Talesien Posted November 1, 2024 Posted November 1, 2024 13 hours ago, The Dolly Llama said: Can we have an MCM option to manually run the capture/populate function and disable the automatic run on new character? Using proteus to start a new character on the same game triggers the capture process to start again. A.) Next time please read the changelog v1.7 states: Quote Restraining script will no longer start by itself at the beginning of the game. You will have to start it in the MCM. Restraining script can be rerun again, to restrain followers as defined in the config. B.) Please make sure you are using the latest version before making bug reports or feature requests.
dave9874 Posted November 4, 2024 Posted November 4, 2024 for some reason it won't work anymore ,it doesn't restrain them
Talesien Posted November 4, 2024 Posted November 4, 2024 1 hour ago, dave9874 said: for some reason it won't work anymore ,it doesn't restrain them Check the changelog. The latest version does not restrain the followers automatically anymore. You need to go to the MCM and start that process manually (advantage is, you can restart the restraining again it at a later time).
dave9874 Posted November 4, 2024 Posted November 4, 2024 28 minutes ago, Talesien said: Check the changelog. The latest version does not restrain the followers automatically anymore. You need to go to the MCM and start that process manually (advantage is, you can restart the restraining again it at a later time). every time i click restrain it comes up with 0 followers restrained
Talesien Posted November 5, 2024 Posted November 5, 2024 2 hours ago, dave9874 said: every time i click restrain it comes up with 0 followers restrained In that case, you will have to provide some more info for anyone to be able to help you. Is it a new game, or did you drop the mod into an existing one? If the latter, does it work if you start a new game? How many followers do you have installed? Which ones? Did you modify the config file in any way? Finally, please post a papyrus log (which includes you clicking on restrain followers): https://virginmarie1.wixsite.com/toys/post/3-how-to-get-a-papyrus-log
dave9874 Posted November 5, 2024 Posted November 5, 2024 4 hours ago, Talesien said: In that case, you will have to provide some more info for anyone to be able to help you. Is it a new game, or did you drop the mod into an existing one? If the latter, does it work if you start a new game? How many followers do you have installed? Which ones? Did you modify the config file in any way? Finally, please post a papyrus log (which includes you clicking on restrain followers): https://virginmarie1.wixsite.com/toys/post/3-how-to-get-a-papyrus-log its a new game ,i have a few follower packs installed ,i haven't modified the configs. heres the paste bin link (https://pastebin.com/XvaEpvbQ)
Talesien Posted November 5, 2024 Posted November 5, 2024 (edited) 14 hours ago, dave9874 said: its a new game ,i have a few follower packs installed ,i haven't modified the configs. heres the paste bin link (https://pastebin.com/XvaEpvbQ) Thanks, looks kinda odd indeed. For starters CF found 30 followers to restraint. So that much works. What's odd is that you seem to have very few restraining spots and those you got, get cleared without placing a follower in them. I'm also completely missing the line where captive followers first states how many spots it found. In my log the startup sequence looks like this: [11/05/2024 - 01:52:42PM] [ddcaptive] RegisterForFSM... [11/05/2024 - 01:52:42PM] [ddcaptive] SetInstalledMods SL: [sexlabframework <SexLabQuestFramework (11000D62)>] isDeviousDevicesInstalled: TRUE isFollowerSlaveryModInstalled: TRUE [11/05/2024 - 01:52:42PM] [ddcaptive] Found 337 restraining spots! [11/05/2024 - 01:52:42PM] [ddcaptive] ScanForFollowersToRestrain... restrainOnlyFromWhitelist: 0 While in yours it looks like: [11/05/2024 - 04:39:54AM] [ddcaptive] RegisterForFSM... [11/05/2024 - 04:39:54AM] [ddcaptive] OnPlayerLoadGame upgrading to version 1.7... [11/05/2024 - 04:39:54AM] Town Portal: Update Location [11/05/2024 - 04:39:54AM] [sic_configmenuscript <SIC_ConfigMenuQuest (220C4C3A)>]: Loaded user settings. [11/05/2024 - 04:39:54AM] [DSerAGO] Maintenance has been run [11/05/2024 - 04:39:54AM] ASGM Startup - Settings:60, enabled: False [11/05/2024 - 04:39:55AM] [CGO] Changed Steel Warhammer to one-handed slot [11/05/2024 - 04:39:56AM] [CGO] Changed Battleaxe of Hatred to one-handed slot [11/05/2024 - 04:39:57AM] XPMSE MainQuest Initialization successful. [11/05/2024 - 04:40:06AM] [ddcaptive] ScanForFollowersToRestrain... restrainOnlyFromWhitelist: 0 [11/05/2024 - 04:40:06AM] [ddcaptive] forceCaptureNPC from config: None For one this looks like a first start, with a lot of mods all trying to finish their first startup. Try to let you game settle down (notification spam stopped), then save and close the game, load and again wait till all notifications stopped. Then is a good time to try, although this looks weird enough that I doubt its just script lag. There is, also a lot of errors from the Remiel Follower. I think it's just the mod checking what other followers and NPC's are installed with which Remiel can interact, still trying to remove that one is an option. Again, I kinda doubt it will help, but I'm sorta fishing in the dark here. Did you uncheck one or more of the location boxes? (Forts, caves, dungeons.) If yes, try re-enabling them. If not, perhaps something overwrites the changes Captive Followers makes to those locations, try to move it behind all location overhauls you might have. If nothing helps, you will have to wait for @darkdesires04 to chime in. Edited November 5, 2024 by Talesien
dave9874 Posted November 5, 2024 Posted November 5, 2024 7 minutes ago, Talesien said: Thanks, looks kinda odd indeed. For starters CF found 30 followers to restraint. So that much works. What's odd is that you seem to have very few restraining spots and those you got, get cleared without placing a follower in them. I'm also completely missing the line where captive followers first states how many spots it found. In my log the startup sequence looks like this: [11/05/2024 - 01:52:42PM] [ddcaptive] RegisterForFSM... [11/05/2024 - 01:52:42PM] [ddcaptive] SetInstalledMods SL: [sexlabframework <SexLabQuestFramework (11000D62)>] isDeviousDevicesInstalled: TRUE isFollowerSlaveryModInstalled: TRUE [11/05/2024 - 01:52:42PM] [ddcaptive] Found 337 restraining spots! [11/05/2024 - 01:52:42PM] [ddcaptive] ScanForFollowersToRestrain... restrainOnlyFromWhitelist: 0 While in yours it looks like: [11/05/2024 - 04:39:54AM] [ddcaptive] RegisterForFSM... [11/05/2024 - 04:39:54AM] [ddcaptive] OnPlayerLoadGame upgrading to version 1.7... [11/05/2024 - 04:39:54AM] Town Portal: Update Location [11/05/2024 - 04:39:54AM] [sic_configmenuscript <SIC_ConfigMenuQuest (220C4C3A)>]: Loaded user settings. [11/05/2024 - 04:39:54AM] [DSerAGO] Maintenance has been run [11/05/2024 - 04:39:54AM] ASGM Startup - Settings:60, enabled: False [11/05/2024 - 04:39:55AM] [CGO] Changed Steel Warhammer to one-handed slot [11/05/2024 - 04:39:56AM] [CGO] Changed Battleaxe of Hatred to one-handed slot [11/05/2024 - 04:39:57AM] XPMSE MainQuest Initialization successful. [11/05/2024 - 04:40:06AM] [ddcaptive] ScanForFollowersToRestrain... restrainOnlyFromWhitelist: 0 [11/05/2024 - 04:40:06AM] [ddcaptive] forceCaptureNPC from config: None For one this looks like a first start, with a lot of mods all trying to finish their first startup. Try to let you game settle down (notification spam stopped), then save and close the game, load and again wait till all notifications stopped. Then is a good time to try, although this looks weird enough that I doubt its just script lag. There is, also a lot of errors from the Remiel Follower. I think it's just the mod checking what other followers and NPC's are installed with which Remiel can interact, still trying to remove that one is an option. Again, I kinda doubt it will help, but I'm sorta fishing in the dark here. Did you uncheck one or more of the location boxes? (Forts, caves, dungeons.) If yes, try re-enabling them. If not, perhaps something overwrites the changes Captive Followers makes to those locations, try to move it behind all location overhauls you might have. If nothing helps, you will have to wait for @darkdesires04 to chime in. OMG it was fucking remiel , thank you so much 1
Talesien Posted November 5, 2024 Posted November 5, 2024 35 minutes ago, dave9874 said: OMG it was fucking remiel , thank you so much Good to know, something DarkDesire might want to check if it's a general incompatibility.
Kanlaon Posted November 5, 2024 Posted November 5, 2024 (edited) Hey there thanks for your update,😃 I started testing with a package containing 18 followers, place the mod into the whitelist section from the jsonfile and enabled "use only whitelisted". The result was a little bit unexpected. 13 followers from the package where captivated while 5 were not. I spent a little time and have a look into your mod. It seems that all followers from whitelisted mods or directly using a whitelisted reference still seems to be in a cell which is listed in the formlist "_ddScancells" otherwise they will not be used. Unfortunately that would require to precheck all followers or follower packages before the 'real usage' and place all undetected followers manually into the section "ForceCaptureNPCs". This could be a lot of work to do for all users which are heavily using your mod. Edited November 5, 2024 by Kanlaon
Kanlaon Posted November 7, 2024 Posted November 7, 2024 I have the hireling "Jenassa" usually sitting in the drunken huntsman placed into the "ForceCaptureNPC's" section from the JSON file. So far captivating her works. But after the capturing is finished and the "Start again" button is shown in MCM, the following happens often: When I really press the "Start again" button a second time "Jenasssa" is added a second time !! to the list of captured NPC's. I do not know if it is only a problem with the shown list in MCM. The first and second Entry has the same place where Jenassa can be found.
darkdesires04 Posted November 9, 2024 Author Posted November 9, 2024 On 11/7/2024 at 5:43 PM, Kanlaon said: I have the hireling "Jenassa" usually sitting in the drunken huntsman placed into the "ForceCaptureNPC's" section from the JSON file. So far captivating her works. But after the capturing is finished and the "Start again" button is shown in MCM, the following happens often: When I really press the "Start again" button a second time "Jenasssa" is added a second time !! to the list of captured NPC's. I do not know if it is only a problem with the shown list in MCM. The first and second Entry has the same place where Jenassa can be found. Ok, thanks for testing. I should still probably work just fine, but I will check it out. If I can reproduce it, I will fix it.
Christian1979 Posted November 13, 2024 Posted November 13, 2024 Here is my papyrus logPapyrus.0.logPapyrus.0.log
misiftactua1 Posted November 16, 2024 Posted November 16, 2024 Is there any way to make this mod restrain followers in general? I.E. In my case where I'm making a custom bandit replacer, with follower versions of the new bandits. Instead of me having to place each new follower in an inn, can I somehow have the new NPC's be restrained even with no ref?
darkdesires04 Posted November 16, 2024 Author Posted November 16, 2024 9 hours ago, misiftactua1 said: Is there any way to make this mod restrain followers in general? I.E. In my case where I'm making a custom bandit replacer, with follower versions of the new bandits. Instead of me having to place each new follower in an inn, can I somehow have the new NPC's be restrained even with no ref? No sorry, a ref is needed to restrain an NPC...
misiftactua1 Posted November 16, 2024 Posted November 16, 2024 1 hour ago, darkdesires04 said: No sorry, a ref is needed to restrain an NPC... Okay. I guess I can work around it by just adding all the new followers in some unused test cell or something, and adding their refid to the forcecapture list.
Christian1979 Posted November 17, 2024 Posted November 17, 2024 hi ^^ Can someone maybe help me with my Papyrus log.0? In order to find errors why it doesn't work for me to free the prisoners by activating them. They are always held back and when I speak to them I have the normal dialogue options. Unfortunately I have no other option to upload my papyrus log.0 here -.- It would be great if someone could help me in some way. Papyrus.0.log
bendan123 Posted November 19, 2024 Posted November 19, 2024 Very good module, I think we can add some erotic things or dialogues.
Kanlaon Posted November 24, 2024 Posted November 24, 2024 (edited) Regarding my problem with "Jenassa" i take a look a second time into your mod and I guess the responsible script part is the following: int forceCaptureConfigNPCs = JValue.solveObj(jConfig, ".ForceCaptureNPCs") int i = 0 While i < JArray.Count(forceCaptureConfigNPCs) Actor forceCaptureNPC = JArray.GetForm(forceCaptureConfigNPCs, i, None) as Actor Debug.trace("[ddcaptive] forceCaptureNPC from config: " + forceCaptureNPC) if forceCaptureNPC && !forceCaptureNPC.IsDead() && !forceCaptureNPC.IsCommandedActor() && !forceCaptureNPC.IsChild() && forceCaptureNPC.HasKeywordString("ActorTypeNPC") \ && forceCaptureNPC.GetVoiceType() != ChildFemaleVoice && forceCaptureNPC.GetVoiceType() != ChildMaleVoice RestrainFollower(forceCaptureNPC) endif i += 1 EndWhile I always thougt how is it prevented to add the same NPC several time as a captive, than I see that the NPC is added to the "RESTRAINEDFACTION" in the function restrainfollower (..). The restrainedfaction is checked in the function restrainfollowers, but here it seems to be missing ?! Unfortnately I cannot test it by myself now since my modlist and plugin list is cleared from MO2 and I must rebuild it first. The second I do not understand why whitelisting would disable the blacklist possibility. I expected it more like kind of a priority. If I would do this I would always captivate possible followers that are either whitelisted directly or are from a whitelisted mod. (Nevertheless I guess now I am able to change it this way for my personal use. The "blacklisted" NPC's and mods i whould handle as it is done now using the cells from the list. Of coarse it would require a little bit of discipline for the users when changing the Json file. The third I thought, maybe adding the cages from Inte's SD_CAGES could be also a good place for holding captives. Regards Edited November 24, 2024 by Kanlaon
juanitoperez Posted November 27, 2024 Posted November 27, 2024 Is there a way to make this or Zaz work with OStim?
Talesien Posted November 28, 2024 Posted November 28, 2024 9 hours ago, juanitoperez said: Is there a way to make this or Zaz work with OStim? Can you elaborate? This mod does not require any sex framework. So it does not matter if you use Ostim, SL, Flowergirls or T&L. Given that, I'm afraid I don't understand what you are looking for.
ekion Posted November 28, 2024 Posted November 28, 2024 Started having an issue the other day, I started a new game and this mod dosent show in the mcm. Have spent the last few days trying different ways things to fix it but no success. The papyrus log keeps mentioning errors for captive followers and other mods. The only thing that changed in my mod list is adding some animations. Any help would be appreciated. Papyrus.0.log
Talesien Posted November 28, 2024 Posted November 28, 2024 52 minutes ago, ekion said: Started having an issue the other day, I started a new game and this mod dosent show in the mcm. Have spent the last few days trying different ways things to fix it but no success. The papyrus log keeps mentioning errors for captive followers and other mods. The only thing that changed in my mod list is adding some animations. Any help would be appreciated. Papyrus.0.log 263.35 kB · 0 downloads I don't see any mention of Captive Followers in that log? At any rate, an MCM not showing up is both common and difficult to diagnose. First off, how many MCM's do you have? If 125+ there is your problem, SkyUI only can handle up to 125 MCM's. You can try mods that work around that, i.e. MenuMaid II, which I tend to recommend in general. If that's not it and MMII also fails to help you can try and move around some mods in your LO, interestingly enough that helps sometimes. Alternately: Start a new game Wait 30 secs Exit to the main menu Start a new game again Works in some situations because Skyrim experiences less load, loading in part, from cached memory. Another trick you can try: PostLoadUpdateTime: Open Skyrim.ini, look for the [Papyrus] section and edit as follows, or add the section and/or line if not already there [Papyrus] fPostLoadUpdateTimeMS=2000.0 Finally, if you are running high FPS, MCM startup used to become unreliable with FPS > 60. Not sure that's still the case but doesn't hurt to limit FPS to 60 at least during startup.
ekion Posted November 28, 2024 Posted November 28, 2024 2 hours ago, Talesien said: I don't see any mention of Captive Followers in that log? At any rate, an MCM not showing up is both common and difficult to diagnose. First off, how many MCM's do you have? If 125+ there is your problem, SkyUI only can handle up to 125 MCM's. You can try mods that work around that, i.e. MenuMaid II, which I tend to recommend in general. If that's not it and MMII also fails to help you can try and move around some mods in your LO, interestingly enough that helps sometimes. Alternately: Start a new game Wait 30 secs Exit to the main menu Start a new game again Works in some situations because Skyrim experiences less load, loading in part, from cached memory. Another trick you can try: PostLoadUpdateTime: Open Skyrim.ini, look for the [Papyrus] section and edit as follows, or add the section and/or line if not already there [Papyrus] fPostLoadUpdateTimeMS=2000.0 Finally, if you are running high FPS, MCM startup used to become unreliable with FPS > 60. Not sure that's still the case but doesn't hurt to limit FPS to 60 at least during startup. I had already tried MenuMaid2 and it does not even show captive followers in the listing, and list my total mcm count at 75. I tried moving captive followers around to different areas of my load order and still not getting anything to show. I tried your suggestion of starting a new game and waiting then closing to menu and starting another new game and it didn't help. Finally I locked my fps to 60 and changed the fPostLoadUpdateTimeMS, and captive followers is still not showing in my mcm. I did notice while trying to get the mcm to load that nether the force mcms in menumaid or the console command setstage ski_configmanagerinstance 1 seem to do anything most of the time anymore. Still confusing why it just suddenly stopped working for me, because it seems like this is the only mcm missing. thanks
Talesien Posted November 29, 2024 Posted November 29, 2024 16 hours ago, ekion said: I had already tried MenuMaid2 and it does not even show captive followers in the listing, and list my total mcm count at 75. I tried moving captive followers around to different areas of my load order and still not getting anything to show. I tried your suggestion of starting a new game and waiting then closing to menu and starting another new game and it didn't help. Finally I locked my fps to 60 and changed the fPostLoadUpdateTimeMS, and captive followers is still not showing in my mcm. I did notice while trying to get the mcm to load that nether the force mcms in menumaid or the console command setstage ski_configmanagerinstance 1 seem to do anything most of the time anymore. Still confusing why it just suddenly stopped working for me, because it seems like this is the only mcm missing. thanks Given all that, I would think your install got borked somehow. Try completely uninstalling the mod, then reinstalling, preferably from a fresh DL. If that fails as well I'm running out of ideas.
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