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Posted (edited)

Some core issues encountered:

 

1. Fort amol. The necromancers and dremora and bandits there engaged in a mexican standoff and started slaughtering each other. 

2. MCM options are grayed and locked out. I am unable to adjust enemy strength.

 

P.S you should add FMEA (Failure-mode effects) mod to the complementary mod list. Why? Because of its fun feature to find these follower prisons. For example during enchanting a dimensional rift can open that can teleport you to any random place in skyrim, many of these places are prison forts where you end up right next to captured followers ^^

 

A few other QOL suggestions:

 

Add cooldown for rescued followers to not be captured again, say like 60-90 days?

Improve relationship rank by 1 or 2 at a cap of rank 3 (ally) when the follower is rescued and they redress.

Edited by Durante
Posted
On 7/16/2024 at 2:35 AM, darkdesires04 said:

 

Yes I know, updating doesn't do anything. The changes are only for when the scan runs, which is at the beginning of the game.


Wouldn't an option to allow a rescan be practical then? Not necessarily a re-restraining of new followers (which would be also nice though), but allowing a refresh of existing captives?

Posted
1 hour ago, Elvenlover said:


Wouldn't an option to allow a rescan be practical then? Not necessarily a re-restraining of new followers (which would be also nice though), but allowing a refresh of existing captives?

 

It would be useful, but I am still playing on version 1.3 myself and rescan won't work on this version because I started tracking captive locations only in version 1.4 that I modded in another instance where I am not playing a real game. I might add it later.

Posted
1 hour ago, Durante said:

Some core issues encountered:

 

1. Fort amol. The necromancers and dremora and bandits there engaged in a mexican standoff and started slaughtering each other. 

2. MCM options are grayed and locked out. I am unable to adjust enemy strength.

 

P.S you should add FMEA (Failure-mode effects) mod to the complementary mod list. Why? Because of its fun feature to find these follower prisons. For example during enchanting a dimensional rift can open that can teleport you to any random place in skyrim, many of these places are prison forts where you end up right next to captured followers ^^

 

A few other QOL suggestions:

 

Add cooldown for rescued followers to not be captured again, say like 60-90 days?

Improve relationship rank by 1 or 2 at a cap of rank 3 (ally) when the follower is rescued and they redress.

 

Good ideas...

Posted
5 hours ago, genisduo said:

should i need a new game for update from 1.3 ver to 1.5 ver?

 

Yes sorry, unless I add a feature to rescan followers into captivity, any updates won't do anything without a new game.

Posted

I'm an LE user and backported for myself. The followers get placed and restrained in locations. Is releasing them from restraints through dialogue?

There is "follow me I need your help" from NFF. I saw the post about NFF and vanilla scripts. I tried re-installing NFF and choosing vanilla scripts option, but no difference.

I can choose follow me, but they are still restrained and return to location after leaving it.

Looks like a great mod and was hoping to use it.

Posted
25 minutes ago, thesteve812 said:

I'm an LE user and backported for myself. The followers get placed and restrained in locations. Is releasing them from restraints through dialogue?

There is "follow me I need your help" from NFF. I saw the post about NFF and vanilla scripts. I tried re-installing NFF and choosing vanilla scripts option, but no difference.

I can choose follow me, but they are still restrained and return to location after leaving it.

Looks like a great mod and was hoping to use it.

 

No, when you find them you click E on them as usual but instead of starting conversation they are released from restraints and ragdoll to the ground. Then they automatically follow you outside a certain distance before redressing and returning to their standard location.

Posted
1 hour ago, Durante said:

 

No, when you find them you click E on them as usual but instead of starting conversation they are released from restraints and ragdoll to the ground. Then they automatically follow you outside a certain distance before redressing and returning to their standard location.

Thanks, when I click E it only brings up dialogue options, doesn't release them. 

 

Posted
1 hour ago, thesteve812 said:

Thanks, when I click E it only brings up dialogue options, doesn't release them. 

 

 

Sounds like some of the scripts didn't get properly backported or don't function on LE then.

Posted

Trying to add immersive wenches to the blacklist (in the json file) but no dice. Most of them are being kidnapped anyway. I copied the esp name directly so it should not be a typing issue. 

 

 Any thoughts ? 

Posted

Awesome mod, not having my followers off the bat is a challenge. There is one follower who should be exempted (Arvel the Swift https://en.uesp.net/wiki/Skyrim:Arvel_the_Swift), as he is a NPC in Shroud Hearth Barrow.

 

Also earlier I had a problem with Danariel Stormbow, for some reason she was in a few places, I removed her form my game.

 

Thank you so much for your work.

 

image.png.e2f36137b1bc320628b88d511cc750a4.png

Posted
4 hours ago, Bharnak said:

Awesome mod, not having my followers off the bat is a challenge. There is one follower who should be exempted (Arvel the Swift https://en.uesp.net/wiki/Skyrim:Arvel_the_Swift), as he is a NPC in Shroud Hearth Barrow.

 

Also earlier I had a problem with Danariel Stormbow, for some reason she was in a few places, I removed her form my game.

 

Thank you so much for your work.

 

image.png.e2f36137b1bc320628b88d511cc750a4.png

You might have to do that yourself, Arvel is not a follower in the base game (if he were he would be automatically excluded). So you seem to have a mod that makes him into one. You need to find that mod and add it to the blacklist.

Posted
On 7/18/2024 at 4:20 AM, Foulmouthjester said:

Trying to add immersive wenches to the blacklist (in the json file) but no dice. Most of them are being kidnapped anyway. I copied the esp name directly so it should not be a typing issue. 

 

 Any thoughts ? 

Odd, I did not get that in any of my games I ran with CF so far, even without blacklisting them. OTOH I did not yet test 1.5 with a new game, so perhaps that's a new behavior.

Posted

Its my bad here. The wenches that are supposed to be in some of the inns are kidnapped to mines etc, by Yuriana mod and the go there after the have been resqued.

 

 So me blacklisting Immersive Wenches did nothing as the wenches i looked for were already "kidnapped". 

 

 Gonna try this out i bit further.

Posted (edited)

I'm with an issue where the game freezes (but does not crash) when inside Gallows Rock, the game freezes either if I open the console or reach the stairs toward the hall where the captives are held.

Papyrus log doesn't show anything about that, maybe something related to Zaz animation pack? I haven't figured yet the problem.

Edited by Vaccinated Alligator
Posted (edited)
On 7/16/2024 at 9:19 PM, DonQuiWho said:

Hi

 

FWIW, I ran this (using v1.4) for the first time today and my MCM now shows 293 captives. 

 

The strange thing is that there are duplicate entries for the 'same' follower in multiple places.  They seem to come from two mods that I have, which have their own 'body changer' options.  They are - full Nexus description

 

Skydream Riften Kittens SSE - CBBE (SE) Curvy and 7BB - Special Physics - v1.0.4-10709-1-0-4-1555106880

and

SkyDream Maidens SSE - CBBE (SE) and UNP - Physics - v3.1.0-10697-3-1-0-1539359707

 

In particular, whilst others have multiple entries in different places, one NPC from the Maidens mod has a very large number of individual entries, ie Kartika, and FWIW, she is the only one with her own folder of individual character meshes, ie meshes/actor/character/Kartika

 

In my game, I have these two mods included in merged mod, but also as inactive esps in my MO2 setup, to make sure that the textures from the mod is OK - sometimes merges screw those up and you have to also activate the originating mod+deactivate its esp to avoid invisible items

 

It's no big deal, and might well add to the fun of having to rescue them over and over again, but I thought I'd mention it in case there is something weird in some mod structures that might affect your 'captive collection' routines

 

Hoping this is helpful

 

DQW

 

 

 

I have a very similar situation, with the Zoya Ningheim follower and Danariel Stormbow follower -- multiple entries in the MCM Captured Follower list, 15 of each in fact, but most of them are erroneous and the follower actually only appears once, as intended. I was supposed to have 2 x Zoyas in Fort Amol, but neither of them were there, so I'm assuming they only appear once as intended. Looking at these mods in XEdit, they do indeed have multiple entries under the Non-Playable-Character heading as VRActors.

 

Probably best to avoid follower mods with Body Changer spells in future.

 

Additionally, I got another follower, Shandi, listed as being bound and captive in the Windpeak Inn, which is her original location. As soon as I entered, she got sucked into the vanilla scripted conversation with Erandur, so I exited and re-entered after which she was clothed and recruitable. BUT she walks back to the inn and doesn't follow, even when an active follower. Tried teleporting her outside and she walks back to the Inn even after recruitment. Something odd going on with her. It might be that vanilla scripted conversation is screwing her up somehow, and I may need to exclude her.

Edited by eldritch68
Posted
14 hours ago, eldritch68 said:

 

I have a very similar situation, with the Zoya Ningheim follower and Danariel Stormbow follower -- multiple entries in the MCM Captured Follower list, 15 of each in fact, but most of them are erroneous and the follower actually only appears once, as intended. I was supposed to have 2 x Zoyas in Fort Amol, but neither of them were there, so I'm assuming they only appear once as intended. Looking at these mods in XEdit, they do indeed have multiple entries under the Non-Playable-Character heading as VRActors.

 

Probably best to avoid follower mods with Body Changer spells in future.

 

Additionally, I got another follower, Shandi, listed as being bound and captive in the Windpeak Inn, which is her original location. As soon as I entered, she got sucked into the vanilla scripted conversation with Erandur, so I exited and re-entered after which she was clothed and recruitable. BUT she walks back to the inn and doesn't follow, even when an active follower. Tried teleporting her outside and she walks back to the Inn even after recruitment. Something odd going on with her. It might be that vanilla scripted conversation is screwing her up somehow, and I may need to exclude her.

 

Thanks

 

Haven't yet managed to go looking for the duplicates, but if there is anything obvious that turns up which might add to the great 'Knowledge Book of Weirdness', I'll post it here

 

DQW

Posted (edited)

that mod that turns arvel the swift into a follower is buvarp redux.... it also turns that lady running out of that one crypt cause her partner stole the bosses sword in order to (pale lady quest) I presume that it also turns whatsher name in that highgate dungeon that wants this one scroll into one as well......
and if you have that dunmer in the retched netch the mercenary, teldryn??? the the teldryn serious mod alters him and I think I saw him in chains in the mainland skyrim.....

 

Edited by sfdrake
Posted
On 7/22/2024 at 4:53 AM, sfdrake said:

that mod that turns arvel the swift into a follower is buvarp redux.... it also turns that lady running out of that one crypt cause her partner stole the bosses sword in order to (pale lady quest) I presume that it also turns whatsher name in that highgate dungeon that wants this one scroll into one as well......
and if you have that dunmer in the retched netch the mercenary, teldryn??? the the teldryn serious mod alters him and I think I saw him in chains in the mainland skyrim.....

 

That's why there is a blacklist you can edit yourself, and now with the new functionality that the mod shows you who was captured it's pretty easy to fix any oversights. Just start a new game, wait a short while until all followers have been captured, check the MCM for any captured followers that should not have been abducted, find the mods they are from, add those mods to the blacklist, start a new game again (for good this time).

Posted
7 hours ago, muhavaux33 said:

Will I be able to whitelist custom followers into the list? Such as followers downloaded from nexus.

Simple answer: Yes.
More in depth, unless you set the mod to only capture whitelisted followers, you don't need to, it will automatically pick them up and capture them, unless they are in a location not scanned, in which case I guess whitelisting them won't help either. (For example ColdSuns Coralyn wanders the roads behind Honingbrew Meadery, a location not scanned so she remains free, while about all my other custom followers were automatically captured.)

Posted
5 minutes ago, Talesien said:

Simple answer: Yes.
More in depth, unless you set the mod to only capture whitelisted followers, you don't need to, it will automatically pick them up and capture them, unless they are in a location not scanned, in which case I guess whitelisting them won't help either. (For example ColdSuns Coralyn wanders the roads behind Honingbrew Meadery, a location not scanned so she remains free, while about all my other custom followers were automatically captured.)

Thank you for the quick answer. Since I am using kurone followers I guess I won't have to worry about locations, since all of them are in inns and one in hall of the deads. I've got another question now though, will the mod automatically strip naked your captured followers? some followers come with hard coded armor and when I try to take them out from their inventory the armor doesnt show there.

Posted
2 hours ago, muhavaux33 said:

Thank you for the quick answer. Since I am using kurone followers I guess I won't have to worry about locations, since all of them are in inns and one in hall of the deads. I've got another question now though, will the mod automatically strip naked your captured followers? some followers come with hard coded armor and when I try to take them out from their inventory the armor doesnt show there.

Yes it will, they will regain their Armor after being rescued though. (Simply lead them out of whatever fort/dungeon you found them and keep moving until you enter a new location. At that point they will stop following you and after a few seconds regain their armor. After that, you can recruit them (technically you can do so earlier, but it can lead to problems).

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