r235711 Posted June 5, 2025 Posted June 5, 2025 Let me make a few suggestions. The restraining rope around the waist of the prisoner makes his body look unnatural as it restricts his body shape, so I think it would be okay to remove it. Add a group sex scene between the prisoner and multiple captors.
Talesien Posted June 5, 2025 Posted June 5, 2025 (edited) 16 minutes ago, r235711 said: Let me make a few suggestions. The restraining rope around the waist of the prisoner makes his body look unnatural as it restricts his body shape, so I think it would be okay to remove it. Add a group sex scene between the prisoner and multiple captors. Still in? Didn't get around to check the new version due to the new game requirement yet. IIRC @darkdesires04 wanted to remove that anyway as it tended not to get removed properly from followers that had not base equipment(i.e. start in the game naked)? Edited June 5, 2025 by Talesien
Talesien Posted June 5, 2025 Posted June 5, 2025 2 hours ago, eldritch68 said: I'm on 1.5.97, New Game with Live Another Life-Alternate Start and version 1.81 of the mod. Couldn't even get it to show up in the MCM, even when I got MCM Kicker involved. Never had this issue with 1.7. Shame, I really wanted to see those new features. Any suggestions? I tried 'setstage SKI_ConfigManagerInstance 1' too, and nothing. The mod is a no-show. Clearly a problem on my end, as nobody else is having the problem, I'm just looking for suggestions. MCM not showing is a fairly common and fairly generic SkyUI problem unfortunately. You can likely find reports of it in the support thread of most mods that sport an MCM. The recommendations to fix it are just as numerous and all are highly unreliably, but all also have a chance to make it work, for example this site has a list of stuff to try: https://virginmarie1.wixsite.com/toys/post/toys-mcm-or-other-mod-s-mcm-is-not-showing As stated, might work, might not. If you don't so far, you could also try using MenuMaid2.
darkdesires04 Posted June 5, 2025 Author Posted June 5, 2025 5 hours ago, eldritch68 said: I'm on 1.5.97, New Game with Live Another Life-Alternate Start and version 1.81 of the mod. Couldn't even get it to show up in the MCM, even when I got MCM Kicker involved. Never had this issue with 1.7. Shame, I really wanted to see those new features. Any suggestions? I tried 'setstage SKI_ConfigManagerInstance 1' too, and nothing. The mod is a no-show. Clearly a problem on my end, as nobody else is having the problem, I'm just looking for suggestions. That's odd because the mod requirements are the same, I don't know what it could be other than a missing dependency but if that was the case 1.7 wouldn't work either.
darkdesires04 Posted June 5, 2025 Author Posted June 5, 2025 (edited) 4 hours ago, r235711 said: Let me make a few suggestions. The restraining rope around the waist of the prisoner makes his body look unnatural as it restricts his body shape, so I think it would be okay to remove it. Add a group sex scene between the prisoner and multiple captors. Ok, sure, good ideas... I forgot about that rope, sorry. But I can take it out easily. Edited June 5, 2025 by darkdesires04
eldritch68 Posted June 6, 2025 Posted June 6, 2025 11 hours ago, darkdesires04 said: That's odd because the mod requirements are the same, I don't know what it could be other than a missing dependency but if that was the case 1.7 wouldn't work either. Turned out I was missing Papyrus Tweaks. Weird that 1.7 worked fine without it, but anyway. Up and running now. Thanks Talisien, and thank you Darkdesires04 for coming back and tweaking your mod further. It's a keeper.
darkhold2500 Posted June 6, 2025 Posted June 6, 2025 On 6/5/2025 at 7:37 AM, eldritch68 said: I'm on 1.5.97, New Game with Live Another Life-Alternate Start and version 1.81 of the mod. Couldn't even get it to show up in the MCM, even when I got MCM Kicker involved. Never had this issue with 1.7. Shame, I really wanted to see those new features. Any suggestions? I tried 'setstage SKI_ConfigManagerInstance 1' too, and nothing. The mod is a no-show. Clearly a problem on my end, as nobody else is having the problem, I'm just looking for suggestions. I'm having this issue as well and I just updated my requirements as well, also with LAL. New Game and I've tried the command as well, I wonder if it's an issue with a possible mcm limit, if one such exists, because I've had a few other mods mcm not show up either.
darkdesires04 Posted June 6, 2025 Author Posted June 6, 2025 (edited) On 6/5/2025 at 7:47 PM, darkdesires04 said: Ok, sure, good ideas... I forgot about that rope, sorry. But I can take it out easily. I uploaded version 1.8.2 just now, removed the rope and added threesome scene chance. No need to start a new game if you are upgrading from 1.8. Edited June 7, 2025 by darkdesires04
darkhold2500 Posted June 6, 2025 Posted June 6, 2025 I'm having no luck getting the MCM to show, but I've heard that sometimes they can appear after a period of time in game, so here's hoping that it comes through. I'm just not sure what could be the cause because I had no issues with 1.7, but I might have an idea as I installed that after I started a new game and choose an alternate start.
givemepornN0W Posted June 6, 2025 Posted June 6, 2025 5 hours ago, darkhold2500 said: I'm having no luck getting the MCM to show, but I've heard that sometimes they can appear after a period of time in game, so here's hoping that it comes through. I'm just not sure what could be the cause because I had no issues with 1.7, but I might have an idea as I installed that after I started a new game and choose an alternate start. Same here. Any way to fix this?
darkdesires04 Posted June 7, 2025 Author Posted June 7, 2025 (edited) 8 hours ago, givemepornN0W said: Same here. Any way to fix this? Not really, but I can confirm how it shows up for me. Basically, I start the game using Alternate Start and while still in the prison cell the menu shows up after a few minutes. I have attached all the 1000+ mods that I have installed, and their load order. #Mod_Priority,#Mod_Status,#Mod_Name.txt Edited June 7, 2025 by darkdesires04
Skynis Posted June 7, 2025 Posted June 7, 2025 On 6/4/2025 at 3:35 PM, darkdesires04 said: Shouldn't happen, didn't change anything there except I did add a few more blacklisted mods in the default config. Let me know more details. So are you saying you have 300+ followers in inns and towns and only 126 get restrained, while others are still hanging around in inns? From which mods are those that are not restrained? So i checked it again and it seems more to be a location problem, 1.6 and early would included more location suchs as followers in Dragonsreach
darkdesires04 Posted June 7, 2025 Author Posted June 7, 2025 (edited) 34 minutes ago, Skynis said: So i checked it again and it seems more to be a location problem, 1.6 and early would included more location suchs as followers in Dragonsreach Yes, now I remember, that's because before I had included Tamriel as a scan, but this caused a bunch of problems with other mods. So I removed it because I didn't want to analyze all the potential problems, but you can put it back if you like. Just open CaptiveFollowers.esp in SSEdit and add this line to _ddScanCells: Tamriel "Skyrim" Maybe I could add it as an MCM option... Edited June 7, 2025 by darkdesires04 1
DarkReynard Posted June 8, 2025 Posted June 8, 2025 Out of curiosity, how does the sex starting work? Is it based off of a timer, or just coming within a certain distance? Feels a little inconsistent with me testing it so would enjoy knowing.
darkdesires04 Posted June 8, 2025 Author Posted June 8, 2025 (edited) 2 hours ago, DarkReynard said: Out of curiosity, how does the sex starting work? Is it based off of a timer, or just coming within a certain distance? Feels a little inconsistent with me testing it so would enjoy knowing. It's based on distance, once the player gets close enough it starts, but not too close. If the player is within viewing distance it won't start because it interferes with immersion and combat. Also, other things could prevent it from starting, your MCM setting, or if the captor is in combat. Edited June 8, 2025 by darkdesires04
DarkReynard Posted June 8, 2025 Posted June 8, 2025 12 minutes ago, darkdesires04 said: It's based on distance, once the player gets close enough it starts, but not too close. If the player is within viewing distance it won't start because it interferes with immersion and combat. Also, other things could prevent it from starting, your MCM setting, or if the captor is in combat. I appreciate the answer, thanks
darkhold2500 Posted June 9, 2025 Posted June 9, 2025 (edited) I discovered a sort of fix, or at least a fix to my situation with the mcm not showing up, so this might not guarantee a fix for others, but I changed the form type of the main esp to 1.70 in SSEEdit and I was then able to get the mcm to load. I'm not sure what versioning incompatibility causes this, and the only way I learned about this is from not being able to load it into Creation Kit with the fixes for SE version 1.5.97. Edited June 9, 2025 by darkhold2500
Talesien Posted June 9, 2025 Posted June 9, 2025 13 hours ago, darkhold2500 said: I discovered a sort of fix, or at least a fix to my situation with the mcm not showing up, so this might not guarantee a fix for others, but I changed the form type of the main esp to 1.70 in SSEEdit and I was then able to get the mcm to load. I'm not sure what versioning incompatibility causes this, and the only way I learned about this is from not being able to load it into Creation Kit with the fixes for SE version 1.5.97. While that works in this case, you will encounter that problem with almost all newer mods and changing the header might cause troubles with newer ESL flagged mods. I highly recommend you install BEES rather than manipulating the header: https://www.nexusmods.com/skyrimspecialedition/mods/106441 1
darkhold2500 Posted June 10, 2025 Posted June 10, 2025 I'll try BEES in the future, but I've had issues with it specifically in past installations, so maybe they've updated it. The main issue I had with that is for some reason, it caused the landscape in the bleakwind basin area to erupt skyward, and i couldn't figure out why BEES specifically did that.
eldritch68 Posted June 10, 2025 Posted June 10, 2025 So have had a week with version 1.8 and wanted to make a few observations. First up, I appreciate all the new stuff and hope to see more of it. I love the fact that the AI seems much quicker to take over once you get captives outside, and the fact that you can accidentally talk to them without breaking their functionality. The captive sex mechanic seems to work as intended. Bandits engaged in sexual shenanigans are a bit slow to detect my presence, but that may be my load order, which is already pretty script-heavy. I've noticed script lag in other mods too, so not your problem. This may be a conflict with Legendary Enemies, but sometimes when entering a cave or fort, a fight between the captives and the bandits is already underway. I actually don't mind this, as it makes each encounter a little more varied, but I don't think it's intended behaviour, so I thought it bore mentioning. In addition to Legendary Enemies, I've got a bunch of other bandit overhauls like Rogues n Raiders, and Lawless, and any one of them could be responsible. If I was to make a patch, I'd just have to add the Factions from these other mods to the Friends Relations list of Captor Faction, Restrained Faction and Captive Sex Faction, right? Or is it more complicated than that? Several times I've come across Captives who've apparently freed themselves and were heading to their home location, but again, that's probably due to the above mentioned issue, just a bit further along. The only real bug I've come across is I noticed a follower in the MCM was restrained in the Winking Skeever, which is her originally-intended location. I went there and activated her and she instantly swapped over to her normal follower behaviour/clothing. Whether she spawned there, or fought her way free but was still restrained because she hadn't been activated, is another story. This might again be the result of the above issue, just progressed further still. I have another captive restrained in 'Unknown Location'. (I've only got Hammet's Dungeons and its patch installed) I've tried to move to her to find out where that is, but I can't get her refID to pop up, so I can't teleport to her. I have another two in the 'Jarl's Longhouse' location. These turned out to be followers I'd already freed, but for some reason the mod was still tracking their locations as if they still needed freeing. Enjoying the mod immensely, and look forward to further improvements/refinements.
johnhamm Posted June 10, 2025 Posted June 10, 2025 I wasn't expecting to see sex added to this mod, that's a great update! Did you look into setting a % chance to capture followers or not in the initial script? Being able to set like a 70% or so chance to capture followers or not when they are found in the scan would be good imo
Talesien Posted June 10, 2025 Posted June 10, 2025 12 hours ago, darkhold2500 said: I'll try BEES in the future, but I've had issues with it specifically in past installations, so maybe they've updated it. The main issue I had with that is for some reason, it caused the landscape in the bleakwind basin area to erupt skyward, and i couldn't figure out why BEES specifically did that. I doubt BEES did that, more likely you've more plugins in your LO with header version 1.71 which are silently ignored by your game. Once you install BEES they suddenly get loaded, causing your problems.
darkdesires04 Posted June 10, 2025 Author Posted June 10, 2025 3 hours ago, johnhamm said: I wasn't expecting to see sex added to this mod, that's a great update! Did you look into setting a % chance to capture followers or not in the initial script? Being able to set like a 70% or so chance to capture followers or not when they are found in the scan would be good imo 7 hours ago, eldritch68 said: So have had a week with version 1.8 and wanted to make a few observations. First up, I appreciate all the new stuff and hope to see more of it. I love the fact that the AI seems much quicker to take over once you get captives outside, and the fact that you can accidentally talk to them without breaking their functionality. The captive sex mechanic seems to work as intended. Bandits engaged in sexual shenanigans are a bit slow to detect my presence, but that may be my load order, which is already pretty script-heavy. I've noticed script lag in other mods too, so not your problem. This may be a conflict with Legendary Enemies, but sometimes when entering a cave or fort, a fight between the captives and the bandits is already underway. I actually don't mind this, as it makes each encounter a little more varied, but I don't think it's intended behaviour, so I thought it bore mentioning. In addition to Legendary Enemies, I've got a bunch of other bandit overhauls like Rogues n Raiders, and Lawless, and any one of them could be responsible. If I was to make a patch, I'd just have to add the Factions from these other mods to the Friends Relations list of Captor Faction, Restrained Faction and Captive Sex Faction, right? Or is it more complicated than that? Several times I've come across Captives who've apparently freed themselves and were heading to their home location, but again, that's probably due to the above mentioned issue, just a bit further along. The only real bug I've come across is I noticed a follower in the MCM was restrained in the Winking Skeever, which is her originally-intended location. I went there and activated her and she instantly swapped over to her normal follower behaviour/clothing. Whether she spawned there, or fought her way free but was still restrained because she hadn't been activated, is another story. This might again be the result of the above issue, just progressed further still. I have another captive restrained in 'Unknown Location'. (I've only got Hammet's Dungeons and its patch installed) I've tried to move to her to find out where that is, but I can't get her refID to pop up, so I can't teleport to her. I have another two in the 'Jarl's Longhouse' location. These turned out to be followers I'd already freed, but for some reason the mod was still tracking their locations as if they still needed freeing. Enjoying the mod immensely, and look forward to further improvements/refinements. Thanks for the feedback, I will take a look at the Unknown Location issue if I come accross it as I play myself, and if I ever come accross a follower who is freed but still tracked, I can try to fix that bug as well. Sometimes, Skyrim crashes and scripts stops executing if overloaded, so maybe in a rare case the followers could be freed but not cleared from the list, which shouldn't effect anything anyway.
darkdesires04 Posted June 10, 2025 Author Posted June 10, 2025 (edited) 4 hours ago, johnhamm said: I wasn't expecting to see sex added to this mod, that's a great update! Did you look into setting a % chance to capture followers or not in the initial script? Being able to set like a 70% or so chance to capture followers or not when they are found in the scan would be good imo Thanks, I already added that feature in 1.8. It's called Restrainment Chance in the MCM. Edited June 10, 2025 by darkdesires04
johnhamm Posted June 11, 2025 Posted June 11, 2025 20 hours ago, darkdesires04 said: Thanks, I already added that feature in 1.8. It's called Restrainment Chance in the MCM. Ah sorry, I haven't checked yet since I've been holding off on starting a new game. Now I will!
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