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Posted (edited)
7 hours ago, darkdesires04 said:

 

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 4.56 MB · 5 downloads

 

Do you think the issue with capturing followers in invalid locations (Bannered Mare, other inns) will be fixed with this one?

 

Some notes on this bug: it is less common with smaller amounts of captives (have to be sub 10 to avoid in my experience though as its always within the first 10 followers). It is 1-2 locations that are locked in for each save but change with new saves. Bannered Mare and Drunken Huntsman are the most common, I almost always have one of those in the list. Any location selected CTDs on entry.

Edited by xxxstupidfastxxx
Posted
31 minutes ago, xxxstupidfastxxx said:

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. 

I've never seen this, you have some mods that alter those locations perhaps?

It might also be useful if you gave actual examples of those multifollower mods that cause problems. I'm not using to many of those, but the few I do use have never caused a problem. As such it might be something specific to the mods you use, rather than a generic bug. At the very least it would allow darkdesires to attempt to recreate the problem.

Posted
1 hour ago, xxxstupidfastxxx said:

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. 

 

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).

 

I am not sure what is going on in your case. How's that possible when all the restraining spots are in dungeons and caves. There is no picking of inns and houses as spots to restrain followers. Maybe it's got something to with specific followers or another mod. Which followers are they?

 

Sometimes restraining will only see one or two of them and the ones not found will cause instability in their locations.

 

What kind of instability? If it doesn't see them it does nothing to them. There must be something else going on.

 

 

Posted
On 7/7/2025 at 4:10 AM, enfamous13 said:

Hey, do scenes repeat, I use sex bandit captive and scene repeat until the captive is recsued?

 

Sorry I missed your post earlier. Yes, captive sex scenes are restarted in most cases, and yes Captive Player is an unreleased mod.

Posted

Oh that reminds me. I'm going to do a more thorough check, but several of Hammet's followers don't appear to activate until you walk into an inn. What I've been doing is COCing to the various inns first, then running Captive Followers. They're handled then. Even putting them in the forced capture doesn't work. Presumably because the actor is disabled. (That's a guess on my part!)

Posted
12 hours ago, darkdesires04 said:

 

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 4.56 MB · 7 downloads

 

I was just in process installing this, and there was a minor problem - the installer is missing the Forgotten Dungeons module .esp.  All the other modules are present in the installer, just that one is missing.

 

It looks like most of the additional modules didn't change from the 1.8 version.  So for running purposes, is it OK to pull the Forgotten dungeons module from the previous version installer?

Posted (edited)
6 hours ago, Bigglsby said:

 

I was just in process installing this, and there was a minor problem - the installer is missing the Forgotten Dungeons module .esp.  All the other modules are present in the installer, just that one is missing.

 

It looks like most of the additional modules didn't change from the 1.8 version.  So for running purposes, is it OK to pull the Forgotten dungeons module from the previous version installer?

 

Yes, it's fine. I forgot to add it. Here's the updated file though.

CaptiveFollowers-ForgottenDungeons.esp

Edited by darkdesires04
Posted
On 7/17/2025 at 3:16 PM, darkdesires04 said:

 

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).

 

I am not sure what is going on in your case. How's that possible when all the restraining spots are in dungeons and caves. There is no picking of inns and houses as spots to restrain followers. Maybe it's got something to with specific followers or another mod. Which followers are they?

 

Sometimes restraining will only see one or two of them and the ones not found will cause instability in their locations.

 

What kind of instability? If it doesn't see them it does nothing to them. There must be something else going on.

 

 

 

On the first one, I'm not sure. I dont have any mods modifying either of those locations, far as I know. As for followers it changes for each new save. I don't think its a specific follower issue as its been over a dozen different ones in both of the locations from different mods. Is your mod looking for any specific label with its script? Or a specific list of dungeons?

Posted

I don't think, this was meant o happen to a vanilla NPC 🙃 image.png.0f0bfea44825076b2da1539c24d88299.png

And how do I whitelist followers? I tried it this way: 
....
    "AdrianFollower.esp",
    "PAN_TEW_Joseph.esp",
    "PAN_TEW_Sebastian.esp",
    "ICNs_ImmersiveCollegeNPCs.esp",
    "MW Pura.esp",
    "MW Elva.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",
    "__formData|Ayleen Follower.esp|0x0589A3"
  ]  
}
But it didn't work. Did I forgot something?

Posted
5 hours ago, Horus_04 said:

I don't think, this was meant o happen to a vanilla NPC 🙃 image.png.0f0bfea44825076b2da1539c24d88299.png

And how do I whitelist followers? I tried it this way: 
....
    "AdrianFollower.esp",
    "PAN_TEW_Joseph.esp",
    "PAN_TEW_Sebastian.esp",
    "ICNs_ImmersiveCollegeNPCs.esp",
    "MW Pura.esp",
    "MW Elva.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",
    "__formData|Ayleen Follower.esp|0x0589A3"
  ]  
}
But it didn't work. Did I forgot something?

 

My guess is that the Ayleen follower you want to add is a light flagged .esp.  Referencing them usually just needs the last 3 digits of the form data.  Try adjusting your whitelist to "_formData|Ayleen Follower.esp|0x09A3"

Posted
16 hours ago, xxxstupidfastxxx said:

 

On the first one, I'm not sure. I dont have any mods modifying either of those locations, far as I know. As for followers it changes for each new save. I don't think its a specific follower issue as its been over a dozen different ones in both of the locations from different mods. Is your mod looking for any specific label with its script? Or a specific list of dungeons?

 

Yes, there is a specific list of dungeons and caves where the followers are restrained.

 

Posted
5 minutes ago, darkdesires04 said:

 

Yes, there is a specific list of dungeons and caves where the followers are restrained.

 

Weird. I checked ssedit and nothing is modifying any of the affected locations beyond placing npcs and lighting. Still tagged as public space, interior cells. Doesn’t seem to be correlation with what followers I have installed either. I’ll do some testing with your new version and report back but idk why the script would pull from locations if it’s using a list 

Posted

Is it correct that if I only want whitelisted NPCs to be captured I change the line:

 

"RestrainOnlyFromWhitelist": 0,

 

To:

 

"RestrainOnlyFromWhitelist": 1,

 

And then only followers from WhitelistedMods (anyone) or individual followers named in "WhitelistedNPCs" will be captured?

Posted (edited)

English is not my native language, so I apologize for the automatic translation.
The ability to limit sex scenes with prisoners to aggressive and the exclusion of Solstheim are updates I was really looking forward to!
Some issues that did not occur in version 1.8 have occurred.
-After freeing the prisoner, he will no longer follow the player and will walk alone towards the exit. After that, he will return to his original location.
-After freeing the prisoner, he will not move from that location. Even if you call him to the outside cell with the console, the employment dialogue will appear, but he will no longer follow you at all. (This occurred in the giant's cave where sex animation is not specified)
-Although it is specified in the Sexlab main body, the bed is not used in aggressive scenes.
-In the sex scene with the prisoner, after clearing stage 5, the position will change, but there will be no finish at all and no sound will be made.

Edited by r235711
Posted (edited)
2 hours ago, Anunya said:

Is it correct that if I only want whitelisted NPCs to be captured I change the line:

 

"RestrainOnlyFromWhitelist": 0,

 

To:

 

"RestrainOnlyFromWhitelist": 1,

 

And then only followers from WhitelistedMods (anyone) or individual followers named in "WhitelistedNPCs" will be captured?

Yes, that is correct and how I am doing it. That part of the .json file will look something like this:

 

"RestrainOnlyFromWhitelist": 1,
  "WhitelistedMods": [
    "Ahlalia Follower.esp",
    "Void Nyr - Standalone Follower.esp",
    "AZ_KaydenFollower.esp"
  ],

 

Then after you finish you could paste your whole text into a JSON Validator to find any errors. That helped me (thanks to a tip from Zanallyth).   

Edited by trgdolors
Posted
20 hours ago, Horus_04 said:

I don't think, this was meant o happen to a vanilla NPC 🙃 image.png.0f0bfea44825076b2da1539c24d88299.png

And how do I whitelist followers? I tried it this way: 
....
    "AdrianFollower.esp",
    "PAN_TEW_Joseph.esp",
    "PAN_TEW_Sebastian.esp",
    "ICNs_ImmersiveCollegeNPCs.esp",
    "MW Pura.esp",
    "MW Elva.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",
    "__formData|Ayleen Follower.esp|0x0589A3"
  ]  
}
But it didn't work. Did I forgot something?

 

According to what I was just told (between your post and this post), you need to change this line:

 

  "RestrainOnlyFromWhitelist": 0,

 

to

 

  "RestrainOnlyFromWhitelist": 1,

Posted
32 minutes ago, trgdolors said:

Yes, that is correct and how I am doing it. That part of the .json file will look something like this:

 

"RestrainOnlyFromWhitelist": 1,
  "WhitelistedMods": [
    "Ahlalia Follower.esp",
    "Void Nyr - Standalone Follower.esp",
    "AZ_KaydenFollower.esp"
  ],

 

Then after you finish you could paste your whole text into a JSON Validator to find any errors. That helped me (thanks to a tip from Zanallyth).   

 

Perfect, thank you :)

 

I'll be doing just that - though I think I'll wait until the next version comes out as I have lots and lots of things still to tweak in my current mod list.

Posted (edited)
9 hours ago, Anunya said:

 

According to what I was just told (between your post and this post), you need to change this line:

 

  "RestrainOnlyFromWhitelist": 0,

 

to

 

  "RestrainOnlyFromWhitelist": 1,

Not really, my question was, why is there a vanilla NPC in the list, although they all should have been blocked from it. And how to add a few NPCs that aren't found automaticly

And with your idea, I would need to add wevery NPC that I want to be restrained at it's own to the list, which would be much more work (to add 24 NPCs) than just adding 3 and blocking 1.

Edited by Horus_04
Posted
2 hours ago, Horus_04 said:

Not really, my question was, why is there a vanilla NPC in the list, although they all should have been blocked from it. And how to add a few NPCs that aren't found automaticly

And with your idea, I would need to add wevery NPC that I want to be restrained at it's own to the list, which would be much more work (to add 24 NPCs) than just adding 3 and blocking 1.

 

I see. I misunderstood your question.

Posted
16 hours ago, r235711 said:

English is not my native language, so I apologize for the automatic translation.
The ability to limit sex scenes with prisoners to aggressive and the exclusion of Solstheim are updates I was really looking forward to!
Some issues that did not occur in version 1.8 have occurred.
-After freeing the prisoner, he will no longer follow the player and will walk alone towards the exit. After that, he will return to his original location.
-After freeing the prisoner, he will not move from that location. Even if you call him to the outside cell with the console, the employment dialogue will appear, but he will no longer follow you at all. (This occurred in the giant's cave where sex animation is not specified)
-Although it is specified in the Sexlab main body, the bed is not used in aggressive scenes.
-In the sex scene with the prisoner, after clearing stage 5, the position will change, but there will be no finish at all and no sound will be made.

 

Thanks for the feedback. I haven't changed that follower logic, so maybe the issue existed before. The changes are mostly how the locations are scanned and the config. No changes to Solstheim, also.

 

 

Posted
On 7/19/2025 at 5:31 PM, Bigglsby said:

 

My guess is that the Ayleen follower you want to add is a light flagged .esp.  Referencing them usually just needs the last 3 digits of the form data.  Try adjusting your whitelist to "_formData|Ayleen Follower.esp|0x09A3"

Thx for the idea, but sadly it didn't work.

Posted
On 7/19/2025 at 12:10 PM, Horus_04 said:

I don't think, this was meant o happen to a vanilla NPC 🙃 image.png.0f0bfea44825076b2da1539c24d88299.png

And how do I whitelist followers? I tried it this way: 
....
    "AdrianFollower.esp",
    "PAN_TEW_Joseph.esp",
    "PAN_TEW_Sebastian.esp",
    "ICNs_ImmersiveCollegeNPCs.esp",
    "MW Pura.esp",
    "MW Elva.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",
    "__formData|Ayleen Follower.esp|0x0589A3"
  ]  
}
But it didn't work. Did I forgot something?

Can anyone tell me how I can add those followers to the list?

REF IDs as far as I can say are:
Ayleen Follower.esp FE0589A3
Vivace.esp 6A000D62
AZ_JemmaFollower.esp 8D000D62


And how can I block vanilla NPCs - Vorstag - from getting captured?

Since I have around 20 NPC that should get restrained, it would be complicated to add them all through the "Only from Whitelist"

Posted

@darkdesires04

Hate to be a bother, but is it possible for you to provide a brief overview of what we might expect from Captive Player? The concept sounds promising, and it has me rather curious.

Posted

Brilliant mod idea.  In 1.8, how often do the Captors have a go with the Captive followers?  Is there any way to increase or decrease the frequency of it or does it only happen once per dungeon entered, which is what seems to be happening in my games.  (Fresh game start after install).   

Posted
3 hours ago, hellshade said:

Brilliant mod idea.  In 1.8, how often do the Captors have a go with the Captive followers?  Is there any way to increase or decrease the frequency of it or does it only happen once per dungeon entered, which is what seems to be happening in my games.  (Fresh game start after install).   

 

Thanks, it happens when you enter the dungeon. There is no way to change the frequency using the MCM.

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