub's animations for Ostim Standalone

 

Mods for More Captive Spots:

Hammet's Dungeon Pack 1 SE

Hammet's Dungeon Pack 2 SE

Forgotten Dungeons (SSE)

Skyrim Sewers 4

Siege at Icemoth

Morthal Barrow

The Temple of Black Rock

 

Complementary Mods:

Follower Slavery Mod

Buxom Wench Yuriana

!Maidens of Darkness

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. 

 

Ogres

High Minotaurs

Cyrodilic Minotaurs

Ogrim

Bolgans

Vampire Lords and Beasts

Goblins and Riekers

Thri-Kreen

Beholders

Bone Colossi and Gravelords

Imps and Homonculus

Wraiths

Flesh Atronachs

Zombies

 

 

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 2.4:

 

A new game is not required if upgrading from 2.0 or later. Don't forget to backup your config file if upgrading.

 

Spoiler
  • fixed bugs
  • allow sex scenes to start if player is sneaking close by

 

 

   What's New in Version 2.3:

 

 

Spoiler
  • added 8 more captive locations from the base game, and 1 in Solitude sewers
  • added a check so actors are not temporarily removed from SexLabAroused factions in a sex scene

 

 

  What's New in Version 2.2:

 

 

Spoiler
  • added new captive locations from Hammet's Dungeon Pack 2
  • minor bug fixes

 

 

    What's New in Version 2.1:

 

Spoiler
  • compatibility changes for Captive Player
  • fixed bugs

 

 

   What's New in Version 1.9:

 

Spoiler
  • compatibility changes for Captive Player
  • two new animation config JSON files have been added to define which SexLab animations could be used by Captive Followers. The files are named AnimsConsensual.json and AnimsAggressive.json. When a sex scene starts, random animations from one of the files are picked, depending on aggressive sex chance defined in the MCM.

 

 

  What's New in Version 1.8:

 

Spoiler
  • decoupled the enemy spawing script from the follower restraining script, in the MCM
  • followers are traumatized and weakened when you find them
  • captors can now have sex with followers! SexLab or OStim are required for sex scenes.
  • added more captive spots and support for Hammet's Dungeon Pack 1

 

 

  What's New in Version 1.7:

 

Spoiler

Restraining script will no longer start by itself at the beginning of the game. You will have to start it in the MCM.


Restraining script can be rerun again, to restrain followers as defined in the config. 

Followers won't be restrained in the same spot twice, or in locations that you have cleared.

Added captive pages in the MCM so you can view more than 128 followers held captive. In previous versions, this was a single page view, limited to 128 captives.

Added 15 more captive spots in new locations

 

 

 What's New in Version 1.6:

 

Spoiler

Added FOMOD installer with more captive spots from optional dungeon mods, including Forgotten Dungeons, Skyrim Sewers, Morthal Barrow, Black Rock Temple, and Siege of Icemoth


Added ForceCaptureNPCs to the config. These NPCs will always be restrained. They don't need to be followers, and they will be restrained without having to be scanned first. The only requirement is that that they are a valid NPC.

 

Added an MCM option to change follower relationship rank after being rescued.


Fixed the missing floor mesh in Fort Neugrad

 

 

 What's New in Version 1.5:

 

Spoiler

Added "RestrainOnlyFromWhitelist" entry to the config. 
By default, the flag is set to zero, meaning all followers except blacklisted in the config, are restrained.
However, if you set this flag to one, only whitelisted followers will be restrained, from the config.

 

Added MCM config that allows followers to wear clothing or rags when restrained.

 

Added more locations where followers could be held captive:
-----------------------------------------------------------
Bilegulch Mine
Moldering Ruins
Castle Karstaag Ruins
Frossel
Soljund's Sinkhole
High Gate Ruins
Rannveig's Fast
Pinewatch

 

 

 What's New in Version 1.4:

Spoiler

- added MCM view of all captive followers and their respective locations

- merged additional scanned cells from the esp file posted in the support thread

- added new locations where followers could be held captive:

 

Broken Helm Hollow
Broken Tower Redoubt
Ilinalta's deep
Brittleshin Pass
Cragwallow Slope
Darkshade Cave
Bristleback Cave
Yngvild

 

 

What's New in Version 1.3:

Spoiler

- added more cells to the list of scanned cells, including exterior cells inside Solitude, Whiterun, Riften, Windhelm and Markarth

- added a few custom follower mods to the config blacklist 

 

 

What's New in Version 1.2:

Spoiler

- 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

 

 

 


  • Submitter
  • Submitted
    05/02/24
  • Category
  • Requirements
    Zaz, PapyrusUtil, JContainers, Powerofthree's Papyrus Extender
  • Regular Edition Compatible
    No
  • Install Instructions

 

Posted

I love the idea, but it's a shame it doesn't work on base game followers. I don't really play with any modded followers, so the mod working with some of the base game ones would be fun. Maybe it could work on ones that are not included in any quests like Uthgerd or Jenassa.

Posted (edited)
29 minutes ago, masterofgamespl said:

I love the idea, but it's a shame it doesn't work on base game followers. I don't really play with any modded followers, so the mod working with some of the base game ones would be fun. Maybe it could work on ones that are not included in any quests like Uthgerd or Jenassa.

 

Well actually it could work on base game followers as well. I excluded them on purpose, so that they are available. If you want to restrain them as well just edit the mod before running it for the first time. Using SSEdit open the mod's FormID List and remove everybody from _ddBlacklistedNPCs, but don't delete the list itself, just records inside it. Then run the mod for the first time, and everyone will be gone.
 

Edited by darkdesires04
Posted

Probably want to keep Serana blacklisted, since A) she's already restrained and B) the quest Awakening probably won't progress unless Serana is there. Might be a couple of others too.

Posted (edited)

What if a base follower was modified by a mod as in appearance change mods?   Serana, Lydia, etc...because honestly vanilla NPCS are uh...potato looking. 

I know of one follower in a mod that already starts out as a captive - Zora Fair Child from 3DNPC mod. 

Edited by Celedhring
Posted
10 minutes ago, Celedhring said:

What if a base follower was modified by a mod as in appearance change mods?   Serana, Lydia, etc...because honestly vanilla NPCS are uh...potato looking. 

I know of one follower in a mod that already starts out as a captive - Zora Fair Child from 3DNPC mod. 

I think they still have the same id even if you used an overhaul/replacer mod on them, so it should be fine

Posted

It has Buxom wench yuriana compatibility and prevention when a Follower NPC is near to you. Man I think this mod is almost perfect! Gotta try this one once I come back again at modding skyrim

Posted

Is there any way to stop certain modded followers being moved? I love the idea of this mod but some of my modded followers have quests that will probably be broken by moving them

Posted
5 hours ago, Celedhring said:

What if a base follower was modified by a mod as in appearance change mods?   Serana, Lydia, etc...because honestly vanilla NPCS are uh...potato looking. 

I know of one follower in a mod that already starts out as a captive - Zora Fair Child from 3DNPC mod. 

 

Appearance modifications are fine, they won't cause issues. Serana and Lydia are excluded by default because they are base game followers.

Posted (edited)
29 minutes ago, aaassssacc said:

Is there any way to stop certain modded followers being moved? I love the idea of this mod but some of my modded followers have quests that will probably be broken by moving them

 

Yes, but first of all even if a follower has quests they won't be broken just because they are held captive. Anyway, if you don't want to restrain a follower you can easily do it in one of two ways:

 

1. If you edit this mod. Using SSEdit open CaptiveFollowers.esp, and add your follower's esp file as master. Then click on FormID List and add your follower's reference to _ddBlacklistedNPCs. Then run the mod for the first time, and since your follower is blacklisted, he won't be moved. Make sure you add the reference to the list, not the NPC record.

 

2. The other way to do it is to open your follower's esp file in SSEdit or CK and move the follower out of town to a place like Eldergleam Sanctuary or somewhere else. Then the follower won't be restrained because the location is out of town.

 

 

 

Edited by darkdesires04
Posted
45 minutes ago, darkdesires04 said:

 

Yes, but first of all even if a follower has quests they won't be broken just because they are held captive. Anyway, if you don't want to restrain a follower you can easily do it in one of two ways:

 

1. If you edit this mod. Using SSEdit open CaptiveFollowers.esp, and add your follower's esp file as master. Then click on FormID List and add your follower's reference to _ddBlacklistedNPCs. Then run the mod for the first time, and since your follower is blacklisted, he won't be moved. Make sure you add the reference to the list, not the NPC record.

 

2. The other way to do it is to open your follower's esp file in SSEdit or CK and move the follower out of town to a place like Eldergleam Sanctuary or somewhere else. Then the follower won't be restrained because the location is out of town.

 

 

 

It would be nice to have a simple option to exclude followers, like a json list. There are quite a few followers that should not be moved for various reasons. Take say Devioulsy Cursed Loot. Leah and Leon, especially if you also use SimpleSlavery, should get excluded. Would be awkward if you get bought by them while they are imprisoned themselves somewhere. Also, not sure if the Dungeon below Helgen Keep counts as out of town and Chloe (also DCL), really should not be moved out from there.
Misty Skye also comes to mind, makes no sense if Misty or Summer are moved, not sure if they are protected by the required prequests, might depend on how those are implemented and how your mod works (i.e. are the NPC's on potentialFollowerFaction right away or do they get added later and is that how your mod determines who is a follower or do you use another method). Probably gonna find a number more cases where it's at least arguable (and perhaps a matter of taste) if those followers should be excluded or not. So as stated a more convenient way to blacklist followers would be great.

Posted
51 minutes ago, darkdesires04 said:

 

Yes, but first of all even if a follower has quests they won't be broken just because they are held captive. Anyway, if you don't want to restrain a follower you can easily do it in one of two ways:

 

1. If you edit this mod. Using SSEdit open CaptiveFollowers.esp, and add your follower's esp file as master. Then click on FormID List and add your follower's reference to _ddBlacklistedNPCs. Then run the mod for the first time, and since your follower is blacklisted, he won't be moved. Make sure you add the reference to the list, not the NPC record.

 

2. The other way to do it is to open your follower's esp file in SSEdit or CK and move the follower out of town to a place like Eldergleam Sanctuary or somewhere else. Then the follower won't be restrained because the location is out of town.

 

 

 

Having some way to blacklist esp's would be a really great feature, I've noticed maidens of darkness, for example, is getting picked up and that adds a lot of npc's so would rather not manually add them one by one via sseedit

 

other than that though the mod seems to be working really well! Brilliant idea all around and looking forward to seeing it evolve (if that's on the cards)

Posted (edited)
1 hour ago, Talesien said:

It would be nice to have a simple option to exclude followers, like a json list

I was thinking along the same lines but actually using a json list to include followers may be a better option. It would remove the need to add follower mods as masters (any json record for an uninstalled mod will just return None and can easily be ignored) and also would remove reliance on the follower starting in a specific location.

 

That method is basically how FSM handles Masters.

 

 

 

Edited by Bane Master
Posted
1 hour ago, Wastelanddom said:

Having some way to blacklist esp's would be a really great feature, I've noticed maidens of darkness, for example, is getting picked up and that adds a lot of npc's so would rather not manually add them one by one via sseedit

 

other than that though the mod seems to be working really well! Brilliant idea all around and looking forward to seeing it evolve (if that's on the cards)

 

1 hour ago, Talesien said:

It would be nice to have a simple option to exclude followers, like a json list. There are quite a few followers that should not be moved for various reasons. Take say Devioulsy Cursed Loot. Leah and Leon, especially if you also use SimpleSlavery, should get excluded. Would be awkward if you get bought by them while they are imprisoned themselves somewhere. Also, not sure if the Dungeon below Helgen Keep counts as out of town and Chloe (also DCL), really should not be moved out from there.
Misty Skye also comes to mind, makes no sense if Misty or Summer are moved, not sure if they are protected by the required prequests, might depend on how those are implemented and how your mod works (i.e. are the NPC's on potentialFollowerFaction right away or do they get added later and is that how your mod determines who is a follower or do you use another method). Probably gonna find a number more cases where it's at least arguable (and perhaps a matter of taste) if those followers should be excluded or not. So as stated a more convenient way to blacklist followers would be great.

 

It would be great if I could add a JSON config file to the mod so that you can just add mods to exclude. Adding the JSON file is doable. But the problem is once I read the list of mods in that file, I don't know how to identify which mod a follower belongs to when the scan happens, using Papyrus. I would have to check if the scanned follower comes from a blacklisted mod. Is there a way to do it? If you know how, let me know and I can make the changes. 

 

But other than that, for now I can just hard code to exclude Leah and Leon from deviously cursed loot if there is no way to identify which mod a follower belongs to.

 



 

Posted (edited)
1 hour ago, gender65 said:

How to reduce the spawn of enemies? There are a lot of them and it's not playable.

 

That's hard coded in the script. You would have to make changes to the script. I would rather not change that, unless I have two versions of the mod, one with more enemies and one with less.

Edited by darkdesires04
Posted
6 minutes ago, darkdesires04 said:

identify which mod a follower belongs to when the scan happens, using Papyrus.

I think that should be possible using GetFormModName from PO3's Papyrus Extender

 

GetFormModName

 

Get name of the mod the form originates from (or was last modified by)

 

String Function GetFormModName(Form akForm, bool abLastModified) global native

Posted
19 minutes ago, Bane Master said:

I think that should be possible using GetFormModName from PO3's Papyrus Extender

 

GetFormModName

 

Get name of the mod the form originates from (or was last modified by)

 

String Function GetFormModName(Form akForm, bool abLastModified) global native

 

Ok, great, then I will add the JSON config file to exclude mods and maybe a version with less enemies. Not right now, maybe tomorrow, I can do it.

Posted

Kind of been looking for something like this? Only thing I'd add is:

- innkeepers ( or with Notices/Missives mod) adding notes to where you can find npcs

- option for this to work with npc enslavement mods: Notice me Senpai or PAHE 

Posted

First, I would like to say that it is a good idea as a mod and that I appreciate its implementation. Just a few things after using it, does it have any conflicts with NFF? After rescuing a follower I noticed that it gives me the option to import it to NFF, I don't know if it would be possible to implement a dismissal option after saving a follower so that it can return to its default location or when arriving at a city/inn through a dialogue like "you are safe here, rest and regain strength." Once again thank you for the mod, I will be attentive to its development.
P.S. Sorry for my English, it is not my main language.

Posted

OMFG why?   Now I'm compelled to restart just so I can try this. XD

 

You're telling me that now I can steal them from bandits?!  You mean I can naturally play the game and FIND my followers like they're some sort of loot instead of going on a metagaming pilgrimage to choke out and restrain I mean consensually recruit them?

Posted

Hi!

The idea of this mod is nice, even more because we can customize a blacklist. I have 2 suggestions.

 

1 - Exclude followers that have custom framework, because they usually have their quests to meet them and if this mod uses them, this will make it unimmersive. But at least we can edit the esp to blacklist them.

2 - An alternative version without the enemies because many of us already have many enemy mods and overhauls for that, so the dungeons already have many enemies.

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