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Posted
On 9/3/2025 at 11:58 AM, kanne28 said:

For those having the MCM not showing up, apparently, having Sexlab in your load order is a must. Without Sexlab, ZAZ won't load, and without ZAZ there is no Captive Follower. I thought that using Ostim was enough, but it that wasn't the case.

They are restrained in ZAZ devices, there's no way to capture them and put them in the cell without the devices. 

  • 3 weeks later...
Posted (edited)

I've got a situation that may not be related to this mod at all, but since it does that "%chance to have sex" I figured I'd ask.

 

I've got a situation where drauger and scripted events are not firing in dungeons. Could this be related to this mod?

 

[EDIT: It was not caused by this mod, rather an outdated housing mod. This mod is sigma.]

Edited by Revdrsyn
Posted

Hi, is there a way to exclude creatures from capturing my followers and the player? (im also using Captive Players)

I have no creature sexlab animations installed and would rather get captured by human NPCs.

  • 2 weeks later...
Posted

does anyone had issue with chloe as when i through passage by marked dust and marker still there and when i came to next turn of the ruins the cmd pop up "u used tcl as command, this would break the game" meanwhile i didn't do the noclip through. Anyone know the fix or smth?

Posted (edited)
3 hours ago, alyshia said:

does anyone had issue with chloe as when i through passage by marked dust and marker still there and when i came to next turn of the ruins the cmd pop up "u used tcl as command, this would break the game" meanwhile i didn't do the noclip through. Anyone know the fix or smth?

If you refer to: "Using console commands to bypass things will break your game! STOP IT!"
The solution would be to uninstall Alternate Start. This is Arthmoor for you. Yes technically, there is a reason for it, but it's WAY over the top, heavy handed and triggering even if it shouldn't.

Edited by Talesien
Posted (edited)
9 hours ago, Talesien said:

If you refer to: "Using console commands to bypass things will break your game! STOP IT!"
The solution would be to uninstall Alternate Start. This is Arthmoor for you. Yes technically, there is a reason for it, but it's WAY over the top, heavy handed and triggering even if it shouldn't.

Yes, that line cause me issue. This would suck as i might had to install new alt start with remove few mods follow with it but at least i know problem now 😃

Edited by alyshia
Posted (edited)
19 minutes ago, alyshia said:

Yes, that line cause me issue. This would suck as i might had to install new alt start with remove few mods follow with it but at least i know problem now 😃

 

Also, Chloe's presence tells me you're using Deviously Cursed Loot. It's somewhat outdated, but it's core quest (involving Chloe) will either teleport you through by interacting with ash piles, or you'll be be managed through the whole experience. DCL, as much as a staple as it was, hasn't been updated in years, and doesn't keep pace with DD NG.  That's not to discourage you from trying the foundational mod that made DD such a powerful set of mods her on LL, but it definitely now has limitations due to its age.

Edited by SkyAddiction
Posted (edited)
11 minutes ago, SkyAddiction said:

 

Also, Chloe's presence tells me you're using Deviously Cursed Loot. It's somewhat outdated, but it's core quest (involving Chloe) will either teleport you through by interacting with ash piles, or you'll be be teleported through the whole experience. DCL, as much as a staple as it was, hasn't been updated in years, and doesn't keep pace with DD NG.  That's not to discourage you from trying the foundational mod that made DD such a powerful set of mods her on LL, but it definitely now has limitations due to its age.

oh i see well i live under rock which i don't know much which addons would up to date though but thanks

Edited by alyshia
Posted
1 minute ago, alyshia said:

oh i see well i live under rock which i don't know much which addons would up to date though

 

My best advice is to follow the chain of dependencies. Pay your best attention to what mods the mods here require as masters. Look at how old they are and when they were updated. While obviously the more recent that is the better that is, there are exceptions, and you can get clues to that by reading their support threads for the past few years.

 

You're obviously new here, and that's perfectly fine. Just do your best to try to figure out what mod is creating what effect, continue to ask about it, and you'll be okay. The more diligent you are, and the more specific and earnest you try to be when encountering issues, the quicker and more effectively you'll be able to solve the issues you encounter. :classic_smile:

 

Welcome - there's lots of naughty stuff to suit your desires here. :classic_smile:

Posted

OSTIM - two questions

 

1. when barge into cave to see animation between captors and followers.

 captors is added by mod?  for example in bleakfall barrow

 

2. when animation is running, can you interrupt them? or does it stop when detecting player

   not sure during ostim scene, if attacking npc during animation crashes the game like sexlab

 

3.  is there a list of where followers are scanned at start, can we added new location? i have a few followers added to temples, jarl houses, hall of the dead

Posted (edited)
6 hours ago, alyshia said:

Yes, that line cause me issue. This would suck as i might had to install new alt start with remove few mods follow with it but at least i know problem now 😃

The simple workaround is: Do the Helgen Dungeon as far as you get. After getting teleported out, leave Helgen and enter that Dungeon through the exit (close to the road to Riverwood/the three standing Stones). Then do the rest 'backwards'. You will miss that cutscene (IIRC that's what all the fuss is about), but otherwise should be fine.

Also, yes Alternate Perspective would work fine as an alternative, it comes without that baggage.

The advice others gave about DCL being kinda dated at this point is also valid. It shouldn't be game breaking, unless you added a ton of other DD mods* as well. They will be fighting. Also, DCL is not very reliable in sending/honoring DHLP events (those are used by adult mods to tell others 'I am running a scene currently, don't interfere'). As a result DCL is prone to interfere with other mods.

That is a common new user error, *kid in a candy shop syndrom*. Try not to shoehorn every interesting sounding mod you find into one LO. Build themes, like Slaverun does not go well together with most other mods. Having Devious Cursed Loot, Deviously Enchanted Chests and Devious Curses creates a bad overlap, use only one (Devious Curses being the most modern). Don't use several matchmaker mods, etc. pp. Less is more, you can try those other mods in a different LO later. Having all of them is not giving a good experience, to phrase it mildly. ;)

And with that, welcome to LoversLab and apologizes to DarkDesires for derailing his support threat.

Edited by Talesien
Posted (edited)

Hello dear mod author,

 

For a long time, I've been looking for a way to manage the abundance of companions – those brought by other mods or even (as in "Serana Dead Sexy") required as a prerequisite – so that they don't overpopulate certain locations (required for other quests).

 

Your work fills exactly this gap – and since I plan to integrate this crazy Serana mod into my game, I've been running some functional tests since yesterday.

 

And so far, everything's working perfectly – I've also added some mods from your list of additional placement locations (a while ago).

(These recommended locations will remain permanently in the mod list!)

 

I just "stumbled" upon something... I have two mods that bring the follower "Albedo" (manga/anime "Overlord") into the game.

However, only one of them is "relocated" by your mod... as far as I can see, an "Albedo" mod isn't on the exclusion list.

a) https://www.nexusmods.com/skyrimspecialedition/mods/138019 

b) https://www.nexusmods.com/skyrimspecialedition/mods/23989 

 https://www.nexusmods.com/skyrimspecialedition/mods/85002 - additionally as a revision for b)

 

That's not a problem - since they're just "test characters" anyway... that I installed in the early stages of my new installation.

 

Thanks for this great work

 

💖

Edited by Miauzi
Posted
20 hours ago, 23345qwe said:

I'm so idiotic,so can you show me a example that how to add reference id on force capture npcs?(sorry my English is so terrible)

 

So I can tell you where to do it - in the mod there's a config.json file in Captive Followers v2.0\SKSE\Plugins\CaptiveFollowers - you edit that config (there are examples you can copy).

 

My problem is that I'm not sure what the easiest way to get the reference ids.

Posted
Vor 1 Stunde sagte Anunya:

 

Ich kann Ihnen also sagen, wo Sie es tun müssen – im Mod gibt es eine Datei config.json in Captive Followers v2.0\SKSE\Plugins\CaptiveFollowers – Sie bearbeiten diese Konfiguration (es gibt Beispiele, die Sie kopieren können).

 

Mein Problem ist, dass ich nicht sicher bin, wie ich die Referenz-IDs am einfachsten erhalte.

 

Doesn't this "config.json" file contain the "blacklist" – meaning the mods of the companions that are NOT supposed to be hidden?

-

Of my four potential companions – which this mod has hidden for my current run – three have been freed by me... so where are the "name" and "location" of number four stored?

Posted
49 minutes ago, Miauzi said:

 

Doesn't this "config.json" file contain the "blacklist" – meaning the mods of the companions that are NOT supposed to be hidden?

 

It does contain a blacklist section, but below it there's a "whitelist" section, which you have to enable by changing the variable from 0 to 1, like so:

 

  "RestrainOnlyFromWhitelist": 1,

 

49 minutes ago, Miauzi said:

-

Of my four potential companions – which this mod has hidden for my current run – three have been freed by me... so where are the "name" and "location" of number four stored?

 

That I don't know.

Posted
19 hours ago, Anunya said:

 

所以我可以告诉你在哪里做 - 在 mod 中,Captive Followers v2.0\SKSE\Plugins\CaptiveFollowers 中有一个config.json文件 - 你编辑该配置(有一些示例你可以复制)。

 

我的问题是我不确定获取引用 ID 的最简单方法是什么。

I know I should edit this file ,let me show my example: I open congfig and edit forcecaptivenpc:[],wording ref id into such as forcecaptivenpc["XXXXX"

                              "XXXXX"

]

but it not work,it not captive the Followers that I want to captive,contrary if you edit any other words,it will make this mod captive many vanilla npc

 

About you question, My method is download a mod:https://www.nexusmods.com/skyrimspecialedition/mods/137877?tab=description

this mod can copy npc reference id in control npcs menu (I must say my English is so bad,I apologize if my sentence confused you.)

Posted
On 7/6/2025 at 12:40 PM, darkdesires04 said:

 

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

 

Did anyone ever find a solution to this?

I'm getting the same issue in the latest version - the followers get restrained without CTD, but they are not naked (even though the option is set to true), and when I activate/speak to them I get a generic response like "I want to leave this place" with no dialogue options and no option to free them. Hitting them makes them hostile, but after killing and resurrecting them they just return to the restraints.

Also another unrelated thing I found is that the mod still restrains the housecarls, even when you're not the thane of that hold yet (so MCM tells me they're in a certain location, but they're not there until you're thane of their respective holds).

 

This is on a new game, with the mod placed right at the bottom of my load order. 

Thanks in advance

Posted
2 hours ago, Poacher87 said:

 

Did anyone ever find a solution to this?

I'm getting the same issue in the latest version - the followers get restrained without CTD, but they are not naked (even though the option is set to true), and when I activate/speak to them I get a generic response like "I want to leave this place" with no dialogue options and no option to free them. Hitting them makes them hostile, but after killing and resurrecting them they just return to the restraints.

Also another unrelated thing I found is that the mod still restrains the housecarls, even when you're not the thane of that hold yet (so MCM tells me they're in a certain location, but they're not there until you're thane of their respective holds).

 

This is on a new game, with the mod placed right at the bottom of my load order. 

Thanks in advance

This is expected behavior (except not being nude, you might have a bodyslide issue, I don't know)

 

They do not say anything (besides "I want to leave") until you get outside, and then you get the relationship boost and dialog options. 

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