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Posted
21 minutes ago, Christian1979 said:

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?

Normalerweise genügt es sie anzusprechen, dann sollten sie frei kommen und beginnen dir zu folgen. Dann einfach ins Freie bis sie aufhören dir zu folgen und ihre Ausrüstung zurückbekommen, ab das funktionieren sie wieder wie normale Follower.
Wenn sie durch Ansprechen nicht frei kommen, gibt es vermutlich einen Konflikt mit einem anderen Mod. Evtl. hilft es das Plugin weiter ans Ende deiner LO zu verschieben. Stell auch sicher, dass keines der Scripte von einem anderen Mod überschrieben wird (wobei das eigentlich unmöglich sein sollte).
Wenn, das nicht hilft, kann uns vielleicht ein Paypurus Log helfen dem Problem auf die Spur zu kommen.

Posted (edited)

Hi first I wanted to say this is a really great Idea for mod, it encourages me to conquest bandit forts and give purpose to a lot of followers that I like and have just to have them in the world of Skyrim but can't use because they're just so many

 

Second: I've been having a problem with Sofia and this mod or Zaz I don't know which one, when I save Sofia she was tied up with waistropes01 and I had to take then off with console because they didn't appear on her follower inventory, but then ropes appears equiped on her changing cell randomly and is a vicious circle of ropes auto-equiped them self on Sofia and me take then of with console, and before reading commentaries I didn't even know this mods had a mcm, I would have to reload mcm them, but I would be happy is I just can resolve the issue with Sofia thatvis driving me crazy

 

Also can you add the enemys from this mod?? 

 

Edited by Jack005
Enemys suggestions
Posted
8 hours ago, Jack005 said:

Hi first I wanted to say this is a really great Idea for mod, it encourages me to conquest bandit forts and give purpose to a lot of followers that I like and have just to have them in the world of Skyrim but can't use because they're just so many

 

Second: I've been having a problem with Sofia and this mod or Zaz I don't know which one, when I save Sofia she was tied up with waistropes01 and I had to take then off with console because they didn't appear on her follower inventory, but then ropes appears equiped on her changing cell randomly and is a vicious circle of ropes auto-equiped them self on Sofia and me take then of with console, and before reading commentaries I didn't even know this mods had a mcm, I would have to reload mcm them, but I would be happy is I just can resolve the issue with Sofia thatvis driving me crazy

 

Also can you add the enemys from this mod?? 

 

 

I could possibly add an MCM to reset a single follower outfit in the future. So after clicking on your captive follower, in your case Sofia, she should have been naked with ropes until you walk her outside. Then if you click on her outside, she should have changed to her original outfit. But I am wondering did you rescue Sofia and walk her outside and then mess with her outfit, or did you do it while she was still naked inside.

 

Posted (edited)
6 hours ago, darkdesires04 said:

 

I could possibly add an MCM to reset a single follower outfit in the future. So after clicking on your captive follower, in your case Sofia, she should have been naked with ropes until you walk her outside. Then if you click on her outside, she should have changed to her original outfit. But I am wondering did you rescue Sofia and walk her outside and then mess with her outfit, or did you do it while she was still naked inside.

 

Well I have been reading comments and apparently I had have to rescue them and walk them outside first and then when her ai is re-iniciated to normal let ask them to follow,

 

when I saved her and Ari I didn't know this so I rescued her and after she got up I talk to her again starting her usual presentation which is her still being naked and smelling to alcohol soo I didn't suspect anything about her "outfit" Until after reading comments,

 

At the moment I only suspect something was wrong with the other follower rescued Ari which is a normal default follower with not custom voice or dialogues wearing shrouded armor with two elven daggers (pretty default) so I thought it was on her end, so with not knowing the "you have to walk then outside and let them reset their Ai package and then let them dress themselves" I dress her and Ari on the spot, but now is really way to late to reload before I rescued her I just finish Companion quest and hirsine quest :( ,

 

you should maybe post that process in the description page so people that read the description and not comments notice this little big detail which is vital now, on my case I have to either star again everything or wait for you to make that bottom, because in my despair I have tried everything:

 

-remove the waist rope with "disableitem xxxxx 1 and equipitem xxxx" commands, 

 

-take her outfit and everything that she is carrying with dialogue lines then use command removeallitems" nup,

 

-go to sseedit chose zaz.esp and remove the outfit from the mod then load the game make sure she is does not have the ropes save, close the game restore the esp to normal, load and... She equiped the ropes again... sigh

 

A this point I even reconsidering redo all the 10 hours of game only to see her wearing her outfit normally and being a funcional follower again because not having armor makes her super vulnerable to my modded enemys and your modded enemy's from this mod which are way too strong for her :(

Edited by Jack005
Posted (edited)
1 hour ago, Jack005 said:

Well I have been reading comments and apparently I had have to rescue them and walk them outside first and then when her ai is re-iniciated to normal let ask them to follow,

 

when I saved her and Ari I didn't know this so I rescued her and after she got up I talk to her again starting her usual presentation which is her still being naked and smelling to alcohol soo I didn't suspect anything about her "outfit" Until after reading comments,

 

At the moment I only suspect something was wrong with the other follower rescued Ari which is a normal default follower with not custom voice or dialogues wearing shrouded armor with two elven daggers (pretty default) so I thought it was on her end, so with not knowing the "you have to walk then outside and let them reset their Ai package and then let them dress themselves" I dress her and Ari on the spot, but now is really way to late to reload before I rescued her I just finish Companion quest and hirsine quest :( ,

 

you should maybe post that process in the description page so people that read the description and not comments notice this little big detail which is vital now, on my case I have to either star again everything or wait for you to make that bottom, because in my despair I have tried everything:

 

-remove the waist rope with "disableitem xxxxx 1 and equipitem xxxx" commands, 

 

-take her outfit and everything that she is carrying with dialogue lines then use command removeallitems" nup,

 

-go to sseedit chose zaz.esp and remove the outfit from the mod then load the game make sure she is does not have the ropes save, close the game restore the esp to normal, load and... She equiped the ropes again... sigh

 

A this point I even reconsidering redo all the 10 hours of game only to see her wearing her outfit normally and being a funcional follower again because not having armor makes her super vulnerable to my modded enemys and your modded enemy's from this mod which are way too strong for her :(

You could also try walking her to a cell that gets scanned (like say the Drunken Huntsmen) and restart the restraining process from the MCM, then rescue her again. Might fix it.

Also while not super clear, from the very first paragraph of the description: "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."
Could be clearer (and prolly underlaid in RED ^^), but it at leasts hints at the followers not being themselves until escortet outside.

Edited by Talesien
Posted

WellI have gone back in time and rescued Sofia just to make sure she actually redress herself and remove her restrains, and image.jpeg.46a3015c11ed86f1ea87e85bceebd407.jpeg

 

It seems that apparently beacuse she by default dont come with armor her clothing/armor inventory dont change and she stays with the ropes even if you let her walk out, but Ari on the contrari by being a Default follower with armor on inventory she recovers her stuff (armor and weapons) and her restrains disapear

Posted
30 minutes ago, Talesien said:

You could also try walking her to a cell that gets scanned (like say the Drunken Huntsmen) and restart the restraining process from the MCM, then rescue her again. Might fix it.

Also while not super clear, from the very first paragraph of the description: "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."
Could be clearer (and prolly underlaid in RED ^^), but it at leasts hints at the followers not being themselves until escortet outside.

Yep Im gonna try that probably does not do anything but is worth the try,

 

And yep you right I did not understant that part as a literal event I thogh it as a metaphorically being the valient follower distresed in that moment she/he is not her/him self and needs to be rescued, not something that their Ai package had changed completly, I would liked have understood that part as an instruction and not like rollplay

Posted

I moved captive followers further down to the 77th position. I started loot, then selected Edit metadata for captive followers, then clicked reload. I then selected the penultimate mod and dragged it to the right under loading. I then saved it and let loot sort everything again and used it when everything was ready. Then I started Skyrim and loaded my save. I went to a prisoner girl and spoke to her... Unfortunately that didn't help, the problem still remains that she remains tied up in the piece of furniture. I also have a completely normal follower dialogue when I speak to them... Did I do something wrong? Should I have pulled over to the right when loading several mods or was it okay the way I did it?

Posted
7 hours ago, Jack005 said:

Well tried re-rescue her and she insist on wearing her ropes sigh....image.png.257138d54fdf474428d82ce70e70c211.png

Probably best to exclude her from being restrained then, might be connected to her having her own ai package and stuff. Those followers are often sensitive, she will not work correctly if added to NFF for example. Special snowflakes are special snowflakes. ^^

Posted
5 hours ago, Christian1979 said:

I moved captive followers further down to the 77th position. I started loot, then selected Edit metadata for captive followers, then clicked reload. I then selected the penultimate mod and dragged it to the right under loading. I then saved it and let loot sort everything again and used it when everything was ready. Then I started Skyrim and loaded my save. I went to a prisoner girl and spoke to her... Unfortunately that didn't help, the problem still remains that she remains tied up in the piece of furniture. I also have a completely normal follower dialogue when I speak to them... Did I do something wrong? Should I have pulled over to the right when loading several mods or was it okay the way I did it?

Sounds like you're using MO2, I'm out of my water there, maybe someone else can chime in regard to that.

At any rate, after looking at the plugin a bit closer I doubt that is the reason, there isn't really anything in the esp or the scripts that could be inadvertently overwritten. Afraid, you will need to see if DarkDesire has an idea. At any rate, it might not hurt to post a papyrus log.

Posted

I use an old mod organizer from Nexus Mods. Is the old one (Nexus Mod's Beta) I've been using it for a long time, with loot & FNIS XXL together. Unfortunately I don't have a better vortex. Unfortunately, I'm still not very familiar with mod technology and troubleshooting -.-. Where can I find the Papyrus Log? Is this related to the Papyrus extender? Would I find what you need to look at there to help me with my problem?

Posted
40 minutes ago, Christian1979 said:

I use an old mod organizer from Nexus Mods. Is the old one (Nexus Mod's Beta) I've been using it for a long time, with loot & FNIS XXL together. Unfortunately I don't have a better vortex. Unfortunately, I'm still not very familiar with mod technology and troubleshooting -.-. Where can I find the Papyrus Log? Is this related to the Papyrus extender? Would I find what you need to look at there to help me with my problem?

NMM then, ok that is really outdated, not saying it's the root of your problems, but you really should migrate to either MO2 or Vortex. Especially the latter is pretty easy to learn (while the former is likely more powerful, once you got over the steeper learning curve required).
As for Payrus logs, best guide I know of: https://virginmarie1.wixsite.com/toys/post/3-how-to-get-a-papyrus-log

 

Posted
12 hours ago, Jack005 said:

Well tried re-rescue her and she insist on wearing her ropes sigh....image.png.257138d54fdf474428d82ce70e70c211.png

 

In my experience if the follower had no clothes on initially they will never get rid of the ropes, which can be annoying. I use NFF and so if a follower glitches with the outfit like this I make a custom outfit for them and they always wear that. Even if the outfit is naked, it gets rid of the ropes

Posted
On 10/13/2024 at 9:31 PM, darkdesires04 said:

 

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.

 

So I did investigate this further and it's an odd one. The npc is spawned depending on whether you make a certain quest decision so has no refid on game startup and I can confirm the behaviour reported by @Talesien, if I go to the area he's supposedly confined at he isn't there.

 

On 9/6/2024 at 6:19 PM, Talesien said:

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.

 

Anyway I don't have any intention of ever completing the Bittercup quest such that rulnik will spawn so I won't put the effort into fixing the issue for my set up, but thought I'd add further context nonetheless.

 

Again a fantastic mod and thanks for your efforts!

Posted
14 hours ago, Christian1979 said:

I use an old mod organizer from Nexus Mods. Is the old one (Nexus Mod's Beta) I've been using it for a long time, with loot & FNIS XXL together. Unfortunately I don't have a better vortex. Unfortunately, I'm still not very familiar with mod technology and troubleshooting -.-. Where can I find the Papyrus Log? Is this related to the Papyrus extender? Would I find what you need to look at there to help me with my problem?

 

Talesien's advice is right

 

Ditch NMM

 

Then take the time and effort to install, set up and use MO2.  Find a good tutorial and use that as your guide

 

It's not quite as difficult to do as some people say - after all, even I can make it work - and it's well worth the effort.  You won't regret it

 

DQW

Posted
3 hours ago, Messiah2002 said:

The MCM dont appear in my menu,I use 1.7 version,anyone can help?

You are not giving us much to go on. Mods not showing up in the MCM is a pretty common (and generic) problem. Could be the mods not initializing, which might hint at serious problems in your LO or it could be you simply have too many MCM's and no mod to deal with that (SkyUI on its own can handle only 127 or so MCM's, past that it's random which MCM's show up and which one do not).
So you will need to give us more info (game version, number of mods, did you start a new game or just dropped the mod into an existing save, etc.) and preferably a papyrus log (see a few post above) otherwise there is precious little then just guessing we can do.

Posted
On 10/16/2024 at 6:42 AM, johnhamm said:

 

In my experience if the follower had no clothes on initially they will never get rid of the ropes, which can be annoying. I use NFF and so if a follower glitches with the outfit like this I make a custom outfit for them and they always wear that. Even if the outfit is naked, it gets rid of the ropes

 

I can just remove the waist ropes from the captive outfits in the next release. They are not necessary anyway.

Posted
34 minutes ago, darkdesires04 said:

 

I can just remove the waist ropes from the captive outfits in the next release. They are not necessary anyway.

 

I'm in favour of that personally. The ropes mess with the bodies in my game for some reason, makes them look pretty misshapen

Posted
1 hour ago, johnhamm said:

 

I'm in favour of that personally. The ropes mess with the bodies in my game for some reason, makes them look pretty misshapen

You sure you got the right ZAZ bodylsides for the bodytype you use? And remembered to build them?

Posted
5 hours ago, Talesien said:

You sure you got the right ZAZ bodylsides for the bodytype you use? And remembered to build them?

 

Very possibly not, never thought to haha. I'm using OBody so I just assumed that was the problem

Posted
Just now, johnhamm said:

 

Very possibly not, never thought to haha. I'm using OBody so I just assumed that was the problem

Yeah, they are not exactly easy to find either. The 3BA one I use are buried somewhere in the support thread IIRC. Best found using google site search. The LL search fails to find them.

Posted

Hi

 

Lovely mod but I had some followers that had no outfit set and resulted in zbf gear as permanent. Can be fixed in a couple of ways....

 

1) Set outfit for followers with something like farmoutfit (if they have custom armor and it's still causing issues you can forward the npc record using ssedit and add the armor pieces from the outfit to the npcs item records).

2) Comment out akActor.SetOutfit(captiveOutfit) in ddCaptiveFollowers.psc (restrainfollowers function) and recompile script which is what I did before on 1.6 and worked fine.

3) Forward _ddCaptiveOutfit1 to _ddCaptiveOutfit7 to another end of load order patch and delete the zbf entries. Testing atm on naked followers and seems good not tried on followers with custom outfits.

 

Ideally it would be nice if there was a option in mcm that allowed you to choose if you wanted zbf gear equipped.

Posted
On 10/15/2024 at 10:42 PM, johnhamm said:

 

In my experience if the follower had no clothes on initially they will never get rid of the ropes, which can be annoying. I use NFF and so if a follower glitches with the outfit like this I make a custom outfit for them and they always wear that. Even if the outfit is naked, it gets rid of the ropes

Yep though the same, but in my case I do use NFF but if I use NFF with Sofia The Funny voiced follower would mess up her Follower package being a custom follower, so what I did was just remove the ropes on ZaZ.esp and for now everything is working fine

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