Talesien Posted September 5, 2024 Posted September 5, 2024 3 hours ago, TanukiDanuki said: Strangely, only around 10-15 NPCs get restrained total instead of the large amount I would have expected with a few hundred of possible locations, albeit I don't have any "extra" dungeons, only vanilla. Multiple new games were tested and it's always around that amount. Out of the box, this mod is meant (and set up) to only restrain custom follower. It does not restrain followers from the base game (or isn't supposed too) and also blacklists some custom followers from certain mods for various reasons. It does not touch any non-follower NPC (or at least it shouldn't). So if you do not have many follower mods installed, there are not many NPCs this mod can restrain.
Luminati-Reborn Posted September 6, 2024 Posted September 6, 2024 Does this mod work with Devious Devices SE/ Devious Devices NG? What I mean is like having the followers have a struggle animation as they are bound instead of just standing still in their binds. If there is can someone guide me to installing these mods, I am still new to this lol.
Wastelanddom Posted September 6, 2024 Posted September 6, 2024 I've run into an strange issue with the json, unfortunately captive followers is picking up Rulnik Windstrider from the Bittercup creation in AE. I've tried blacklisting the relevant creation esl and in addition any mods I have that edit him. In addition I also tried using the blacklist npc option, again adding all esp's and esl's that reference the character and he's still getting scanned. Any suggestions would be much appreciated!
Talesien Posted September 6, 2024 Posted September 6, 2024 3 hours ago, Wastelanddom said: I've run into an strange issue with the json, unfortunately captive followers is picking up Rulnik Windstrider from the Bittercup creation in AE. I've tried blacklisting the relevant creation esl and in addition any mods I have that edit him. In addition I also tried using the blacklist npc option, again adding all esp's and esl's that reference the character and he's still getting scanned. Any suggestions would be much appreciated! Yes I've noticed similar behaviors (with other NPC's) although in most (but not all) of those cases if I go where that NPC is supposed to be, he isn't actually there. Might be worth checking if he can actually be found where Captive Followers says he is. 1
TanukiDanuki Posted September 6, 2024 Posted September 6, 2024 19 hours ago, Talesien said: Out of the box, this mod is meant (and set up) to only restrain custom follower. It does not restrain followers from the base game (or isn't supposed too) and also blacklists some custom followers from certain mods for various reasons. It does not touch any non-follower NPC (or at least it shouldn't). So if you do not have many follower mods installed, there are not many NPCs this mod can restrain. I see, it is rather interesting to see a bunch of unnamed generic NPCs like Hunters/Veterans (at least what the game has as their "name") be restrained, though rescuing them leads me to be able to add them to NFF's framework, I'm guessing one of my mods adds them or modifies those types of NPCs to be suitable. Good to be aware of and thank you for the response.
Guest Posted September 11, 2024 Posted September 11, 2024 Is there a way to know where the followers are enslaved?
johnhamm Posted September 11, 2024 Posted September 11, 2024 7 minutes ago, I Hate Skyrim said: Is there a way to know where the followers are enslaved? MCM has a list. The page might take a minute to load
Guest Posted September 12, 2024 Posted September 12, 2024 15 hours ago, johnhamm said: MCM has a list. The page might take a minute to load Yeah, you are right. I didn't see it. Thanks.
Quesodoodle Posted September 14, 2024 Posted September 14, 2024 (edited) this mod is causing me to crash whenever i go to areas where npcs that werent captured are supposed to be, and its only the characters i've blacklisted. changing load order does nothing. removed this mod and then tested areas that caused ctd, and theres no more ctd. example I have armana blacklisted and now i cant enter the ragged flagon, remove captive followers it works perfectly fine. if i try to moveto player or player.moveto any of the blacklisted npcs like armana it goes to load then ctds. any npc not blacklisted it can immediately spawn or go to with no problem. just tested disabling armana through console commands then going into flagon worked, enabled her and it ctd'd immediately. idk if its just my end but there's an issue with backlisted npcs causing some type of ctd, happens in any hold any location where a blacklisterd npc is. maybe im doing the blacklisting wrong ""MrissiTailOfTroubles.esp", "armana.esp" whats the realistic damage of removing this mod and then reinstalling it so that only the npcs you blacklisted work? or but honestly ill probably end up removing it totally and then seeing if theres a fix or i found a workaround when i go for my next playthrough. edit: for reference also i tried starting a new game wait until it says restraining followers and then once that happens its the same thing. any npc on blacklist causes ctd or trying to enter normally or even "coc" to any area they are also causes a ctd. Edited September 14, 2024 by Quesodoodle
Talesien Posted September 14, 2024 Posted September 14, 2024 (edited) 1 hour ago, Quesodoodle said: this mod is causing me to crash whenever i go to areas where npcs that werent captured are supposed to be, and its only the characters i've blacklisted. changing load order does nothing. removed this mod and then tested areas that caused ctd, and theres no more ctd. example I have armana blacklisted and now i cant enter the ragged flagon, remove captive followers it works perfectly fine. if i try to moveto player or player.moveto any of the blacklisted npcs like armana it goes to load then ctds. any npc not blacklisted it can immediately spawn or go to with no problem. just tested disabling armana through console commands then going into flagon worked, enabled her and it ctd'd immediately. idk if its just my end but there's an issue with backlisted npcs causing some type of ctd, happens in any hold any location where a blacklisterd npc is. maybe im doing the blacklisting wrong ""MrissiTailOfTroubles.esp", "armana.esp" whats the realistic damage of removing this mod and then reinstalling it so that only the npcs you blacklisted work? or but honestly ill probably end up removing it totally and then seeing if theres a fix or i found a workaround when i go for my next playthrough. edit: for reference also i tried starting a new game wait until it says restraining followers and then once that happens its the same thing. any npc on blacklist causes ctd or trying to enter normally or even "coc" to any area they are also causes a ctd. Hmm, can't say I experience that. For example Leah and Leon from DCUR are blacklisted and hang out in the Bannered Mare, I can enter there just fine without any CTD. That's out of the box. Same vein Aurora (custom follower) got blacklisted by me, can be found in the Temple of Kynareth in Whiterun and I can enter there just fine. Seems there is something odd going on in your LO. Did you check the Captives page to see if the blacklisting worked as intended? Are those followers modified/affected by any other mod? What happens if you install one of the followers that are blacklisted by default? Edited September 14, 2024 by Talesien
johnhamm Posted September 14, 2024 Posted September 14, 2024 3 hours ago, Quesodoodle said: this mod is causing me to crash whenever i go to areas where npcs that werent captured are supposed to be, and its only the characters i've blacklisted. changing load order does nothing. removed this mod and then tested areas that caused ctd, and theres no more ctd. example I have armana blacklisted and now i cant enter the ragged flagon, remove captive followers it works perfectly fine. if i try to moveto player or player.moveto any of the blacklisted npcs like armana it goes to load then ctds. any npc not blacklisted it can immediately spawn or go to with no problem. just tested disabling armana through console commands then going into flagon worked, enabled her and it ctd'd immediately. idk if its just my end but there's an issue with backlisted npcs causing some type of ctd, happens in any hold any location where a blacklisterd npc is. maybe im doing the blacklisting wrong ""MrissiTailOfTroubles.esp", "armana.esp" whats the realistic damage of removing this mod and then reinstalling it so that only the npcs you blacklisted work? or but honestly ill probably end up removing it totally and then seeing if theres a fix or i found a workaround when i go for my next playthrough. edit: for reference also i tried starting a new game wait until it says restraining followers and then once that happens its the same thing. any npc on blacklist causes ctd or trying to enter normally or even "coc" to any area they are also causes a ctd. This means that you have an outdated version of ZaZ
johnhamm Posted September 18, 2024 Posted September 18, 2024 I have found a bug. After all my followers were captured, I noticed that one wasn't in the list. I found her location was Forelhost using other mods, and when I went there I found her. She wasn't restrained and had her inventory, but obviously had been moved there by this mod. I have no idea if there are other followers in this position.
Nohrin Posted September 29, 2024 Posted September 29, 2024 (edited) Really enjoying this mod. Its been working great for me. I have a couple questions, two suggestions and a recommendation: Question: 1. Is it possible to "forceCapture" list an entire mod? I have a mod that has several NPCs, and would like to add them to the "ForceCapture" list in the config file. Can I just skip the "FormID & RefID" part? And keep the distribution format? For example: "|TrustyHPFollowerPack.esp||" Would that work? the first | refers to a blank FormID spot. The second and third refer to a blank RefID spot. But I keep the esp in the correct location of the Distribution format. I'm going to assume it won't work, but let me know if its possible to do that. 2. Is there a way to check a NPC's "FormID" without having to go into either SSEdit or Creation Kit? Anyway through the in-games console perhaps? I noticed a couple followers who werent picked out for captivity by default, and I am trying to include them on the config file for next playthrough. Side tangent/recommendation for other mod users: I also highly recommend users of this mod get both mods: "Followers go on a trip" and "Follower Slavery Mod" and "Followers Go on a trip, FSM compatibility patch". These four mods have incredible synergy. On the start of a new playthrough, all your normal followers will be captured and you must go find and save them. Then as you rescue and recruit more and more followers, you send them off on their own adventures (Followers Go On a Trip). However, whenever those followers fail at their adventure, they will get enslaved (Follower Slavery Mod + Followers Go On a Trip FSM Compatibility). This creates an endless loop of having the player have to go rescue their followers. It also makes the world feel more lively, when your followers actually succeed at on their adventures. Nothing beats the depraved immersion of walking into a dungeon, clearing most of it out, only to discover your precious follower is getting raped by a bandit. Suggestion for author: 1. Please give us the ability to reapply captivity on all followers after the start of the game. Basically just re-run the initial captivity process. It likely wouldn't get as many followers (as many of them probably have moved from their default starting locations such as inns), but it would still be nice to have. 2. Please include more locations Thanks so much for this mod! Edited September 29, 2024 by Nohrin
bendan123 Posted October 11, 2024 Posted October 11, 2024 Some followers will automatically fall off the device
joesixpack Posted October 11, 2024 Posted October 11, 2024 What does it take to add new locations? I feel like this would be cool to play with Shattered Skyrim + Chanterelle
Talesien Posted October 11, 2024 Posted October 11, 2024 7 hours ago, joesixpack said: What does it take to add new locations? I feel like this would be cool to play with Shattered Skyrim + Chanterelle That might be a bit of a challenge. I do not know how exactly how this mod works. But at the very least you need to place the zaz furniture into the various new locations and likely enter them to a list of sorts, so the mods knows where he can place followers. You will also need to remove those that are no longer eligible. It's probably not an insurmountable task, but time-consuming.
Christian1979 Posted October 12, 2024 Posted October 12, 2024 Hi ^^ Ty for the nice mod. I play skyrim le and the mod working good in my Game, 22 capture girls and many Enemy Guard's them. I have but a littel Problem with my captive girls... i cant free the girls. Activate (Dialog) and slap/punch the captive working not. I try teleport the girls but the girls go back and restraint again in the furniture and not follow me. Can anyone pls help me? Sorry for my Bad englisch ^^' I come from germany and englisch is not my best point ^^'.
igorkeri Posted October 12, 2024 Posted October 12, 2024 Just reporting a bug. This mod slightly bugs out after the quest 'A message to Whiterun', the civil war questline where Whiterun comes under siege. After the completion of that quest, any followers that are originally placed in Whiterun will suddenly return there, removed from captive status, even the MCM removes them from the captive list.
darkdesires04 Posted October 13, 2024 Author Posted October 13, 2024 On 10/11/2024 at 5:20 AM, joesixpack said: What does it take to add new locations? I feel like this would be cool to play with Shattered Skyrim + Chanterelle Adding new locations is not easy, and requires a bunch of steps. If you have any requests, let me know and I will add them if I have time.
darkdesires04 Posted October 13, 2024 Author Posted October 13, 2024 On 9/6/2024 at 3:21 PM, Wastelanddom said: I've run into an strange issue with the json, unfortunately captive followers is picking up Rulnik Windstrider from the Bittercup creation in AE. I've tried blacklisting the relevant creation esl and in addition any mods I have that edit him. In addition I also tried using the blacklist npc option, again adding all esp's and esl's that reference the character and he's still getting scanned. Any suggestions would be much appreciated! I am not sure why the script would pick this NPC. I don't have him, but if you can try blacklisting him using his reference id, it should work.
darkdesires04 Posted October 13, 2024 Author Posted October 13, 2024 (edited) On 8/26/2024 at 6:12 PM, DonQuiWho said: This is a fun mod, but I came across a quirk that might be worth mentioning Rescued 'Belle' from Fort Dunstad whilst retaking the Pale in the Civil War. She followed along fine and responded OK to my Follower Mgt Mod, iAFT. Got her equipped with armour, weapons etc Entered the in-fort pub, and the PC, 2 original followers and 'Belle' got ambushed by an Estrus Trapped Chest Went through all the Estrus animations etc and, once that was over, 'Belle' had vanished Moved on, thinking that, as is often teh case, she'd catch up, but she never appeared, So, I went back a save before she disappeared, got her Refid, went back to the save in which she had vanished, and then tried the NPC 'move to player' commant. Console showed that the script to do that failed So I checked Estrus Chaurus and, given that a day had elapsed, there was evidence of where she had been, as the eggs laid after the Estrus event pregnancy were shown as hatching in the notorious 'Bleakwind Basin' Went there and but there was no sign of her anywhere near So I tried to console 'player move to <her> Refid' And there she was, all strung up again in Fort Dunstad, fully equipped in all the follower's gear I had given her. Still resonding to iAFT dialogue too But trying to knock her out of the restraints was met with some resistance. She'd just try to re-enter them. So I dismissed her from iAFT, and that got her released. She then still followed and on finally getting some distance from Dunstad, I had her rejoined as an iAFT follower. But IIRC, she still had a Captive Followers current package, Anyway, wWhen I finally got her to Windstad Manor, she had her 'proper' current package as from iAFT The moral to this tale, and it's touched on in the thread above too, albeit with less specifics, is to make sure you have had the captive tag along behind you for long, and far, enough to lose the Captive Follower package, before you try to recruit them as a follower, and once you think you have done that also make sure the NPC has a package from your Follower Mgt mod Hope that helps someone, and maybe might help to get some change made that ditches the 'Captive Follower' package as soon as you recruit as a follower anyone that you have rescued DQW Yeah I see, so I was thinking about ditching the captive follower package as soon as you click the follower but then the follower gets all the weapons and armor right away while still in the dungeon or a prison, and that seems kind of weird. I will think about it though, For now the follower stays naked until you lead him or her outside. Edited October 13, 2024 by darkdesires04 1
darkdesires04 Posted October 13, 2024 Author Posted October 13, 2024 (edited) On 9/30/2024 at 12:30 AM, Nohrin said: Really enjoying this mod. Its been working great for me. I have a couple questions, two suggestions and a recommendation: Question: 1. Is it possible to "forceCapture" list an entire mod? I have a mod that has several NPCs, and would like to add them to the "ForceCapture" list in the config file. Can I just skip the "FormID & RefID" part? And keep the distribution format? For example: "|TrustyHPFollowerPack.esp||" Would that work? the first | refers to a blank FormID spot. The second and third refer to a blank RefID spot. But I keep the esp in the correct location of the Distribution format. I'm going to assume it won't work, but let me know if its possible to do that. 2. Is there a way to check a NPC's "FormID" without having to go into either SSEdit or Creation Kit? Anyway through the in-games console perhaps? I noticed a couple followers who werent picked out for captivity by default, and I am trying to include them on the config file for next playthrough. Side tangent/recommendation for other mod users: I also highly recommend users of this mod get both mods: "Followers go on a trip" and "Follower Slavery Mod" and "Followers Go on a trip, FSM compatibility patch". These four mods have incredible synergy. On the start of a new playthrough, all your normal followers will be captured and you must go find and save them. Then as you rescue and recruit more and more followers, you send them off on their own adventures (Followers Go On a Trip). However, whenever those followers fail at their adventure, they will get enslaved (Follower Slavery Mod + Followers Go On a Trip FSM Compatibility). This creates an endless loop of having the player have to go rescue their followers. It also makes the world feel more lively, when your followers actually succeed at on their adventures. Nothing beats the depraved immersion of walking into a dungeon, clearing most of it out, only to discover your precious follower is getting raped by a bandit. Suggestion for author: 1. Please give us the ability to reapply captivity on all followers after the start of the game. Basically just re-run the initial captivity process. It likely wouldn't get as many followers (as many of them probably have moved from their default starting locations such as inns), but it would still be nice to have. 2. Please include more locations Thanks so much for this mod! Thanks for your feedback. I made these changes, so now you can reapply captivity on all followers after the start of the game. I don't think it's possible to "forceCapture" list an entire mod. If you type in console help <followername> you will see the form id, but the config requires reference ids, not form ids. Edited October 13, 2024 by darkdesires04 1
DonQuiWho Posted October 14, 2024 Posted October 14, 2024 12 hours ago, darkdesires04 said: Yeah I see, so I was thinking about ditching the captive follower package as soon as you click the follower but then the follower gets all the weapons and armor right away while still in the dungeon or a prison, and that seems kind of weird. I will think about it though, For now the follower stays naked until you lead him or her outside. Thanks for the response While there will never be an absolute right or wrong way, nor one that will satisfy everyone, my own take on this now, actually, is that having now gone through the release, lead out of location, lead off into the sunset, sequence a few times, I think it might be as well just to leave things alone as, on balance, it arguably makes for a better gameplay experience DQW
Talesien Posted October 14, 2024 Posted October 14, 2024 1 hour ago, DonQuiWho said: Thanks for the response While there will never be an absolute right or wrong way, nor one that will satisfy everyone, my own take on this now, actually, is that having now gone through the release, lead out of location, lead off into the sunset, sequence a few times, I think it might be as well just to leave things alone as, on balance, it arguably makes for a better gameplay experience DQW The "perfect" (ok more the most "immersive" while still practical) solution would be of course to have the equipment in a nearby chest, I appreciate however that is likely impossible due to follower starting equipment usually being hardcoded, rather than proper inventory items. One alternative would be that you can hand them stuff you've with you. That's likely what most people would do in a situation like that. (Ok most people never get into a fort full of bandits that they clear out single-handedly, but hey). That said, I like the thought of being able to give the rescued follower some equipment you happen to have on hand (i.e. just took from their captors). Might be a compromise, have all the stuff that the follower had in the inventory in a chest or on a nearby mob (special equipment like magic items and such tend to be inventory items) and otherwise don't worry about returning the items (their captors probably sold it already), but allow us to give them equipment right away.
Christian1979 Posted October 14, 2024 Posted October 14, 2024 Hallo ^^. Ich habe den Mod auf V.1.7 aktualisiert. Aber ich habe immer noch dasselbe Problem wie in V.1.6. Ich kann die Mädchen nicht befreien. Reden und Schlagen helfen nicht, sie bleiben gefangen. Ich habe stundenlang versucht, sie zu befreien, aber ohne Erfolg ... Kann mir bitte jemand helfen, das Problem zu lösen?
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now