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Posted
6 hours ago, firebinder said:

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.  

Most likely you've some other mod, that is not just a visual overhaul, modifying Onmund. I had to blacklist Devious Followers for example as otherwise the hirelings it modified got captured.
Still intrigued that it captured followers on an existing save for you. Perhaps DarkDesire changed something there, didn't notice anything in the changelogs that suggests it, though.

Posted
5 hours ago, muhavaux33 said:

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.

Honestly, I like that the distribution isn't perfectly even. Some Bandits obviously are more into capturing, keeping and presumably selling slaves than others. Works for me. ^^

Posted
8 hours ago, Aelred-Draca said:

I've got something limiting the capture to 10 followers. Could NFF settings be limiting how many followers get captured? 

I'm using NFF and it captured just shy of 50 followers without a hitch. Don't see how NFF could interfere. It deals only with followers that you have/had in a given game, while Captive Followers runs long before you can ever meet any follower.

Posted
15 hours ago, Talesien said:

I'm using NFF and it captured just shy of 50 followers without a hitch. Don't see how NFF could interfere. It deals only with followers that you have/had in a given game, while Captive Followers runs long before you can ever meet any follower.

I'm not sure. I have 24 followers in my game, every time I've ran it it would only capture 10. I'm doing a complete fresh install of everything at the moment, so we'll see if it keeps up.

Posted (edited)

Hi @darkdesires04! Wow, what a really fun mod! I briefly tested it on an existing game and then read all these comments. It is just really awesome. Here are some thoughts:

 

There are several good requests here in this thread, but the two that I would really hope for are:

 

1) Most important:

Have an option to have a user configurable max number of followers to get captivated, like 20 or 40 or 120 or whatever. The rest of the possible followers are not affected. Hopefully the captivated followers are chosen randomly. I have a lot of followers, but I like to have several still populating inns and taverns, etc. It seems more immersive that way.

 

2) Nice to have:

In my game the MCM took too long to show up. I did several of the tricks to force the MCM to load. I saved/reloaded. Then it was too late and all the MCM settings get grayed out. I have a pretty massive load order.

 

So I hope there can be an option to delay running the script. Someone earlier suggested, "The popup could also have an option to run setup or to defer it for later". Maybe that or something in the Config.json file to enable an MCM "Start Now" setting or even choose the settings in the .json. I am just hoping for a way to be able to adjust those settings before they get grayed out.

 

Regardless, thanks for this great mod that many have hoped for for a long time!

Edited by trgdolors
Posted
8 hours ago, Aelred-Draca said:

I'm not sure. I have 24 followers in my game, every time I've ran it it would only capture 10. I'm doing a complete fresh install of everything at the moment, so we'll see if it keeps up.

Depending where your followers are placed they are not picked up by the scan. for example if they are in the inn in whiterun they get captured, but not when they are inside whiterun otherwise.  You can add stuff like the tamriel cell and the whiterun cell to the Scann Cell form list, so that the mod also scans followers in these regions.  Or add the 24 NPCS IDs to the foce capture tab in the config.

Posted (edited)
On 8/6/2024 at 6:18 AM, muhavaux33 said:

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.

 

Thanks for the feedback. I will consider them when updating the mod.

Edited by darkdesires04
Posted

So I have no idea how big of an Ask this would be, but would it be possible to get an Option in the MCM to like, replace all affected followers to their initial points and re-run the script? With my modlist and machine, setting up a New Save takes quite a bit of time so I like to use one save in Skyrim Unbound's character creation Cell as my starting point for future playthroughs (unless I add something major that requires a completely new save)

Posted

so i don't know what's going on, but one of my followers is apparently captured in bleak falls barrow however, despite litteraly running through it with a detect life spell, i could not find them. 

are there any secret places in bleak falls barrow or is something bugged 

Posted

It's a great idea, but I would like to have some idea on where to find them. There are far too many places they can be stashed to check them all just to get your followers. I basically just max their relationship then leave them at one of my many player homes anyway. 

Posted (edited)
5 hours ago, Remel said:

It's a great idea, but I would like to have some idea on where to find them. There are far too many places they can be stashed to check them all just to get your followers. I basically just max their relationship then leave them at one of my many player homes anyway. 

 

Hi this mod has a tracking feature on the map.

 

Wondering if it is possible to add a mcm filter option to only capture certain sexes (M/F). thanks!

 

Just wondering if I have a follower mod i.e.  abc.esp and I forward one of those npc records to another esp will I have to account for the last forwarded npc in the config.json? On a similar note I noticed Arvel the Swift in the captive list (although he's blacklisted) but I have another mod BUVARP SE RE.esp where his record is fowarded from Skyrim.esm. thanks!  - ignore

Edited by pinkfluf
Posted
6 hours ago, Remel said:

It's a great idea, but I would like to have some idea on where to find them. There are far too many places they can be stashed to check them all just to get your followers. I basically just max their relationship then leave them at one of my many player homes anyway. 

Guilty of not reading descriptions and change logs, are we? Since version 1.4 the MCM has a page that tells you which follower is held where.

Posted (edited)

This mod looks great, love the idea behind it. Like others here I generally just installed one or two followers per playthrough and never understood why you would need more than that, this mod seems to give that a purpose for sure.

 

I'm not asking for this mod to add it as an option (though, hey, it would be neat) but does anyone know if there's a good mod that can combine with this one to have enemy NPC's automatically "use" nearby followers that are restrained?

Would help add to the feeling of rescuing them, among other things.

 

(Should note, I haven't tried the mod yet, just didn't see any information about this so I'm assuming its not part of the mod as it is.)

Edited by spookydan
Posted
12 minutes ago, Harry Smackmeat said:

Latest version.  It says in the MCM it's capturing up Roggi from Kynesgrove, even though Skyrim is blacklisted. o_0

Assuming you didn't whitelist him, the reason is usually that you've a mod that is modifying him more than just appearance wise. Can be pretty minor like giving him a different AI package or adding some perks, changing/adding some dialogue, etc. At that point Captive Followers seem to consider the NPC to come from that mod rather than the base game.

Posted (edited)
13 hours ago, Talesien said:

Assuming you didn't whitelist him, the reason is usually that you've a mod that is modifying him more than just appearance wise. Can be pretty minor like giving him a different AI package or adding some perks, changing/adding some dialogue, etc. At that point Captive Followers seem to consider the NPC to come from that mod rather than the base game.

No he's not whitelisted.  I blacklisted every mod that touches him.

I also noticed "ForceCaptureNPCs" isn't working for me because I can't capture Aiko

https://www.nexusmods.com/skyrimspecialedition/mods/81062

Edited by Harry Smackmeat
Posted
7 hours ago, spookydan said:

This mod looks great, love the idea behind it. Like others here I generally just installed one or two followers per playthrough and never understood why you would need more than that, this mod seems to give that a purpose for sure.

 

I'm not asking for this mod to add it as an option (though, hey, it would be neat) but does anyone know if there's a good mod that can combine with this one to have enemy NPC's automatically "use" nearby followers that are restrained?

Would help add to the feeling of rescuing them, among other things.

 

(Should note, I haven't tried the mod yet, just didn't see any information about this so I'm assuming its not part of the mod as it is.)

 

I dont think there's one that allows enemies to use them while theyre held by this mod, but if you only have a few followers you should check out follower slavery mod. That has a feature like that.

Posted

something isnt right. I have minerva and she is still listed in the blacklist section and I added remiel to it as well and both of them were not where they were supposed to be and this was a new game. Both of them w ere in tolvard's cave instead of Solitude and Markarth respectively.

Posted (edited)
16 hours ago, Talesien said:

Guilty of not reading descriptions and change logs, are we? Since version 1.4 the MCM has a page that tells you which follower is held where.

Yeah, I didn't look at the change logs but that maybe a feature you would want to include in the description. That was the only reason I hadn't installed it yet. How about adding a location tracker in the misc. missions. It's been years and I don't remember where everything is anymore.

Edited by Remel
More input after installing the mod.
Posted
19 hours ago, Remel said:

Yeah, I didn't look at the change logs but that maybe a feature you would want to include in the description. That was the only reason I hadn't installed it yet. How about adding a location tracker in the misc. missions. It's been years and I don't remember where everything is anymore.

 

That would add over 100 miscellaneous quests for me, and I know others in this thread would have even more

Posted
23 hours ago, johnhamm said:

 

That would add over 100 miscellaneous quests for me, and I know others in this thread would have even more

1 quest for all follower locations, and you have way too many followers. lol

Posted
4 hours ago, Remel said:

1 quest for all follower locations, and you have way too many followers. lol

 

Maybe, but having too many followers is one of the main reasons for this mod

Posted

One more question. What happens with their gear? I located one of my followers but her gear was nowhere to be found. Some followers have special weapons or armor that can't be crafted.

Posted
34 minutes ago, Remel said:

One more question. What happens with their gear? I located one of my followers but her gear was nowhere to be found. Some followers have special weapons or armor that can't be crafted.

 

When you get a certain distance from the dungeon the rescued followers will stop following you and start heading to wherever they're usually found, assuming you didn't recruit them in the dungeon. Once they start heading back home their gear should return in a few seconds. Personally I have found this to be the least reliable feature, sometimes their gear doesn't return. Best approach to stop this IMO is to talk to them in the dungeon, but don't recruit them. Then once they've left and got their gear back you can treat them as normal. If it breaks and their gear doesn't return you'll have to spawn in replacements. I think there's an option in the MCM about keeping their clothes, but I'm guessing that's before the scan

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