sardoniksg0blin Posted June 14, 2025 Posted June 14, 2025 I'm curious about some of the mods that are blacklisted by default. Are all of the blacklisted mods broken if the NPC is Captive? I see CS_Vayne there, but not CS_Coralyn (though Coralyn wanders the road outside Whiterun so she probably won't get swept up anyway. But I'd like her to.) Is anyone willing to share a list of the FormIDs from fairly common mods that could be copied/pasted? Here's the thing: I tried to follow both methods, ReSaver and xEdit, to get the RefIDs of followers. Coralyn, for example, had two entries under the A>Actor>Script Instances and I didn't know which to use. Maybe one of them is pre-recruitment Coralyn, and the other is Follower Coralyn. I don't know. In xEdit I couldn't find a RefID or ReferenceID under a Worldspace no matter how many things I expanded. Raven normally has to be summoned by means of a card one crafts at a forge. Sa'Chil hangs out at the Dwemer tower near Arkngthamz... something Eyrie, so she's out of reach of the mod's sweep. Cubbi hangs out near a cave south-ish of Snow-Shod farm, iirc, also out of reach of the mod's sweep. This is my first game with these followers, and with Captive Followers, and with Mihail's Fantasy Pack - I'm trying to just jump right in the deep end. But short of turning on God Mode and running to these followers so I can open the console and click on them all to get their RefIDs, I'm at a loss. 1
sardoniksg0blin Posted June 14, 2025 Posted June 14, 2025 Separate post because different thing, I think. I went into White River Watch looking for Dunore and all of the usual bandits were slaughtered by the Mihail monsters. This did not seem to fit the Description, I thought they were supposed to be teamed up. Ogres (up to a chieftain) and goblins. The main Bandit guy was still alive on his lookout at the top, though?!? And the Follower was nowhere to be seen. Not a huge loss, I've never seen Dunore and I understand he is added by the RDO. I went to Gallows Rock, currently level 22. Night-time raid. There was a 55th-level Vampire down there, hanging out with the Silver Hand! LOL Guess the enemy of my enemy really is my friend. Got my ass handed to me a couple of times before admitting I cant take her and her friend in a heads-up fight. Retreated into the mountains behind the fort, then snuck down and looted a couple of Silver Swords. Tempered them as best I could over at Gilfre's mill. Came back. Those swords turned the tide. Still, it took me, Sofia(funny----), and Brelyna(College) all working together to put them down. I AM HAVING FUN WITH YOUR MOD!!! Even if I can't figure out how to fully use it, or get it working the way I really want it to, I freaking love it! It's breathing new life into the game even if the followers never appear in the dungeons. That fight was epic. On Adept difficulty.
darkdesires04 Posted June 14, 2025 Author Posted June 14, 2025 8 hours ago, sardoniksg0blin said: I'm curious about some of the mods that are blacklisted by default. Are all of the blacklisted mods broken if the NPC is Captive? I see CS_Vayne there, but not CS_Coralyn (though Coralyn wanders the road outside Whiterun so she probably won't get swept up anyway. But I'd like her to.) Is anyone willing to share a list of the FormIDs from fairly common mods that could be copied/pasted? Here's the thing: I tried to follow both methods, ReSaver and xEdit, to get the RefIDs of followers. Coralyn, for example, had two entries under the A>Actor>Script Instances and I didn't know which to use. Maybe one of them is pre-recruitment Coralyn, and the other is Follower Coralyn. I don't know. In xEdit I couldn't find a RefID or ReferenceID under a Worldspace no matter how many things I expanded. Raven normally has to be summoned by means of a card one crafts at a forge. Sa'Chil hangs out at the Dwemer tower near Arkngthamz... something Eyrie, so she's out of reach of the mod's sweep. Cubbi hangs out near a cave south-ish of Snow-Shod farm, iirc, also out of reach of the mod's sweep. This is my first game with these followers, and with Captive Followers, and with Mihail's Fantasy Pack - I'm trying to just jump right in the deep end. But short of turning on God Mode and running to these followers so I can open the console and click on them all to get their RefIDs, I'm at a loss. They are not broken by default. I just blacklisted many of them because I didn't want to take the time to test if they work as captive followers or not.
darkdesires04 Posted June 14, 2025 Author Posted June 14, 2025 3 hours ago, sardoniksg0blin said: Separate post because different thing, I think. I went into White River Watch looking for Dunore and all of the usual bandits were slaughtered by the Mihail monsters. This did not seem to fit the Description, I thought they were supposed to be teamed up. Ogres (up to a chieftain) and goblins. The main Bandit guy was still alive on his lookout at the top, though?!? And the Follower was nowhere to be seen. Not a huge loss, I've never seen Dunore and I understand he is added by the RDO. I went to Gallows Rock, currently level 22. Night-time raid. There was a 55th-level Vampire down there, hanging out with the Silver Hand! LOL Guess the enemy of my enemy really is my friend. Got my ass handed to me a couple of times before admitting I cant take her and her friend in a heads-up fight. Retreated into the mountains behind the fort, then snuck down and looted a couple of Silver Swords. Tempered them as best I could over at Gilfre's mill. Came back. Those swords turned the tide. Still, it took me, Sofia(funny----), and Brelyna(College) all working together to put them down. I AM HAVING FUN WITH YOUR MOD!!! Even if I can't figure out how to fully use it, or get it working the way I really want it to, I freaking love it! It's breathing new life into the game even if the followers never appear in the dungeons. That fight was epic. On Adept difficulty. Awesome, I am having fun with it too. That's why I posted it for all of you to enjoy. I could maybe do captive player next, when I finish playing my current playthrough.
Krashark Posted June 14, 2025 Posted June 14, 2025 (edited) any possibility of adding BS: Bruma locations to this mod so you could find captives at Bruma's dungeons? Edited June 14, 2025 by Krashark
darkdesires04 Posted June 14, 2025 Author Posted June 14, 2025 6 hours ago, Krashark said: any possibility of adding BS: Bruma locations to this mod so you could find captives at Bruma's dungeons? Maybe, at a later date. I don't have Bruma installed, so I would have to install and play it first.
Lusciouslochs Posted June 15, 2025 Posted June 15, 2025 (edited) how do i go about finding the reference id? not sure where to look. Additionally, previous versions there was an example of what the Ref id looked like in the force captive, but the newest version dosent have this example. Edited June 15, 2025 by Lusciouslochs
Lusciouslochs Posted June 15, 2025 Posted June 15, 2025 also, does this mod have a hard time restraining followers with custom AI/packages? i added all my follower to the whitelist restrain only, and it still didnt restrain 10/25, despite them being in whitetrun bar, falkreaths bar, solitudes bar.
johnhamm Posted June 15, 2025 Posted June 15, 2025 If a follower is in the always capture list in the config JSON, but they aren't placed anywhere in the world, will they still be captured? Some followers I have get summoned or require placement with console, so I want to know if I need to place them first
johnhamm Posted June 15, 2025 Posted June 15, 2025 3 hours ago, Lusciouslochs said: how do i go about finding the reference id? not sure where to look. Additionally, previous versions there was an example of what the Ref id looked like in the force captive, but the newest version dosent have this example. You can use SSEdit to find the reference ID. Load the mod in and check the NPCs or actors until you find their name. Also, here is the previous config.json from v1.7. It has an example at the top. Spoiler { "ForceCaptureNPCs": [ "__formData|Geralt.esp|0x03883" ], "BlacklistedMods": [ "Skyrim.esm", "Dawnguard.esm", "Dragonborn.esm", "Hearthfires.esm", "LegacyoftheDragonborn.esm", "SexLab-AmorousAdventures.esp", "Minerva.esp", "nwsJennaFollower.esp", "0Kaidan.esp", "DK_Thogra.esp", "Lucien.esp", "Inigo.esp", "Katana.esp", "Ashe - Fire and Blood.esp" ], "BlacklistedNPCs": [ "__formData|Deviously Cursed Loot.esp|0x094B48", "__formData|Deviously Cursed Loot.esp|0x02D74E" ], "RestrainOnlyFromWhitelist": 0, "WhitelistedMods": [ "SofiaFollower.esp", "Karin_follower.esp" ], "WhitelistedNPCs": [ "__formData|VR_Tannick.esp|0x01838", "__formData|Helen_follower.esp|0x0811" ] } 3 hours ago, Lusciouslochs said: also, does this mod have a hard time restraining followers with custom AI/packages? i added all my follower to the whitelist restrain only, and it still didnt restrain 10/25, despite them being in whitetrun bar, falkreaths bar, solitudes bar. In my experience, no. Heavily scripted followers like Auri and Koemia, along with many others are usually captured fine. I have had some followers get ignored before and I don't know why, AFAIK it's pretty random. It's why I wanted a single target version of the capture script added.
Lusciouslochs Posted June 15, 2025 Posted June 15, 2025 1 hour ago, johnhamm said: You can use SSEdit to find the reference ID. Load the mod in and check the NPCs or actors until you find their name. Also, here is the previous config.json from v1.7. It has an example at the top. Reveal hidden contents { "ForceCaptureNPCs": [ "__formData|Geralt.esp|0x03883" ], "BlacklistedMods": [ "Skyrim.esm", "Dawnguard.esm", "Dragonborn.esm", "Hearthfires.esm", "LegacyoftheDragonborn.esm", "SexLab-AmorousAdventures.esp", "Minerva.esp", "nwsJennaFollower.esp", "0Kaidan.esp", "DK_Thogra.esp", "Lucien.esp", "Inigo.esp", "Katana.esp", "Ashe - Fire and Blood.esp" ], "BlacklistedNPCs": [ "__formData|Deviously Cursed Loot.esp|0x094B48", "__formData|Deviously Cursed Loot.esp|0x02D74E" ], "RestrainOnlyFromWhitelist": 0, "WhitelistedMods": [ "SofiaFollower.esp", "Karin_follower.esp" ], "WhitelistedNPCs": [ "__formData|VR_Tannick.esp|0x01838", "__formData|Helen_follower.esp|0x0811" ] } In my experience, no. Heavily scripted followers like Auri and Koemia, along with many others are usually captured fine. I have had some followers get ignored before and I don't know why, AFAIK it's pretty random. It's why I wanted a single target version of the capture script added. in SSEdit, where do i find the actors names? selected the mod in the initial pop up but not sure where to look (not to familiar with the program)
johnhamm Posted June 15, 2025 Posted June 15, 2025 (edited) 9 hours ago, Lusciouslochs said: in SSEdit, where do i find the actors names? selected the mod in the initial pop up but not sure where to look (not to familiar with the program) In the menu on the left open the file tree of the mod you're after, then open the non player actor (NPC) tab. One of the columns in that menu should have the names of the NPCs, and another will have the form IDs Edited June 15, 2025 by johnhamm 1
Lusciouslochs Posted June 15, 2025 Posted June 15, 2025 (edited) 7 hours ago, johnhamm said: In the menu on the left open the file tree of the mod you're after, then open the non player actor (NPC) tab. One of the columns in that menu should have the names of the NPCs, and another will have the form IDs but isnt Form i.d's not what work, but ref. i.d's? Edited June 15, 2025 by Lusciouslochs
Lusciouslochs Posted June 15, 2025 Posted June 15, 2025 Also, the reference example of 0x03883 dosent match the typical Ref I.D # like 390012c4, does it use a part of the ref i.d, if so which part, etc.
johnhamm Posted June 16, 2025 Posted June 16, 2025 (edited) 10 hours ago, Lusciouslochs said: but isnt Form i.d's not what work, but ref. i.d's? Oh yea my bad I confused myself, that was the formID. The reference ID is from a specific instance of something, you have to get that from in game. It's the one that shows up when you click on something in game Edit: Scratch that, there is a way to do it. I looked into it a little more and the way to find the refID in SSEdit is to select the NPC record where it had the form ID, then switch the tab to "referenced by" on the bottom right. Sort that window by signature and find the ACHR signature and double click on that reference. That takes you to the placed version of that NPC, then the ref ID is the x values in [ACHR:xxxxxxxx]. This only works on NPCs that start placed in the world though. Edited June 16, 2025 by johnhamm
Zanallyth Posted June 16, 2025 Posted June 16, 2025 I like the changes to version 1.8.2 but it removed something I did like in version 1.7. After I click on a captured NPC to free them from being restrained, I would then immediately talk to them and tell them to follow me (using NFF). When I would leave the building, I'd talk to them again, they would dress, then I'd assign some to locations to head to, others I'd have follow for a bit. With 1.8, you cannot talk to them anymore, they just repeat a few lines, then once outside they scatter like roaches. Would it be possible to allow us to talk to them again, or, don't have them take off until after you talk to them outside?
Talesien Posted June 16, 2025 Posted June 16, 2025 14 hours ago, Lusciouslochs said: Also, the reference example of 0x03883 dosent match the typical Ref I.D # like 390012c4, does it use a part of the ref i.d, if so which part, etc. 390012c4 would be an 'absolute' ID, i.e. it includes the position of the mod containing the follower in your LO. The problem with that is that this position can change if you add (or against the standing recommendation) remove mods from your LO. Hence Captive Followers, like most mods that work with ref or form id's uses only the relative address (i.e. the ID inside the plugin that contains the record) and the plugin name. For a full slot plugin, you should replace the first 2 digits with the 0x0. For a light plugin (esl or esl flagged esp) the 0x0 replaces the first 5 digits. At least that's the usual use (first two digits give the slot in the LO, which is always 'FE' for light plugins, so light plugins use the next 3 digits for the position in the light plugin pool). I'm aware that does not gel with the examples. I assume that leading zeros where left out, i.e. if you have a id like 390012c4 and assuming that's from a full slot plugin you would write it as 0x012c4, if it is from a light plugin you would write it as 0x02c4. I've not tried in Captive Followers so far, as I only ever had the need to exclude entire plugins. I've used this system successfully in other mods that use a similar system. Should Darkdesires use a different method it would likely be good to spell it out beyond those slightly confusing examples. 1
Talesien Posted June 16, 2025 Posted June 16, 2025 1 hour ago, Zanallyth said: I like the changes to version 1.8.2 but it removed something I did like in version 1.7. After I click on a captured NPC to free them from being restrained, I would then immediately talk to them and tell them to follow me (using NFF). When I would leave the building, I'd talk to them again, they would dress, then I'd assign some to locations to head to, others I'd have follow for a bit. With 1.8, you cannot talk to them anymore, they just repeat a few lines, then once outside they scatter like roaches. Would it be possible to allow us to talk to them again, or, don't have them take off until after you talk to them outside? Honestly while you could do that, it was not the recommended way even back then and could lead to problems. If you never encountered on using that system, you been lucky indeed.
sardoniksg0blin Posted June 16, 2025 Posted June 16, 2025 (edited) 18 hours ago, johnhamm said: This only works on NPCs that start placed in the world though. I'm going to try this with Raven Follower, normal play is to craft a playing card with her pic on it at the forge, then use it like a scroll. This summons her wherever you are. But there is an ACHR: # in xEdit / SSEEdit for her using this method, so I'm going to try to get her Captivated. I'll let you all know what happens. And thank for that explanation, I had pulled my hair out trying to find something in the Worldspace from someone else's erroneous instructions! Edited June 16, 2025 by sardoniksg0blin
eldritch68 Posted June 17, 2025 Posted June 17, 2025 On 6/11/2025 at 2:04 AM, darkdesires04 said: 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. The Unknown Location turned out to be Dead Man's Drink in Falkreath. She was sitting there, still naked but for restraining ropes. I suspect she freed herself, like so many others in my playthrough, and went there of her own volition. It's weird she didn't re-clothe herself though. Talking to her made no difference. She was for all intents and purposes a free follower, but hadn't re-dressed or removed her bonds. The tracker couldn't read the location properly, for some reason. Is the tracker normally switched off when they re-dress and return to their default location?
pinkfluf Posted June 17, 2025 Posted June 17, 2025 Hi I'm getting these errors in papy logs, are these ok to ignore? [06/17/2025 - 02:07:07AM] Error: Script ddEnemyMarkEffect cannot be bound to Active effect 1 on (FF000F40) because the script does not exist or is not currently loaded [06/17/2025 - 02:07:07AM] Error: Script ddEnemyMarkEffect cannot be bound to Active effect 1 on (FF000F5D) because the script does not exist or is not currently loaded Also is there a way of disabling some dungeons that involve quests i.e dimhollow crypt, illnata deep. thanks
sardoniksg0blin Posted June 17, 2025 Posted June 17, 2025 Update: I went to Fort Amol and GAMERS!!! There were a lotta Dremora Everythings there! Including one boss-type wearing Arch-Mage robes? So I have those early. Raven was there, in the prison, and she is definitely not placed in the world at the beginning of a normal game. Pinkfluf, I don't know if some dungeons are already blacklisted, but if you go to a dungeon that has a Captive for any reason, you should find your Captive while you're there for the Quest. I can see where you might not want one in Dimhollow. I have to go out to Solstheim to get Surgus the Black so I can start High King of Skyrim when I'm ready. If I were blacklisting I think I'd say keep it on the mainland. As it is, I think them's the breaks. Have fun! Oh and I don't know anything about scripts, hope someone else can answer. 1
FoxHunter422 Posted June 19, 2025 Posted June 19, 2025 Does anyone notice that if follower get restrained in Solstheim, rieklings always attack followers instead of have sex of them. I checked rieklings animation installed, and can correctly play manually. everything else is running as planned
sardoniksg0blin Posted June 20, 2025 Posted June 20, 2025 On 6/19/2025 at 6:09 AM, FoxHunter422 said: Does anyone notice that if follower get restrained in Solstheim, rieklings always attack followers instead of have sex of them. I checked rieklings animation installed, and can correctly play manually. everything else is running as planned I haven't been out to Solstheim yet, but that sounds pretty bad. Not all followers are Essential, are they? Can we exclude Solstheim from the capture points in the config?
trgdolors Posted June 20, 2025 Posted June 20, 2025 (edited) Hi @darkdesires04 and everyone! Thank you for the recent updates that should dramatically improve this mod! I love the new ability to set the percent chance of each follower's captivation/restrainment. I also like that the enemy spawn is now a separate function. Unfortunately, for me, the mod does not seem to be following my settings in: \MO2\mods\CaptiveFollowers\SKSE\Plugins\CaptiveFollowers\Config.json What I want: Randomly captivate 50% of only specifically listed follower .esp's. That should currently be 21 divided by 2 = about 10 or 11 followers captivated What is actually happening: about 113 followers captivated I am on v.1.8.2 and am on a new game. In the MCM I have Restrainment Chance: = 50% Here is my Config.json. Does it look correct? Spoiler { "ForceCaptureNPCs": [], "BlacklistedMods": [ "Skyrim.esm", "Dawnguard.esm", "Dragonborn.esm", "Hearthfires.esm", "LegacyoftheDragonborn.esm", "SexLab-AmorousAdventures.esp", "troublesofheroine.esp", "troublesofheroineDG.esp", "troublesofheroineDB.esp", "troublesofheroineHF.esp", "banneredmareimmersivesexualplayground.esp", "YurianaWench.esp", "Minerva.esp", "nwsJennaFollower.esp", "DK_Thogra.esp", "Lucien.esp", "LucienReplacer.esp", "HLIORemi.esp", "Geralt.esp", "0Kaidan.esp", "Kaidan - visual replacer.esp", "MarcusHealerFollower.esp", "Inigo.esp", "Katana.esp", "Serana.esp", "Kangmina.esp", "AliciaPainSlut.esp", "shadowman_VirginSisterNun.esp", "Priscilla.Follower.esp", "Armana.esp", "shadowman_armana.esp", "Aniya Follower.esp", "RidiculousFemaleCompanion.esp", "Sexica.esp", "VermillionSuccubusCompanion.esp", "Naz_Lilith as Vermillion.esp", "Hyren - New Companion - Follower - High Poly - ESL.esp", "LetaStrange.esp", "Enna.esp", "CS_Vayne.esp", "CS_Astara.esp", "SofiaFollower.esp", "k404Koemia.esp", "k101Daegon.esp", "Recorder Follower Base.esp", "OrbOfDivines.esp", "NWS_Maloria.esp", "JSFollowerDumitra.esp", "Ashe - Fire and Blood.esp", "NWS_Amaniri.esp", "MMX452 New Additional Starts.esp" "DanarielStormbow.esp" ], "BlacklistedNPCs": [ "__formData|Deviously Cursed Loot.esp|0x094B48", "__formData|Deviously Cursed Loot.esp|0x02D74E" ], "RestrainOnlyFromWhitelist": 1, "WhitelistedMods": [ "SofiaFollower.esp", "Karin_follower.esp", "_VK_Mai.esp", "Naz_Satira.esp", "_SDAmber.esp", "AwKynessaFollower.esp", "Katheryn Follower.esp", "Ahlalia Follower.esp", "Void Nyr - Standalone Follower.esp", "AZ_KaydenFollower.esp", "Anastasia - Follower.esp", "Dallas Follower.esp", "_VK_Rowan.esp", "_VK_Reivhen.esp", "Struck Speechless.esp", "ThreeSisters.esp", "Ximena BAC_Follower.esp", "Aiyana BAC_Follower.esp", "Luthien_Follower.esp", "Mingxia BAC_Follower.esp", "(SDZ21) Morgan Follower.esp" ], "WhitelistedNPCs": [ "__formData|VR_Tannick.esp|0x01838", "__formData|Helen_follower.esp|0x0811" ] } At first the 'spoiler' feature did not work, then it did... Edited June 21, 2025 by trgdolors
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