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Posted

Couple of oddities I noted so far in my current game:
1.) RDO (relationship dialogue overhaul.esp) should probably get blacklisted out of the box. The NPC's from it are shown as captured in the list, but are not to be found in those locations. I'm not sure of the significance of that, but I doubt it will fit into the "works as intended" bracket.
2.) I had one follower 'break' (as in I could not get her to re-equip her normal gear and move towards her usual spot). I think the reason might be that she managed to go on the attack before I could activate her.  Chain of events went like this: The follower (Arali from https://www.nexusmods.com/skyrimspecialedition/mods/49040) was imprisoned in Fellglow Keep in that usually free cell among the three vampires that are imprisoned them. She was too far from the bars to activate her and I assume I would've needed to open the door anyway, so I did. While at it, I also released the vampires to allow them to kill or soften up the mages in the next room. What I did not expect is that the follower instantly started to attack said vampires. After we had mopped them up, she only had the regular chat options, but followed me through the rest of the dungeon no problem. Soon as we did leave Fellglow Keep however, she stopped following me. I proceeded to a new location and used the console to move her to me, but that did not snap her out of it. Also tried disabling/enabling and recycleactor, but no dice. She can be recruited and seems to work normally though, she just never regained her stuff. At any rate given the potentially problematic interaction that this cell in Fellglow Keep offers, it might be better not to use it.
3.) I rescued two followers Nia the Nerd (Dead Men's Respite) and Shandi (Bloodlet Throne), both of which appeared to have worked out fine (i.e. they followed me, eventually regained the armor and moved to their regular positions), except they don't have a recruitment dialogue. I can forcibly import them into NFF and they work that way (far as I can tell at least), but their recruitment dialogue is permanently missing. Tried importing and removing them into NFF, disable/enable, recycleactor, no change. No idea what went wrong with those two compared the the half dozen others that worked just fine. I checked on a new game without Captive Followers and they both have their recruitment dialogue.

Posted
20 minutes ago, Talesien said:

Couple of oddities I noted so far in my current game:
1.) RDO (relationship dialogue overhaul.esp) should probably get blacklisted out of the box. The NPC's from it are shown as captured in the list, but are not to be found in those locations. I'm not sure of the significance of that, but I doubt it will fit into the "works as intended" bracket.
2.) I had one follower 'break' (as in I could not get her to re-equip her normal gear and move towards her usual spot). I think the reason might be that she managed to go on the attack before I could activate her.  Chain of events went like this: The follower (Arali from https://www.nexusmods.com/skyrimspecialedition/mods/49040) was imprisoned in Fellglow Keep in that usually free cell among the three vampires that are imprisoned them. She was too far from the bars to activate her and I assume I would've needed to open the door anyway, so I did. While at it, I also released the vampires to allow them to kill or soften up the mages in the next room. What I did not expect is that the follower instantly started to attack said vampires. After we had mopped them up, she only had the regular chat options, but followed me through the rest of the dungeon no problem. Soon as we did leave Fellglow Keep however, she stopped following me. I proceeded to a new location and used the console to move her to me, but that did not snap her out of it. Also tried disabling/enabling and recycleactor, but no dice. She can be recruited and seems to work normally though, she just never regained her stuff. At any rate given the potentially problematic interaction that this cell in Fellglow Keep offers, it might be better not to use it.
3.) I rescued two followers Nia the Nerd (Dead Men's Respite) and Shandi (Bloodlet Throne), both of which appeared to have worked out fine (i.e. they followed me, eventually regained the armor and moved to their regular positions), except they don't have a recruitment dialogue. I can forcibly import them into NFF and they work that way (far as I can tell at least), but their recruitment dialogue is permanently missing. Tried importing and removing them into NFF, disable/enable, recycleactor, no change. No idea what went wrong with those two compared the the half dozen others that worked just fine. I checked on a new game without Captive Followers and they both have their recruitment dialogue.

 

 Have noticed the not returning to location in other places to. It could be that said npc is the issue and not this mod, as other npc from the same place gets their stuff back and returns to their "original" place. 

 

 On the gear, from what i have noticed its npc with the rope around their bellies that have the hardest to regain their original gear.

Posted

hi i was hoping that you could make it so that when you rescue one of the followers it increases the relationship rank for those of us that edit our follower mods
so that you have to befriend them first
as it is now when you rescue them while they are still acquaintances i.e. relationship rank 0 they follow you out of the cell to safety then go about ther buisness as usual
but are still recruited as followers in the eyes of mods like simply order squad and such
i think the above request would be the easiest work around
thanks

Posted

Hey folks, could use a hand here. I finally got this working ( turns out you have to place mod high in the load order, otherwise scripts don't activate), but I'm having trouble with customizing which npcs can be enslaved.

My config.json file goes:

{
  "BlacklistedMods": [
    "Skyrim.esm",
    "Dawnguard.esm",
    "Dragonborn.esm",
    "Hearthfires.esm",
  ],
  "BlacklistedNPCs": [
    "__formData|Deviously Cursed Loot.esp|0x094B48",
    "__formData|Deviously Cursed Loot.esp|0x02D74E"
  ],
  "RestrainOnlyFromWhitelist": 1,
  "WhitelistedMods": [
    "TrissMerigoldW3.esp",
    "CK_Mare_Follower.esp",
    "LV_Cirilla.esp",
    "HG_LaraCroft.esp"
    "AZ_KaydenFollower.esp",
  ],
  "WhitelistedNPCs": []
}

 

But when I check out captivated npcs in MCM setting it shows a bunch of other followers that are also captured.

 

Anyone can point the error here? Do I also need to specifically list whitelisted npcs?

steamappid489830_2024.08.01-14.19.png

Posted

@darkdesires04

 

Just a quick 'Thank you' for this mod.  Just rescued my first batch of detainees, 4 of them, and it all worked without a hitch

 

The best laugh was that I do 'magic less' playthroughs, with followers' magic disabled, and these 4 shocked me rigid by then instantly annihilating every bad actor in sight.  Electrocuted, fried, what have you.  All proper well done burger material 🙂

 

Thanks again

 

DQW

 

 

Posted
6 hours ago, DonQuiWho said:

@darkdesires04

 

Just a quick 'Thank you' for this mod.  Just rescued my first batch of detainees, 4 of them, and it all worked without a hitch

 

The best laugh was that I do 'magic less' playthroughs, with followers' magic disabled, and these 4 shocked me rigid by then instantly annihilating every bad actor in sight.  Electrocuted, fried, what have you.  All proper well done burger material 🙂

 

Thanks again

 

DQW

 

 

 

Glad you are having fun!

Posted
8 hours ago, Kanerah said:

Hey folks, could use a hand here. I finally got this working ( turns out you have to place mod high in the load order, otherwise scripts don't activate), but I'm having trouble with customizing which npcs can be enslaved.

My config.json file goes:

{
  "BlacklistedMods": [
    "Skyrim.esm",
    "Dawnguard.esm",
    "Dragonborn.esm",
    "Hearthfires.esm",
  ],
  "BlacklistedNPCs": [
    "__formData|Deviously Cursed Loot.esp|0x094B48",
    "__formData|Deviously Cursed Loot.esp|0x02D74E"
  ],
  "RestrainOnlyFromWhitelist": 1,
  "WhitelistedMods": [
    "TrissMerigoldW3.esp",
    "CK_Mare_Follower.esp",
    "LV_Cirilla.esp",
    "HG_LaraCroft.esp"
    "AZ_KaydenFollower.esp",
  ],
  "WhitelistedNPCs": []
}

 

But when I check out captivated npcs in MCM setting it shows a bunch of other followers that are also captured.

 

Anyone can point the error here? Do I also need to specifically list whitelisted npcs?

steamappid489830_2024.08.01-14.19.png

 

The config looks fine. Maybe the script ran already, after you updated the config.

 

 

Posted
On 7/31/2024 at 6:05 AM, VahzahVulom said:

hi i was hoping that you could make it so that when you rescue one of the followers it increases the relationship rank for those of us that edit our follower mods
so that you have to befriend them first
as it is now when you rescue them while they are still acquaintances i.e. relationship rank 0 they follow you out of the cell to safety then go about ther buisness as usual
but are still recruited as followers in the eyes of mods like simply order squad and such
i think the above request would be the easiest work around
thanks

 

I added it in version 1.6, based on your suggestion.

Posted (edited)

So short question for Version 1.6 of the mod. Does the Force capture capture NPCs that are in the wilds? Because on two mods where I would like it to happen it never worked reliable in the previous versions as the mod just spawns them in the wild as they travel about.
I tried it but i may have put it wrong in the ini.

 

{
"ForceCaptureNPCs": [
    "MOD1.esp",
    "MOD2.esp",
    "__formData|Geralt.esp|0x03883"
  ],
  "BlacklistedMods": [
    "Skyrim.esm",
    "Dawnguard.esm",
    "Dragonborn.esm",
    "Hearthfires.esm",
    "LegacyoftheDragonborn.esm",
    "SexLab-AmorousAdventures.esp",
    "Minerva.esp",
    "nwsJennaFollower.esp",
    "0Kaidan.esp",
    "DK_Thogra.esp",
    "Lucien.esp",
    "Inigo.esp",
    "Katana.esp"
  ],
  "BlacklistedNPCs": [
    "__formData|Deviously Cursed Loot.esp|0x094B48",
    "__formData|Deviously Cursed Loot.esp|0x02D74E"
  ],
  "RestrainOnlyFromWhitelist": 0,
  "WhitelistedMods": [
    "SofiaFollower.esp",
    "Karin_follower.esp"
  ],
  "WhitelistedNPCs": [
    "__formData|VR_Tannick.esp|0x01838",
    "__formData|Helen_follower.esp|0x0811"
  ]  
}

 

Is this the correct way? As like before only half of the followers at most appear to get captured.  So either it does not grab them from the roads or I made a mistake in the inni, wich I think is more likely. EDIT: Pretty sure I did it wrong in the ini.

Thanks in advance for the help.

Edited by MuellerMat
Posted

Can I install it in the middle of an already advanced game or does it only work from a new game? Are the monster mods that you put as enemies compatible with SL and the animations?

Posted
10 hours ago, MuellerMat said:

So short question for Version 1.6 of the mod. Does the Force capture capture NPCs that are in the wilds? Because on two mods where I would like it to happen it never worked reliable in the previous versions as the mod just spawns them in the wild as they travel about.
I tried it but i may have put it wrong in the ini.

 

{
"ForceCaptureNPCs": [
    "MOD1.esp",
    "MOD2.esp",
    "__formData|Geralt.esp|0x03883"
  ],
  "BlacklistedMods": [
    "Skyrim.esm",
    "Dawnguard.esm",
    "Dragonborn.esm",
    "Hearthfires.esm",
    "LegacyoftheDragonborn.esm",
    "SexLab-AmorousAdventures.esp",
    "Minerva.esp",
    "nwsJennaFollower.esp",
    "0Kaidan.esp",
    "DK_Thogra.esp",
    "Lucien.esp",
    "Inigo.esp",
    "Katana.esp"
  ],
  "BlacklistedNPCs": [
    "__formData|Deviously Cursed Loot.esp|0x094B48",
    "__formData|Deviously Cursed Loot.esp|0x02D74E"
  ],
  "RestrainOnlyFromWhitelist": 0,
  "WhitelistedMods": [
    "SofiaFollower.esp",
    "Karin_follower.esp"
  ],
  "WhitelistedNPCs": [
    "__formData|VR_Tannick.esp|0x01838",
    "__formData|Helen_follower.esp|0x0811"
  ]  
}

 

Is this the correct way? As like before only half of the followers at most appear to get captured.  So either it does not grab them from the roads or I made a mistake in the inni, wich I think is more likely. EDIT: Pretty sure I did it wrong in the ini.

Thanks in advance for the help.

Now I tried grabbing all the form IDs from SEEdit.
And tried the format  "__formData|MOD.esp|FE001812" wich still does not seem to work properly.
Did I use the wrong ID?

Posted
47 minutes ago, MuellerMat said:

Now I tried grabbing all the form IDs from SEEdit.
And tried the format  "__formData|MOD.esp|FE001812" wich still does not seem to work properly.
Did I use the wrong ID?

I decided on just Including the tamriel world space in the scan list. Because I am lazy and cant figure out what i messed up.

Posted
43 minutes ago, MuellerMat said:

I decided on just Including the tamriel world space in the scan list. Because I am lazy and cant figure out what i messed up.

 

Yes maybe you used the NPC id instead of the reference ID. Look at my example using Geralt follower.

Posted
9 hours ago, alextraszas said:

Can I install it in the middle of an already advanced game or does it only work from a new game? Are the monster mods that you put as enemies compatible with SL and the animations?

 

I guess you can install in the middle of the game, since the mod just adds records and doesn't delete anything. Mihail monster mods are not compatible with SL, but if you don't have them installed then you will get vanilla monsters placed, which are compatible with SL. 

 

Posted
22 hours ago, DonQuiWho said:

@darkdesires04

 

Just a quick 'Thank you' for this mod.  Just rescued my first batch of detainees, 4 of them, and it all worked without a hitch

 

The best laugh was that I do 'magic less' playthroughs, with followers' magic disabled, and these 4 shocked me rigid by then instantly annihilating every bad actor in sight.  Electrocuted, fried, what have you.  All proper well done burger material 🙂

 

Thanks again

 

DQW

 

 

 

How do you disable follower magic? I've always had to resort to either setting them to 0 magicka or editing them in xedit. Super annoying with defeat mods and with my enb pretty much all magic blinds me completely lol

Posted
On 7/31/2024 at 9:28 AM, Talesien said:

Couple of oddities I noted so far in my current game:
1.) RDO (relationship dialogue overhaul.esp) should probably get blacklisted out of the box. The NPC's from it are shown as captured in the list, but are not to be found in those locations. I'm not sure of the significance of that, but I doubt it will fit into the "works as intended" bracket.

Can confirm, I had this happen too, RDO's followers listed as being at the Winking Skeever, but they weren't. Also listed the single follower included in Project Ja'Kha'Jay too, so I'd blacklist that as well.

Posted
2 hours ago, darkdesires04 said:

 

Yes maybe you used the NPC id instead of the reference ID. Look at my example using Geralt follower.

I propably took the wrong ID out of SEEdit i took the one asigned to the npc so the needed one was propably somwhere else.

 

But I decided against doing that again for 126 followers and just enabled tamriel for scanning.

 

But thanks for the help anyways. This will help me in Blacklisting some of the followers.

Posted
1 hour ago, johnhamm said:

 

How do you disable follower magic? I've always had to resort to either setting them to 0 magicka or editing them in xedit. Super annoying with defeat mods and with my enb pretty much all magic blinds me completely lol

 

I use iAFT

 

https://www.nexusmods.com/skyrimspecialedition/mods/14722

 

You can set up basic parameters for all followers using the 'non immersive' option, ie in which you don't 'talk' to individual followers, eg, all followers avoid/don't avoid traps etc.  I do that once at the start of each game.  Some parameters have to be set there for other mods to have their own full functionality eg Convenient Horses.  It's east to track down what you need to do, and simple to implement

 

I then switch to using the 'Immersive' option, where you can converse with each individual follower, both at recruitment and later as the game progresses, and tell it how you want it to perform. You can access inventory, manage outfits - 3 options home, city, normal - helmet use, etc as well as telling it, from a range of options, what 'Combat Style' it is to use

 

One of the conversation options is to tell it not to use magic, or later reinstate that.  I always switch it off, as Quick Roasted Bandits arent too easy to enslave, and they taste worse than Macdarkbrotherhood Nuggets too.  

 

There are also magic suboptions re seeing which spells they have, learning/forgetting spells etc.  I did notice the other day, though, that switching off magic doesn't stop everything that can be similar, in that one follower hurled fire and brimstone at the bad guys.  First time I'd seen that, though, in years of playing, and I reckon it was because she had some sort of Rune based weapon which seemed to bypass the 'you can't use magic' option.  (Solved that by dismissing her, enslaving her in DOM, and selling her in Whiterun)

 

iAFT is nowhere near as comprehensive as the all singing, all dancing, all fall on the floor, follower management mods.   But it's really straightforward and very simple to use.  It can also manage up to 100 followers, or just a limit of 3, if the player sets that option

 

Apologies for length, but hope that helps

 

DQW

Posted

Hallo Everybody !

I have Question - If I Install in Mid-Game a new Follower, (Vilja Follower of Cold Sun), will she also be captive ?  

Posted
4 hours ago, LYKI said:

Hallo Everybody !

I have Question - If I Install in Mid-Game a new Follower, (Vilja Follower of Cold Sun), will she also be captive ?  

 

She would not be, since the mod runs a scan for followers only when the game starts

Posted

Great mod, but I have a couple of bugs to report. I am using version 1.6

 

1) The description says it excludes the vanilla followers included with the base game - but I just rescued Onmund (one of the apprentices from the College of Winterhold) from Fort Fellhammer. Now he is modified by the PAN_NPCs_Male mod I use (which I did not blacklist), and I'm guessing that might be the reason.

 

2) I am using Immersive Wenches, and I wanted to blacklist the potential followers from that mod. Now I did install your mod in mid game, so I had already rescued several of the wenches. The wenches not yet rescued were fine, right where they were supposed to be, but the wenches I had already rescued were taken by this mod and made captives again in various places. Now Immersive Wenches has several compatibility patches, and I tried also blacklisting those in the .json file, but that did not help.

 

Here are the lines added to the .json in "BlacklistedMods":

    "Immersive Wenches.esp"
    "Immersive Wenches -KS hairs- Patch.esp"
    "Immersive Wenches -Immersive Citizens AI Overhaul Patch-.esp"
    "Immersive Wenches -Become a Bard- Patch.esp"

 

As long as I'm commenting, I'll also make a couple of suggestions.

The sheer volume of potential followers can be a bit overwhelming. For me there were 65. That means a LOT of possible locations have a captive, and many have two. Perhaps an option could be added to limit the max number of captives, or maybe set a random chance for any possible follower to be taken as a captive instead of using them all. 

 

The added enemies feature is nice, but seems a bit random. For example at Fort Fellhammer I had a couple of undead skeletons mixed in with the resident bandits. It would be better if the additional enemies were of the same type as the ones already there.

 

Posted (edited)
6 hours ago, firebinder said:

Great mod, but I have a couple of bugs to report. I am using version 1.6

 

1) The description says it excludes the vanilla followers included with the base game - but I just rescued Onmund (one of the apprentices from the College of Winterhold) from Fort Fellhammer. Now he is modified by the PAN_NPCs_Male mod I use (which I did not blacklist), and I'm guessing that might be the reason.

 

2) I am using Immersive Wenches, and I wanted to blacklist the potential followers from that mod. Now I did install your mod in mid game, so I had already rescued several of the wenches. The wenches not yet rescued were fine, right where they were supposed to be, but the wenches I had already rescued were taken by this mod and made captives again in various places. Now Immersive Wenches has several compatibility patches, and I tried also blacklisting those in the .json file, but that did not help.

 

Here are the lines added to the .json in "BlacklistedMods":

    "Immersive Wenches.esp"
    "Immersive Wenches -KS hairs- Patch.esp"
    "Immersive Wenches -Immersive Citizens AI Overhaul Patch-.esp"
    "Immersive Wenches -Become a Bard- Patch.esp"

 

As long as I'm commenting, I'll also make a couple of suggestions.

The sheer volume of potential followers can be a bit overwhelming. For me there were 65. That means a LOT of possible locations have a captive, and many have two. Perhaps an option could be added to limit the max number of captives, or maybe set a random chance for any possible follower to be taken as a captive instead of using them all. 

 

The added enemies feature is nice, but seems a bit random. For example at Fort Fellhammer I had a couple of undead skeletons mixed in with the resident bandits. It would be better if the additional enemies were of the same type as the ones already there.

 

I really wonder how you managed that, given that this mod is supposed to capture followers only at the start of a new game. So if you installed it on an existing save, as you stated, it should not capture any follower at all.
That said, in my experience, pure visual overhauls seem not to affect the blacklisting. Captive Followers does not touch any wenches in my game, with only immersive wenches.esp being blacklisted.

Edited by Talesien
Posted
2 hours ago, Talesien said:

I really wonder how you managed that, given that this mod is supposed to capture followers only at the start of a new game. So if you installed it on an existing save, as you stated, it should not capture any follower at all.
That said, in my experience, pure visual overhauls seem not to affect the blacklisting. Captive Followers does not touch any wenches in my game, with only immersive wenches.esp being blacklisted.

Well, all I can say is it most definitely captured 65 followers on an existing save.

Now I just started a new game to see if that makes a difference. It still captured Onmund, but it left the Immersive Wenches alone. Actually I expected it to leave the wenches alone, since on the existing save I tried earlier it only captured wenches that had already been rescued, and of course on a new game none of the wenches had been rescued yet.

Interesting that it only seemed to capture Onmund - I don't see any other vanilla followers getting captured, so it works correctly for everyone else.  

Posted (edited)

Thank you for your release. I have a couple of points that I'd like to touch on after testing the mod for a bit.
 

1. This mod won't work without Papyrus Tweaks. Please list it as a requirement
 

2. A lot of times I will encounter too many followers in one location and none in another location. It would be nice to create an array system that organizes the captive into all possible locations one by one, following a count system, and then when the last possible location is filled place and theres still more followers to be restrained it places them in the same order that it followed for restraining followers.
 

Since this method can be abused to always know the locations your followers will be restrained with depending on how many you have: for example, 30 followers means first 30 spot locations, you could create an additional script that changes the order in which it picks a location for your followers every new save file.
 

3. Instead of forcing an extra amount of enemy spawn in forts, regardless whether there are captives held or not, I think you should only force an exta amount of enemy spawn IF there is a captive being held. This way it gives the player the clue that a captive is indeed being held in whatever fort they entered when they see an extra amount of enemies.
 

4. May I suggest the incorporation of gags as an MCM option? Currently, there's no dialogue or anything for interactivity and immersion. Since the slaves are so quiet, at least them having a gag will actually give them an excuse to be quiet.

 

5. In order to bring more life into the captives you could also incorporate the struggling animations that come with zaz and have all the captives remain struggling in their devices indefinitely until they are saved.

Edited by muhavaux33

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