igorkeri Posted May 3, 2024 Posted May 3, 2024 (edited) Amazing. I requested a mod like this on the forums a year ago, thought 'Follower Slavery Mod' the closest thing, but can't believe you were able to do it. Not only that, but in a way that you can exclude those that have quest dependencies like Nessa, Remiel, and so on. Sincere thanks. (Can confirm Misty and Jenna remain in the locales) My only question. Is there a restriction on how many locations you can add? Because if you have say seventy followers, spread throughout 17 locations, the enemies get excessive. I went to Fort Neugrad level 1 only to be confronted by eight or more Dremora, on top of the existing bandits. No chance. Secondly, more for other mod users, followers from the CC content like fishing are counted as followers and will need to be excluded also. Edited May 3, 2024 by igorkeri
Bane Master Posted May 3, 2024 Posted May 3, 2024 5 hours ago, GusCrow said: 2 - An alternative version without the enemies because many of us already have many enemy mods and overhauls for that, so the dungeons already have many enemies. I also already have additional enemies (using Populated Skyrim) so +1 for a way to not have additional enemies - maybe a version, or MCM toggle to enable/disable the placed actors. 2
darkdesires04 Posted May 3, 2024 Author Posted May 3, 2024 All right guys, I uploaded version 1.1 of the mod. Now you can blacklist follower mods in Data\SKSE\Plugins\CaptiveFollowers\Config.json to exclude follower mods, so that followers from these mods are not held captive. And, I also added versions with less enemies. Have fun. 8
darkdesires04 Posted May 3, 2024 Author Posted May 3, 2024 2 hours ago, igorkeri said: Amazing. I requested a mod like this on the forums a year ago, thought 'Follower Slavery Mod' the closest thing, but can't believe you were able to do it. Not only that, but in a way that you can exclude those that have quest dependencies like Nessa, Remiel, and so on. Sincere thanks. Only question. Is there a restriction on how many locations you can add? There is no restriction. Currently I added 17 locations that include 167 spots where followers could be restrained. I could add more, if there is demand for it. 2
Bystander01 Posted May 3, 2024 Posted May 3, 2024 I'd say more is always better, considering how many dungeons and forts the vanilla game has ? Really nice idea though, makes followers much more interesting to get now. Could even maybe make their location based on their level ? like strong followers are in dwemer ruins, weak ones are in bandit camps etc...?
Wastelanddom Posted May 3, 2024 Posted May 3, 2024 The Blacklist JSON is an excellent addition which from testing seems to be working! Unfortunately I am now running into an odd issue where the mod is picking up vanilla followers, in this instance Gorbash the Iron Hand. Could it be picking up appearance patches or perhaps synthesis by accident?
cetuximab Posted May 3, 2024 Posted May 3, 2024 (edited) Wow, thank you for this! I had always had this as an idea in the back of my head for a mod I wanted to implement, but I could never figure out how to scan for potential followers that were not in the current cell with the player. Suggestions: Put captive followers into existing prison cells with an X marker. This is the way I had planned on implementing it. Put captive followers into SD Cages. This might be harder, because I don't think there are X markers in these cages. Move the clothing and other items of captives into a nearby (guarded) spawned chest, or possibly the boss chest at the end of a dungeon. Edit: More thoughts: Postings on The Notice Board and/or Missives so you can quickly find where your favorite follower has been... dropped off Dialog option: "Since you're already captured..." (Entry into Paradise Halls Enslavement) Edited May 3, 2024 by cetuximab 4
darkdesires04 Posted May 3, 2024 Author Posted May 3, 2024 3 hours ago, Wastelanddom said: The Blacklist JSON is an excellent addition which from testing seems to be working! Unfortunately I am now running into an odd issue where the mod is picking up vanilla followers, in this instance Gorbash the Iron Hand. Could it be picking up appearance patches or perhaps synthesis by accident? It's a bug if it picks him up, but it won't break anything. Probably, I forgot him to add him to the actor black list using SSEdit. But now that we have the config file, you can just blacklist Skyrim.esm. 1
darkdesires04 Posted May 3, 2024 Author Posted May 3, 2024 2 hours ago, cetuximab said: Wow, thank you for this! I had always had this as an idea in the back of my head for a mod I wanted to implement, but I could never figure out how to scan for potential followers that were not in the current cell with the player. Suggestions: Put captive followers into existing prison cells with an X marker. This is the way I had planned on implementing it. Put captive followers into SD Cages. This might be harder, because I don't think there are X markers in these cages. Move the clothing and other items of captives into a nearby (guarded) spawned chest, or possibly the boss chest at the end of a dungeon. Edit: More thoughts: Postings on The Notice Board and/or Missives so you can quickly find where your favorite follower has been... dropped off Dialog option: "Since you're already captured..." (Entry into Paradise Halls Enslavement) Good ideas, maybe I will do them but I would rather do something else now. If you want improve the mod that much and know how to do it, I can hand it over to you, or just post the improved mod in the thread and I will upload it on the main page.
darkdesires04 Posted May 3, 2024 Author Posted May 3, 2024 4 hours ago, Bystander01 said: I'd say more is always better, considering how many dungeons and forts the vanilla game has ? Really nice idea though, makes followers much more interesting to get now. Could even maybe make their location based on their level ? like strong followers are in dwemer ruins, weak ones are in bandit camps etc...? Yes those are good ideas for improvement, more locations, maybe in dungeons or caves.
darkdesires04 Posted May 3, 2024 Author Posted May 3, 2024 12 hours ago, igorkeri said: Amazing. I requested a mod like this on the forums a year ago, thought 'Follower Slavery Mod' the closest thing, but can't believe you were able to do it. Not only that, but in a way that you can exclude those that have quest dependencies like Nessa, Remiel, and so on. Sincere thanks. (Can confirm Misty and Jenna remain in the locales) My only question. Is there a restriction on how many locations you can add? Because if you have say seventy followers, spread throughout 17 locations, the enemies get excessive. I went to Fort Neugrad level 1 only to be confronted by eight or more Dremora, on top of the existing bandits. No chance. Secondly, more for other mod users, followers from the CC content like fishing are counted as followers and will need to be excluded also. It's easy to add more locations, just takes a bit time. I could do it, maybe later. So if you have close to 100 followers then there will be a lot of them in one place, since they will be spread out randomly across 17 locations containing 167 restraining spots, right now. But what if there were more locations, let's say 30. I guess that would be an improvement. It would be great, as long as the location layouts are not overhauled by other mods. 1
Lillithcometh Posted May 3, 2024 Posted May 3, 2024 So when the followers are initially nabbed up and placed randomly in the 17 locations, are there quest markers or anything to follow to find them?
beetlebug123 Posted May 3, 2024 Posted May 3, 2024 Love the mod! Besides inns, what other locations are scanned? Is there a way to change them?
monet19 Posted May 3, 2024 Posted May 3, 2024 This mod is amazing, thank you. Quick question, what happens if I kill all the enemies guarding my followers but don't rescue them, will they stay captive in that position?
igorkeri Posted May 3, 2024 Posted May 3, 2024 13 minutes ago, beetlebug123 said: Love the mod! Besides inns, what other locations are scanned? Is there a way to change them? From what i can gather, i think it scans anyone part of the follower faction. I've had custom followers from castles, faction halls, temples, stores, even those in the worldspace get added.
beetlebug123 Posted May 3, 2024 Posted May 3, 2024 2 minutes ago, igorkeri said: From what i can gather, i think it scans anyone part of the follower faction. I've had custom followers from castles, faction halls, temples, stores, even those in the worldspace get added. Looking through ssedit, i found _ddScanCells under FormIDs. I believe these are the locations it scans. Does anyone know if it is safe to remove/add to this list?
darkdesires04 Posted May 3, 2024 Author Posted May 3, 2024 34 minutes ago, beetlebug123 said: Looking through ssedit, i found _ddScanCells under FormIDs. I believe these are the locations it scans. Does anyone know if it is safe to remove/add to this list? Yes that's right, it scans only the cells defined in _ddScanCells. It's safe to add and remove from that list.
darkdesires04 Posted May 3, 2024 Author Posted May 3, 2024 41 minutes ago, monet19 said: This mod is amazing, thank you. Quick question, what happens if I kill all the enemies guarding my followers but don't rescue them, will they stay captive in that position? Yes they stay captive until you activate the follower and lead them outside.
darkdesires04 Posted May 3, 2024 Author Posted May 3, 2024 1 hour ago, lightspeed77 said: So when the followers are initially nabbed up and placed randomly in the 17 locations, are there quest markers or anything to follow to find them? No because I myself have 100 followers held captive. I am not even sure how it could work with 100 quest markers. 1
Lillithcometh Posted May 4, 2024 Posted May 4, 2024 3 hours ago, darkdesires04 said: No because I myself have 100 followers held captive. I am not even sure how it could work with 100 quest markers. thanks for the reply! gotcha, so best bet is to storm the 17 places and see whos around? curious, are the places they are held easily found? afraid ill scavenge a place and fail to find a follower or two.
darkdesires04 Posted May 4, 2024 Author Posted May 4, 2024 5 hours ago, lightspeed77 said: thanks for the reply! gotcha, so best bet is to storm the 17 places and see whos around? curious, are the places they are held easily found? afraid ill scavenge a place and fail to find a follower or two. Well, that's part of the mod, you don't know where they are and find them as you adventure. That's why I am reluctant to add more places where they could be, because then it would be even harder to find someone. But maybe that's a good thing. 1
igorkeri Posted May 4, 2024 Posted May 4, 2024 Is anyone able to give a brief explanation on how to add esps to the blacklist? I know how to access the json file, but is there a certain way i need to type the esp? I've tried the esp name itself, with quotations, with brackets, but the followers continue to be sent away as captives.
Bystander01 Posted May 4, 2024 Posted May 4, 2024 1 hour ago, darkdesires04 said: Well, that's part of the mod, you don't know where they are and find them as you adventure. That's why I am reluctant to add more places where they could be, because then it would be even harder to find someone. But maybe that's a good thing. Might be something that can be tweaked via mcm maybe ? Being able to set a Max amount of followers that can be handled by the mod that way etc... For the quest markers idea, someone previously suggested that the inns/jarl tasks could handle those, although it sounds more complicated to do too
Bane Master Posted May 4, 2024 Posted May 4, 2024 Many thanks for both the excellent Mod and the update with less enemies and mod blacklist Would it you be willing to look at adding an Actor Blacklist as well? This would give full control of who gets made captives to users. Also a no extra enemies option would be great if it's possible.
darkdesires04 Posted May 4, 2024 Author Posted May 4, 2024 2 hours ago, Bane Master said: Many thanks for both the excellent Mod and the update with less enemies and mod blacklist Would it you be willing to look at adding an Actor Blacklist as well? This would give full control of who gets made captives to users. Also a no extra enemies option would be great if it's possible. Sure, I can improve the mod in that way, and maybe add an MCM with options on game start so the user can choose how many enemies and locations, if I add more locations. A few enemies, 25 or so, are hand placed so clearing all enemies with an option to put them back would be a lower priority. Currently the mod places around 300 enemies by default along with those 25 that are hand placed. So, for now I can make the 300 enemies optional, and I will spend time on adding more locations and improving the MCM so maybe the user can also choose the locations before running the script. Given all that, I could do it in a few days if I just did that, but since I am currently playing the game, I will do it after I finish my current playthrough. 1
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