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Posted
2 hours ago, the0fromnexus said:

Why's that? Extra spawns i do understand, but regarding followers? You have the restrained followers in a list, visible in the MCM, what's preventing a script from unrestraining all of them?

 

Also just to report on the cleansave process, in fact disabling the esp is not possible because that will break the save. But i've managed to upgrade from 1.7 to 1.8 via ReSaver, nuking anything the esp provided from the save EXCEPT the esp itself. The process was roughly this:

 

- free all restrained followers for good measure

- save, quit

- load save in ReSaver, find the .esp, rclick, remove anything option (forgot the exact name).

- Remove ddCaptiveInitEffect.pex and ddCaptivePlayerAlias.pex so the game wouldn't start the mod

- Load, wait a bit, save, quit

- load in ReSaver, clean the same way again

- Install Captive followers v1.8

 

I don't get why the game loads fine without ANY refs of Captive Followers.esp in the save, but breaks hard as soon as the esp is removed. The only other mod i know that has a similar behavior is the old 1.x version of Dripping when aroused. Can't remove that either.

 

In order to unrestrain them, they have to be put back in their original place or somewhere safe, like an inn. I don't track their original location. Another problem is what if the follower is in a sex scene or in combat right by your side, and you attempt to unrestrain.

 

Bottom line is, technically it's possible to do it if I invested a couple of hours of work into it, but would it not be better for me to work on another mod, like captive player, to improve your game rather than this feature.

 

Posted
10 minutes ago, darkdesires04 said:

but would it not be better for me to work on another mod, like captive player, to improve your game

Ahh yes, the bane of the endlessly growing TODO stack.

Do whatever you're motivated to do, i'm glad for anything i get 😃

 

11 minutes ago, darkdesires04 said:

In order to unrestrain them, they have to be put back in their original place or somewhere safe, like an inn. I don't track their original location

The dreaded implementation details. I was assuming a non-restrained follower would just walk back to their original location, but you're right.

Posted

Agreed on the ability to remove. SaveUnbaker's issue is it works but all of the restrained followers are just gone unless you manually teleport and rescue all of them. But that does fix the save as far as CTDs are concerned. I haven't been able to fully debug (it requires making new saves, restraining, teleporting around to inns and whatnot, finding CTD, removing followers, trying again on new save) but it appears to be related to ESPs that have multiple followers in one ESP where only one of them is restrained (this seems to be consistent) that created instability in the location they were supposed to spawn in. Unsure as to why. It would be really nice to be able to get to a CTD, undo the script, remove the followers one by one, re-applying the script each time to be able to more quickly determine the problem. My current theory is follower packs

Posted (edited)
9 hours ago, genericuser27 said:

Does anyone know how to fix not being able to free captured followers? When I try to talk with them, they give me a generic response. I can't free them.

Try hitting them. Not sure in the current version, but that was a workaround in older versions.

Edited by Talesien
Posted
6 hours ago, Talesien said:

Try hitting them. Not sure in the current version, but that was a workaround in older versions.

I tried, eventually I get them to "turn hostile" but they don't attack. I went ahead and moved this really far down on my load order and that didn't do anything. Thanks.

Posted
18 hours ago, izumonoryu2 said:

Can we blacklist male followers automatically or do we need add them to the blacklist?

 

You would need to add them to the blacklist. There is no setting to blacklist by gender.

Posted
On 7/3/2025 at 2:04 AM, genericuser27 said:

Does anyone know how to fix not being able to free captured followers? When I try to talk with them, they give me a generic response. I can't free them.

 

This is probably a mod conflict, but if I ever run into the issue I will fix it and let you know.

Posted

I have a couple of suggests that I implemented in my version of the mod that you might want to look in to.

I used slate to assigned tags to specific animations to play during scenes and I restricted only opposite sex to to partake.  Also I could not find captiveplayer mod.  Is that a unreleased mod?

Posted (edited)
On 6/28/2025 at 4:08 AM, darkdesires04 said:

 

I will take a look...

Thanks for checking out the issue with 3DNPC and Fort Greymoor. That character, Cassius, should be a prisoner locked in a prison cell (he has a simple quest after you rescue him), but he was out of his prison cell with that cell door still locked. And he was punishing a captive. I don't know if that is part of a larger issue or not.

 

Also, hopefully you have luck getting the MCM options (like the percent sliders) to remember their settings when starting a new game.

 

This mod is a must have now. I am just whitelisting a few followers and rescuing them. And I am using it as an "added difficulty" mod, as well, with the Enemy Spawn feature!

Edited by trgdolors
Posted

i have a bug where freed folower would still pathway to their restraint place and ignore everything even if i made them my follower

Posted

Just for general information, I've uninstalled Wildcat for my current playthrough, and replaced it with Sabrecat, which is like a cut-down version of Wildcat, and I haven't yet had any instances of Captives freeing themselves and wandering back to their proper location. So that behaviour may be a result of Enemy AI mods.

 

What does the author recommend as the best way to break up an active sex scene? I've tried activating the captive and had them exhibit all kinds of weird behaviour, from going to into a sort of non-responsive shell-shock to standing in the air at a 45 degree angle. This always corrects itself when you exit the cell, and they proceed as expected, so it's not game-breaking or anything.

 

I've tried activating the bandit, and as long as I wait till he re-clothes himself and pulls his weapon, this seems to be the most effective way to break it up without buggy behaviour. But attacking him before he's ready can lead to weird stuff too. Is there a way to give them more situational awareness, so they separate when you get within a certain radius?

Posted

Is there any chance you could release a hotfix for the captor schlong bug before 1.9 since the fixed script has been posted? It's a very frustrating bug with a great feature

Posted
On 7/14/2025 at 12:52 PM, johnhamm said:

Is there any chance you could release a hotfix for the captor schlong bug before 1.9 since the fixed script has been posted? It's a very frustrating bug with a great feature

 

No sorry, I am in the middle of coding 1.9 and I am almost ready anyway. It will take a couple more days and then you will have the fix in 1.9.

Posted (edited)
On 7/13/2025 at 12:08 PM, eldritch68 said:

Just for general information, I've uninstalled Wildcat for my current playthrough, and replaced it with Sabrecat, which is like a cut-down version of Wildcat, and I haven't yet had any instances of Captives freeing themselves and wandering back to their proper location. So that behaviour may be a result of Enemy AI mods.

 

What does the author recommend as the best way to break up an active sex scene? I've tried activating the captive and had them exhibit all kinds of weird behaviour, from going to into a sort of non-responsive shell-shock to standing in the air at a 45 degree angle. This always corrects itself when you exit the cell, and they proceed as expected, so it's not game-breaking or anything.

 

I've tried activating the bandit, and as long as I wait till he re-clothes himself and pulls his weapon, this seems to be the most effective way to break it up without buggy behaviour. But attacking him before he's ready can lead to weird stuff too. Is there a way to give them more situational awareness, so they separate when you get within a certain radius?

 

Activating will work the same as attacking as far as Captive Followers is concerned. The only thing that could be different is if there is a mod conflict and attacking triggers another mod's behavior.

 

Edited by darkdesires04
Posted
On 7/12/2025 at 12:32 PM, Horus_04 said:

Are the followers just restrained in the location or is there any interaction between them and the "guards"?

 

The only interaction between them and guards is sex. At least for now.

Posted
On 6/28/2025 at 5:26 PM, darkdesires04 said:

like captive player....

 

 

CAPTIVE PLAYER! 🤣

 

So you were the one doing that! There hasn't been a decent captive player mod (there are a few semi-decent ones) since LE. I'll definitely be testing that out on release.

 

Regarding this mod, it all works great. Just ran a couple tests. Only odd thing is it will repeat the name of the captured follower twice if you hit enslave twice. But it properly clears on rescue so no big deal. Cosmetic only. Great work!

Posted (edited)
On 7/16/2025 at 7:22 AM, FoxHunter422 said:

When will be v1.9 available?

 

Version 1.9 will require a new game. Captive Player will also require a new game. It requires Captive Followers v1.9 as a dependency. So, I have decided to delay the release of Captive Followers v1.9 for a week or two and release it together with Captive Player, so people don't have to start a new game twice. But if you want to try version 1.9 beta right now, I attached it. It would be great to test it and report bugs on it, if you have time. This may or may not be the final version 1.9, since I might still make changes to it before actual release.

Captive FollowersV1.9.beta_testing.zip

Edited by darkdesires04
Posted

I figured the CTDs out! After a lot of testing on multiple saves there was 3 bugs causing all the CTDs. The first is the big one that needs to be fixed before this mod is stable in any way

 

The big one is the mod seeing certain inns and houses as a valid spot to restrain followers (Bannered Mare and Drunken Huntsmen seem to be the most common). Once one is picked as a location the save is bricked, there is no way to undo and re-restraining always reuses the location. This essentially makes the mod unusable as for most test saves 2-3 locations will cause CTD instantly

 

Second has to do with multiple follower mods. Sometimes restraining will only see one or two of them and the ones not found will cause instability in their locations. The workaround is to keep re-restraining until the script sees them. You'll notice with 100% restrain rate the count changing due to this bug.

 

The last had nothing to do with this mod: Multi-Follower mods that use the same body meshes will cause CTD intermittently with OBody. Fixed all issues with these before thoroughly testing the first two. 

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