darkdesires04 Posted July 22, 2025 Author Posted July 22, 2025 4 hours ago, Horus_04 said: 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" You would need to open the follower mod using SSEdit, and then find the cell where the follower is placed. There you will find the reference id of the follower.
darkdesires04 Posted July 22, 2025 Author Posted July 22, 2025 (edited) 4 hours ago, Aladsk said: @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. I am thinking the player could start a new game as captive using Alternate Start or become captive from Simple Slavery. As captive the player would become restrained in one of the restraining spots, just like the followers, but unlike them the player is also robbed. Then the captors would demand sex. If the player agrees, consensual sex scenes would happen, otherwise aggressive. A few followers could be there having sex next to the player, also captive, if they were restrained in the same location. When not having sex, the player could escape restriants by struggling. At this point the player can run for it, or free followers that are also captive in the location and fight. If the player fails to escape, the captivity is ended by the captors themselves, and the player permanently loses a small amount of stats. Since there are 80+ restraining locations where the player could become captive, I won't be able to test them all, but hopefully if I play 20 or so and they work fine, the rest will also. Edited July 22, 2025 by darkdesires04 2
Aladsk Posted July 23, 2025 Posted July 23, 2025 5 hours ago, darkdesires04 said: I am thinking the player could start a new game as captive using Alternate Start or become captive from Simple Slavery. As captive the player would become restrained in one of the restraining spots, just like the followers, but unlike them the player is also robbed. Then the captors would demand sex. If the player agrees, consensual sex scenes would happen, otherwise aggressive. A few followers could be there having sex next to the player, also captive, if they were restrained in the same location. When not having sex, the player could escape restriants by struggling. At this point the player can run for it, or free followers that are also captive in the location and fight. If the player fails to escape, the captivity is ended by the captors themselves, and the player permanently loses a small amount of stats. Since there are 80+ restraining locations where the player could become captive, I won't be able to test them all, but hopefully if I play 20 or so and they work fine, the rest will also. Sounds great overall, I just have a couple points of feedback: 1. Could you elaborate on how captivity ends? Do the bandits simply release the player's party after a certain period of time regardless of any escape attempts? If so, how long is said period? 2. Have you considered including non-sexual tasks such as chopping wood, mining ore, fetching items and the like? I think these types of tasks could provide additional challenges and opportunities for escape and roleplay. 3. Would it be possible to toggle sex scenes on and off depending on actor gender? Personally, I'd like my male PC to focus on struggling and/or the types of tasks mentioned above, if possible.
hellshade Posted July 23, 2025 Posted July 23, 2025 11 hours ago, darkdesires04 said: Thanks, it happens when you enter the dungeon. There is no way to change the frequency using the MCM. Ah thank you. That matches my experiences. Is it possible that could be a feature added in 1.9?
Horus_04 Posted July 23, 2025 Posted July 23, 2025 (edited) 14 hours ago, darkdesires04 said: You would need to open the follower mod using SSEdit, and then find the cell where the follower is placed. There you will find the reference id of the follower. ah, okay, I will look at that and how do I disable Vorstag from getting captured? This number? Edited July 23, 2025 by Horus_04
darkdesires04 Posted July 23, 2025 Author Posted July 23, 2025 (edited) 2 hours ago, Horus_04 said: ah, okay, I will look at that and how do I disable Vorstag from getting captured? This number? Vorstag is not captured by default, at least I haven't put any code to capture default followers like him. He is defined in "Skyrim.esm" which is blacklisted in the config under "BlacklistedMods". So just double check that "Skyrim.esm" is blacklisted in the config, and if that doesn't help maybe there is a mod that edits him somehow, which qualifies him for being captured. To disable him find that mod and add it to the "BlacklistedMods" in the config. Another way to do it is to set "RestrainOnlyFromWhitelist" to 1 in the config, and then add to "WhitelistedMods" only mods from which you want the followers to be captured. Edited July 23, 2025 by darkdesires04
darkdesires04 Posted July 23, 2025 Author Posted July 23, 2025 (edited) 10 hours ago, Aladsk said: Sounds great overall, I just have a couple points of feedback: 1. Could you elaborate on how captivity ends? Do the bandits simply release the player's party after a certain period of time regardless of any escape attempts? If so, how long is said period? 2. Have you considered including non-sexual tasks such as chopping wood, mining ore, fetching items and the like? I think these types of tasks could provide additional challenges and opportunities for escape and roleplay. 3. Would it be possible to toggle sex scenes on and off depending on actor gender? Personally, I'd like my male PC to focus on struggling and/or the types of tasks mentioned above, if possible. 1. Right now I wrote 3 ways to end the captivity. Captivity could end with bandits simply releasing the player and equipping the player into Devious Devices, if it's installed. The second way is that the player ends up in prison, and the third is that the player goes to Simply Slavery from which player could go to captivity again or somewhere else. 2. They are good ideas, but I don't have the time to make a stable mod with all those possibilities. At least for now, the goal is to have a stable and playable mod without bugs, even if it means less possibilities. 3. I can add an option in the MCM for player to enable or disable "SexLab scenes" and "Ostim scenes". If both are disabled, it means no sex happens for the player, only struggle, whipping and escape. The followers will have their own settings for SexLab and Ostim scenes. Also I haven't tested playing as male. I will have to do that, but right now it's coded in such a way that females approach the male to demand sex and possibly whip the male and equip Devious Devices on him. Devious Device are optional, however, only used if installed. If there are no females, then no sex happens for male player, regardless of settings. Edited July 23, 2025 by darkdesires04 2
Talesien Posted July 23, 2025 Posted July 23, 2025 20 minutes ago, darkdesires04 said: Vorstag is not captured by default, at least I haven't put any code to capture default followers like him. Maybe there is a mod that edits him somehow, which qualifies him for being captured. To disable him find that mod and add it to the "BlacklistedMods" in the config. @Horus_04 If you got it installed, try Devious Followers, that modifies all hirelings.
Horus_04 Posted July 23, 2025 Posted July 23, 2025 9 minutes ago, Talesien said: @Horus_04 If you got it installed, try Devious Followers, that modifies all hirelings. I don't have that mod
Talesien Posted July 23, 2025 Posted July 23, 2025 45 minutes ago, Horus_04 said: I don't have that mod Then you will have to do it the hard way, load all mods into xEdit, find Vorstags entry in in the Skyrim.esm and check which mods modify it, then try adding those.
Horus_04 Posted July 24, 2025 Posted July 24, 2025 So when it didn't work to capture the NPCs with the Ref ID from the SSEDIT, I tried the WhitelistOnly. That didn't work. The two companions Vivace and Ayleen can't seem to be restrained by the mod, no matter if I add them via “WhitelistedNPCs”, nor if I add them via “RestrainOnlyFromWhitelist”. Ayleen is standing around outside the gates of Markarth and Vivace is in the Nightgate Inn. Why is it that I can't have either of them restrained?
sfdrake Posted July 24, 2025 Posted July 24, 2025 don't have Ayleen, have Vivace though and the reason might be very simple or atleast for Vivace anyway, cause I have one installed that also can't be captured via the mod and it is cause she spawns outside, which might be why Vivace cant be captured by the mod.... or the game does not treat the nightgate inn as an indoor area being out in the Talos's hindsection of Skyrim(aka middle of nowhere). yes I do know that Vivace's page says she stays at nightgate and all that, but if she spawns outside and her scripts have her inside aftwards... looked at Ayleen, she spawns outside and the mod only gets though inside 1
Bigglsby Posted July 24, 2025 Posted July 24, 2025 5 hours ago, Horus_04 said: So when it didn't work to capture the NPCs with the Ref ID from the SSEDIT, I tried the WhitelistOnly. That didn't work. The two companions Vivace and Ayleen can't seem to be restrained by the mod, no matter if I add them via “WhitelistedNPCs”, nor if I add them via “RestrainOnlyFromWhitelist”. Ayleen is standing around outside the gates of Markarth and Vivace is in the Nightgate Inn. Why is it that I can't have either of them restrained? @sfdrake One simple tool I use to collect those pesky stragglers and followers in locations that don't get scanned: Follower Slavery Mod. Captive followers mod will automatically pick up followers who overflow or are manually freed from FSM. So I just get a follower to follow, manually enslave with FSM, then either leave them there, or free them from FSM. Captive Followers (option in the MCM) can automatically pick up followers freed that way in FSM. The two mods pair nicely together, recommended. 1
Nessa Posted July 25, 2025 Posted July 25, 2025 (edited) Gave a good test of the beta! Results: If you uncheck caves and forts, hit restrain, then reopen the MCM, you cannot reselect them again. RDO followers have some issues. Some of them are properly captured, others (Kaie specifically) say they are captured but don't appear and weirdly get moved around. Weird spots like the Winking Skeever. Solution: Blacklist RDO. (Personally I recommend turning them off, they're kind of boring as followers go anyway.) Auri miraculously works just fine. She can be a bit finnicky with other mods. Rescue worked flawlessly as well! Several other followers (Talwin, Farriah,) worked flawlessly. I had them on force capture in the .json file like Auri. HammetDungeon01 followers (Arani Valestorm, Tarwen, Sirkvur Stonearm, Remzir, Ginvur Nedalin) don't seem to work at all using forcecapture, UNLESS you visit their respective inns first. I thought this might be because they were originally disabled but that appears to not be the case. Solution: simply visit the various inns prior to using the capture button in the MCM. They will be caught by the general script after visiting their inns. Forcecapture isn't required. The following vanilla NPCs are captured when they shouldn't be: Teldryn Sero, Gregor, Rayya, Valdimar, Onmund, Fultheim the Fearless, Vorstag, Ahtar. What's odd is these should absolutely be under the blacklisted group, while other vanilla followers remain blacklisted as expected. Rescues seem to work fine, I tried rescuing a few and it all works as in previous versions. They get their gear back after you exit as well. SL scenes work as expected. No issues at all here! For those interested, this is the forcecapture I am using: Spoiler Do note: Hammets won't work unless you meet them first (they are in inns). Last entry is Ysolda, who can be a relatively easy follower if you use the FDe mods. "ForceCaptureNPCs": [ "__formData|HammetDungeon01.esm|0x60e102", "__formData|HammetDungeon01.esm|0x60e103", "__formData|HammetDungeon01.esm|0x60e104", "__formData|HammetDungeon01.esm|0x60e105", "__formData|SineadFollower.esp|0x0f2808", "__formData|018Auri.esp|0x3139c8", "__formData|CS_Talwelin.esp|0x1c482b", "__formData|CS_Fiarrah.esp|0x001827", "__formData|Skyrim.esm|0x01A69A" ], Edit: Some of the errors were my own fault for forgetting a comma when blacklisting RDO! OOPS! I removed them from the list for clarity. Edited July 25, 2025 by Nessa
Wolfen09 Posted July 25, 2025 Posted July 25, 2025 wondering if there is a way in the json to exclude specific locations that may be mod modified or just have way too many additions already (buxom wench yuriana current beta adds a lot of ppl to embershard and white river watch). Plus like hell am i going all the way to karstaags castle in solstheim to rescue ysolda lol
darkdesires04 Posted July 26, 2025 Author Posted July 26, 2025 3 hours ago, Wolfen09 said: wondering if there is a way in the json to exclude specific locations that may be mod modified or just have way too many additions already (buxom wench yuriana current beta adds a lot of ppl to embershard and white river watch). Plus like hell am i going all the way to karstaags castle in solstheim to rescue ysolda lol No sorry, there is no way to limit locations, unless you edit the mod yourself in SSEdit.
darkdesires04 Posted July 26, 2025 Author Posted July 26, 2025 4 hours ago, Nessa said: Gave a good test of the beta! Results: If you uncheck caves and forts, hit restrain, then reopen the MCM, you cannot reselect them again. RDO followers have some issues. Some of them are properly captured, others (Kaie specifically) say they are captured but don't appear and weirdly get moved around. Weird spots like the Winking Skeever. Solution: Blacklist RDO. (Personally I recommend turning them off, they're kind of boring as followers go anyway.) Auri miraculously works just fine. She can be a bit finnicky with other mods. Rescue worked flawlessly as well! Several other followers (Talwin, Farriah,) worked flawlessly. I had them on force capture in the .json file like Auri. HammetDungeon01 followers (Arani Valestorm, Tarwen, Sirkvur Stonearm, Remzir, Ginvur Nedalin) don't seem to work at all using forcecapture, UNLESS you visit their respective inns first. I thought this might be because they were originally disabled but that appears to not be the case. Solution: simply visit the various inns prior to using the capture button in the MCM. They will be caught by the general script after visiting their inns. Forcecapture isn't required. The following vanilla NPCs are captured when they shouldn't be: Teldryn Sero, Gregor, Rayya, Valdimar, Onmund, Fultheim the Fearless, Vorstag, Ahtar. What's odd is these should absolutely be under the blacklisted group, while other vanilla followers remain blacklisted as expected. Rescues seem to work fine, I tried rescuing a few and it all works as in previous versions. They get their gear back after you exit as well. SL scenes work as expected. No issues at all here! For those interested, this is the forcecapture I am using: Reveal hidden contents Do note: Hammets won't work unless you meet them first (they are in inns). Last entry is Ysolda, who can be a relatively easy follower if you use the FDe mods. "ForceCaptureNPCs": [ "__formData|HammetDungeon01.esm|0x60e102", "__formData|HammetDungeon01.esm|0x60e103", "__formData|HammetDungeon01.esm|0x60e104", "__formData|HammetDungeon01.esm|0x60e105", "__formData|SineadFollower.esp|0x0f2808", "__formData|018Auri.esp|0x3139c8", "__formData|CS_Talwelin.esp|0x1c482b", "__formData|CS_Fiarrah.esp|0x001827", "__formData|Skyrim.esm|0x01A69A" ], Edit: Some of the errors were my own fault for forgetting a comma when blacklisting RDO! OOPS! I removed them from the list for clarity. Great thanks, I will take a look to see if I can fix any of these before the release of version 1.9 and Captive Player. I am almost done. The beta you are testing has been changed however, because I found bugs myself as I was testing. So you'll have to uninstall it when upgrading to 1.9. 3
Wolfen09 Posted July 26, 2025 Posted July 26, 2025 19 minutes ago, darkdesires04 said: No sorry, there is no way to limit locations, unless you edit the mod yourself in SSEdit. fair enough, not a deal breaker at all, thanks for the information, enjoying this
Nessa Posted July 26, 2025 Posted July 26, 2025 4 hours ago, Wolfen09 said: wondering if there is a way in the json to exclude specific locations that may be mod modified or just have way too many additions already (buxom wench yuriana current beta adds a lot of ppl to embershard and white river watch). Plus like hell am i going all the way to karstaags castle in solstheim to rescue ysolda lol I love it when it puts them way out of reach myself. 🤣
Wolfen09 Posted July 26, 2025 Posted July 26, 2025 1 hour ago, Nessa said: I love it when it puts them way out of reach myself. 🤣 i dont do long playthroughs as i do test mods and their updates that my friends make (so i have to restart a lot). So im lucky if i get to level 30 on most playthroughs
Nessa Posted July 31, 2025 Posted July 31, 2025 (edited) Just in the off chance you didn't notice already, CaptiveFollowers-HammetsDungeonPack1.esp (in the posted beta at least) has about 11 or so slightly off formIDs for an esl. Switching the B to 9 for all of them in their formIDs should do it. (Errors listed below.) Only found out myself by accident, was doing a preliminary setup for DYNDOLOD and it had a heart attack over it. (It has lots of heart attacks. It probably needs a better diet and exercise! 🤣) Spoiler [00:00] [REFR:FE000B14] (places _ddXMarkerClearanceSmall [STAT:07307B83] in GRUP Cell Temporary Children of Coldfear01 "Cold Fear Cavern" [CELL:0500BD10]) [00:00] REFR -> ObjectID 005B14 is invalid for a light module. [00:00] [REFR:FE000B0F] (places _ddXMarkerClearanceSmall [STAT:07307B83] in GRUP Cell Temporary Children of Bashskull01 "Bashskull Retreat" [CELL:05D37F21]) [00:00] REFR -> ObjectID 005B0F is invalid for a light module. [00:00] [REFR:FE000B0E] (places _ddXMarkerClearance [STAT:07000978] in GRUP Cell Temporary Children of Bashskull01 "Bashskull Retreat" [CELL:05D37F21]) [00:00] REFR -> ObjectID 005B0E is invalid for a light module. [00:00] [REFR:FE000B18] (places _ddXMarkerClearanceSmall [STAT:07307B83] in GRUP Cell Temporary Children of SteepChillNew01 "Steep Chill Mine" [CELL:05C7B805]) [00:00] REFR -> ObjectID 005B18 is invalid for a light module. [00:00] [REFR:FE000B17] (places _ddXMarkerClearanceSmall [STAT:07307B83] in GRUP Cell Temporary Children of SteepChillNew01 "Steep Chill Mine" [CELL:05C7B805]) [00:00] REFR -> ObjectID 005B17 is invalid for a light module. [00:00] [REFR:FE000B13] (places _ddXMarkerClearanceSmall [STAT:07307B83] in GRUP Cell Temporary Children of Bereshal01 "Bereshal Grove" [CELL:05EFF49C]) [00:00] REFR -> ObjectID 005B13 is invalid for a light module. [00:00] [REFR:FE000B15] (places _ddXMarkerClearanceSmall [STAT:07307B83] in GRUP Cell Temporary Children of Direfang01 "Direfang Cave" [CELL:05221857]) [00:00] REFR -> ObjectID 005B15 is invalid for a light module. [00:00] [REFR:FE000B16] (places _ddXMarkerClearance [STAT:07000978] in GRUP Cell Temporary Children of Direfang01 "Direfang Cave" [CELL:05221857]) [00:00] REFR -> ObjectID 005B16 is invalid for a light module. [00:00] [REFR:FE000B11] (places _ddXMarkerClearance [STAT:07000978] in GRUP Cell Temporary Children of Bellowing03 "Bellowing Pit Sanctum" [CELL:0542063F]) [00:00] REFR -> ObjectID 005B11 is invalid for a light module. [00:00] [REFR:FE000B10] (places _ddXMarkerClearanceSmall [STAT:07307B83] in GRUP Cell Temporary Children of Bellowing03 "Bellowing Pit Sanctum" [CELL:0542063F]) [00:00] REFR -> ObjectID 005B10 is invalid for a light module. [00:00] [REFR:FE000B19] (places _ddXMarkerClearance [STAT:07000978] in GRUP Cell Temporary Children of Inkhaznd1 "Inkhaznd" [CELL:051123E1]) [00:00] REFR -> ObjectID 005B19 is invalid for a light module. Edited July 31, 2025 by Nessa
Nessa Posted July 31, 2025 Posted July 31, 2025 (edited) Actually, I don't know I why didn't just post the esp. I already fixed it for my LOD test anyway. Here's the fixed one. (Just in the off chance you didn't get to it yet!!) CaptiveFollowers-HammetsDungeonPack1.7z Edited July 31, 2025 by Nessa 1
Wolfen09 Posted July 31, 2025 Posted July 31, 2025 have found that if you enslave npcs with scripted scenes like camilla in riverwood trader, sigrid if siding with hadvar in helgen, etc will be absent for the scenes but will be released. So basically theyre captured the scene triggers then if you go into mcm it shows them on the capture list (in their town though) but they are back in their normal spot following their normal ai package, you can clear them from the list by talking to them. Just an interesting thing i noticed
Nessa Posted July 31, 2025 Posted July 31, 2025 12 hours ago, Wolfen09 said: have found that if you enslave npcs with scripted scenes like camilla in riverwood trader, sigrid if siding with hadvar in helgen, etc will be absent for the scenes but will be released. So basically theyre captured the scene triggers then if you go into mcm it shows them on the capture list (in their town though) but they are back in their normal spot following their normal ai package, you can clear them from the list by talking to them. Just an interesting thing i noticed That's also an issue with Ysolda in a small sense. Becuase if you find the note by her guy in the giant's cave, the quest points STRAIGHT at her current captive location. 🤣 To be expected though, she's not a usual follower really. Though thanks to RDO before and now FDE which is a HUGE improvement, she's probably one of my favorite female followers now.
Talesien Posted July 31, 2025 Posted July 31, 2025 17 hours ago, Wolfen09 said: have found that if you enslave npcs with scripted scenes like camilla in riverwood trader, sigrid if siding with hadvar in helgen, etc will be absent for the scenes but will be released. So basically theyre captured the scene triggers then if you go into mcm it shows them on the capture list (in their town though) but they are back in their normal spot following their normal ai package, you can clear them from the list by talking to them. Just an interesting thing i noticed Those NPC's are both vanilla NPC's and not even followers. There is a reason they are excluded from getting captured. If you brute force them into getting captured anyway, well you should expect things to break (and be happy if it remains this harmless). It would not surprise me if one can completely block quests from progressing that way. That whitelist feature is a powerful tool and as you know, with great power ...
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