darkdesires04 Posted May 4, 2024 Author Posted May 4, 2024 3 hours ago, igorkeri said: Is anyone able to give a brief explanation on how to add esps to the blacklist? I know how to access the json file, but is there a certain way i need to type the esp? I've tried the esp name itself, with quotations, with brackets, but the followers continue to be sent away as captives. Simple add the mods in the JSON config file, and don't forget the comma after each entry except last. For example here I added a record so that Recorder is not held captive: { "BlacklistedMods": [ "Deviously Cursed Loot.esp", "Recorder Follower Base.esp" ] } 1
Wastelanddom Posted May 4, 2024 Posted May 4, 2024 52 minutes ago, darkdesires04 said: Sure, I can improve the mod in that way, and maybe add an MCM with options on game start so the user can choose how many enemies and locations, if I add more locations. A few enemies, 25 or so, are hand placed so clearing all enemies with an option to put them back would be a lower priority. Currently the mod places around 300 enemies by default along with those 25 that are hand placed. So, for now I can make the 300 enemies optional, and I will spend time on adding more locations and improving the MCM so maybe the user can also choose the locations before running the script. Given all that, I could do it in a few days if I just did that, but since I am currently playing the game, I will do it after I finish my current playthrough. Looking forward to all the additional options! The one thing I will add regarding the enemies is I've noticed you end up getting random enemies in certain locations. i.e dremora in mistwatch or rieklings at fort sungard which does break immersion a bit. Would much prefer if the enemies matched the location so more high level forsworn at Fort Sungard for example All in all fantastic mod and thanks for being so responsive!
Herowynne Posted May 4, 2024 Posted May 4, 2024 I see that a mod ESP black list feature has been added. Would the opposite feature be possible - a mod ESP white list, such that only followers from the listed mods are initially enslaved?
darksong Posted May 4, 2024 Posted May 4, 2024 Quite the amusing and enjoyable mod, but it's got some issues. I have several player home castle mods, with guards and staff, as well as mods like the BBLS and Town/city expansions - and this mod is sucking up all those NPCs and imprisoning them. I only have like 4 follower mods and those work as expected, but I end up with 79 prisoners according to the MCM count. Since I use MO2 I don't know if manually editing the JSON file is a valid option, since it creates a virtual filesystem on launch. I might have to delegate this to a separate profile in MO2 for "pure chaos" playthroughs. Also with over 700 mods loaded, figuring out which ones to whitelist will be a major nuisance Also kind of annoying to see a "Dremora Prince" at every place when I'm only level 15. But like I said, amusing and enjoyable nonetheless
darkdesires04 Posted May 4, 2024 Author Posted May 4, 2024 3 hours ago, Herowynne said: I see that a mod ESP black list feature has been added. Would the opposite feature be possible - a mod ESP white list, such that only followers from the listed mods are initially enslaved? Maybe, but not in the next release.
darkdesires04 Posted May 4, 2024 Author Posted May 4, 2024 (edited) 3 hours ago, Wastelanddom said: Looking forward to all the additional options! The one thing I will add regarding the enemies is I've noticed you end up getting random enemies in certain locations. i.e dremora in mistwatch or rieklings at fort sungard which does break immersion a bit. Would much prefer if the enemies matched the location so more high level forsworn at Fort Sungard for example All in all fantastic mod and thanks for being so responsive! Yeah, I know what you mean, but I like it. It's too boring for me when all the same enemies stick together. I like a little more chaos, like Forsworn allied with Rieklings or Minotaurs, based on a random chance. The only thing is I wouldn't take it that far as to ally vampires with werewolves, so that won't happen. I guess it depends on preference. Maybe there could be a config setting, but I would not add an MCM option in the next release. Anyway, this issue will be solved with 0% chance for enemies in the MCM which I will add, for those who don't like chaos. Edited May 4, 2024 by darkdesires04 2
Durante Posted May 6, 2024 Posted May 6, 2024 (edited) Unfortunately running into a few issues with this and it's game-breaking. 1. Many followers do not regain their items, they stay butt naked with only helmet and weapon. 2. These NPC's never stop following, they should stop following after exiting the prison cell and then the player should manually hire them if they wish so, but so far they never stop following. 3. The amount of placed enemies is obscene, and is a prime freeze simulator, the game's engine is not built to have small armies engaging one another. Edited May 6, 2024 by Durante
darkdesires04 Posted May 6, 2024 Author Posted May 6, 2024 (edited) 15 hours ago, Durante said: Unfortunately running into a few issues with this and it's game-breaking. 1. Many followers do not regain their items, they stay butt naked with only helmet and weapon. 2. These NPC's never stop following, they should stop following after exiting the prison cell and then the player should manually hire them if they wish so, but so far they never stop following. 3. The amount of placed enemies is obscene, and is a prime freeze simulator, the game's engine is not built to have small armies engaging one another. They stop following once you go outside and walk away from the fort, and then they dress up. And the enemies, I know, I will add an option to set your own amount in the next release. For now you have the option to use the mod with 80% less enemies. Edited May 6, 2024 by darkdesires04 1
wulfy1 Posted May 8, 2024 Posted May 8, 2024 (edited) Hi all, This is a great idea and falls right in line with the rest of my play through. Unfortunately, I have a really heavy mod load and that may be the cause of my current issue. Forts get populated and I am able to speak to/interact with the captives, but I am unable to release them. If I talk to them, I get my normal dialogue (as if they were standing around the tavern) without them releasing from the restraints. Hitting them does nothing, to the point of their death. I'm pretty impressed that they don't go aggro on me before they die, in fact they stay restrained until the end. I use all the requirements. I'm still running SSE 1.5.9 (with correct SKSE), EFF 4.05 and this mod is at the end of my load order with nothing from this mod overwritten. I haven't modified the Blacklist. I do have lots of mods that add captives to different areas, slave/slaver mods, plus a bunch of stuff related to BDSM. Any suggestions are welcome. Thanks, ~Wulf OK, I did find a solution/work around, though I am not sure what impact it may have later. If I use display model to instruct the captive to follow me, then dismiss them, they disengage from the restraint and walk away. At that point, I can ask them to follow me with EFF and they begin to follow me as expected. The caveat here is that their outfit doesn't automatically come back until I tell them that they should get dressed. Once I do that, their original outfit comes back. Edited May 8, 2024 by wulfy1
darkdesires04 Posted May 8, 2024 Author Posted May 8, 2024 (edited) 8 hours ago, wulfy1 said: Hi all, This is a great idea and falls right in line with the rest of my play through. Unfortunately, I have a really heavy mod load and that may be the cause of my current issue. Forts get populated and I am able to speak to/interact with the captives, but I am unable to release them. If I talk to them, I get my normal dialogue (as if they were standing around the tavern) without them releasing from the restraints. Hitting them does nothing, to the point of their death. I'm pretty impressed that they don't go aggro on me before they die, in fact they stay restrained until the end. I use all the requirements. I'm still running SSE 1.5.9 (with correct SKSE), EFF 4.05 and this mod is at the end of my load order with nothing from this mod overwritten. I haven't modified the Blacklist. I do have lots of mods that add captives to different areas, slave/slaver mods, plus a bunch of stuff related to BDSM. Any suggestions are welcome. Thanks, ~Wulf OK, I did find a solution/work around, though I am not sure what impact it may have later. If I use display model to instruct the captive to follow me, then dismiss them, they disengage from the restraint and walk away. At that point, I can ask them to follow me with EFF and they begin to follow me as expected. The caveat here is that their outfit doesn't automatically come back until I tell them that they should get dressed. Once I do that, their original outfit comes back. I will improve on this behavior in the next release so that they dress faster and they get dressed right away once outside, if you speak to them. Edited May 8, 2024 by darkdesires04
mindgame Posted May 9, 2024 Posted May 9, 2024 What a cool mod idea! Personally I would prefer no enemies added, since I already balance number of enemies with other mods. Would it be possible that you could make a percentage chance roll check per NPC whether they will start imprisoned (I don't mean by name but a fixed chance for any NPC)? If possible adjustable by user through a config file. I suspect it would get pretty crowded if all my added follower NPCs are distributed to the locations. On that note, it would be cool if the list of locations could be expanded. I also really like the idea suggested by someone else to have a white list alongside the blacklist so the user can choose between what approach fits better! Again- what a great idea for a mod!
darkdesires04 Posted May 9, 2024 Author Posted May 9, 2024 5 hours ago, mindgame said: What a cool mod idea! Personally I would prefer no enemies added, since I already balance number of enemies with other mods. Would it be possible that you could make a percentage chance roll check per NPC whether they will start imprisoned (I don't mean by name but a fixed chance for any NPC)? If possible adjustable by user through a config file. I suspect it would get pretty crowded if all my added follower NPCs are distributed to the locations. On that note, it would be cool if the list of locations could be expanded. I also really like the idea suggested by someone else to have a white list alongside the blacklist so the user can choose between what approach fits better! Again- what a great idea for a mod! I uploaded a new version, where you can set the amount of enemies, and with many new locations where followers may be held captive. I may add more features in the next release. 1
igorkeri Posted May 9, 2024 Posted May 9, 2024 (edited) Even at its base function it works great, thank you for the update. My only suggestion is perhaps an option to toggle what gets stripped from the player, more accurately their head, as some follower mods come with wigs and so when captured they will be bald. Also, if you have 54 locations, and i have a total of 54 followers, will they be spread out 1 per dungeon, or is it random? As in could some dungeons have 0, others might have 2 or 3, curious how it works. Edited May 9, 2024 by igorkeri
Bystander01 Posted May 9, 2024 Posted May 9, 2024 Out of curiosity, is it also compatible with the mod "Followers go on a trip" ? It's also on ll, and it makes followers actually travel around tamriel etc...
darkdesires04 Posted May 9, 2024 Author Posted May 9, 2024 1 hour ago, igorkeri said: Even at its base function it works great, thank you for the update. My only suggestion is perhaps an option to toggle what gets stripped from the player, more accurately their head, as some follower mods come with wigs and so when captured they will be bald. Also, if you have 54 locations, and i have a total of 54 followers, will they be spread out 1 per dungeon, or is it random? As in could some dungeons have 0, others might have 2 or 3, curious how it works. It's a good suggestion. I might do it in the next release. As far as follower placement, it's random roll of the dice. There are 270 captive spots in total if you enable all. Once a a follower is found, a random available captive spot is chosen wherever it may be. This means that probably some locations will have no followers at all if you have exactly 54 followers, and some will have more than one.
darkdesires04 Posted May 9, 2024 Author Posted May 9, 2024 19 minutes ago, Bystander01 said: Out of curiosity, is it also compatible with the mod "Followers go on a trip" ? It's also on ll, and it makes followers actually travel around tamriel etc... I don't know, maybe. Depends how that mod triggers followers to go on a trip. If it scans for them and makes them go on a trip if they are idle in an inn, for example, then it might work, since captive followers won't be there so they won't go on a trip.
darkdesires04 Posted May 10, 2024 Author Posted May 10, 2024 3 hours ago, Derrakor said: ok, are they being used by said captors? Yes, Zaz is used to restrain followers. The requirement could be removed if I merged Zaz furniture into the mod. Then it would be an independent mod that could be uploaded on Nexus. But it would take some time for me to do it, and I would rather not spend time on it.
Kanerah Posted May 10, 2024 Posted May 10, 2024 On 5/9/2024 at 3:37 PM, darkdesires04 said: I don't know, maybe. Depends how that mod triggers followers to go on a trip. If it scans for them and makes them go on a trip if they are idle in an inn, for example, then it might work, since captive followers won't be there so they won't go on a trip. I think there is a mod ( can't remember the name) where naked slaves, bound and gagged. are being escorted by slavers on patrol routes. Maybe something like that could work here ( so it uses followers instead).
Derrakor Posted May 10, 2024 Posted May 10, 2024 7 hours ago, darkdesires04 said: Yes, Zaz is used to restrain followers. The requirement could be removed if I merged Zaz furniture into the mod. Then it would be an independent mod that could be uploaded on Nexus. But it would take some time for me to do it, and I would rather not spend time on it. i ment the followers, are they being used or just sit there?
DarkReynard Posted May 10, 2024 Posted May 10, 2024 So I really enjoyed the earlier versions but having a bit of an issue with the newest release. The mod used to get the majority of my 100+ followers no problem, but starting a new game with the new version it always stops at only 35 or 36.
darkdesires04 Posted May 10, 2024 Author Posted May 10, 2024 1 hour ago, DarkReynard said: So I really enjoyed the earlier versions but having a bit of an issue with the newest release. The mod used to get the majority of my 100+ followers no problem, but starting a new game with the new version it always stops at only 35 or 36. That's because I added base game files to the black list and also Amorous Adventures and Legacy of the DragonBorn. I also removed the scan of Tamriel cell outside which caused a bunch of followers that were outside to also get restrained, which I did not mean to get restrained. But you can easily put that back if you want it back, just edit the config file json to remove the blacklisted mods. Then compare _ddScanCells between old and new esp in SSEdit and add the Tamriel cell to _ddScanCells.
darkdesires04 Posted May 10, 2024 Author Posted May 10, 2024 3 hours ago, Derrakor said: i ment the followers, are they being used or just sit there? They just sit there. They could be used, you mean like having sex with captors when you get there and they stop having sex when you attack or get close?
DarkReynard Posted May 10, 2024 Posted May 10, 2024 2 minutes ago, darkdesires04 said: That's because I added base game files to the black list and also Amorous Adventures and Legacy of the DragonBorn. I also removed the scan of Tamriel cell outside which caused a bunch of followers that were outside to also get restrained, which I did not mean to get restrained. But you can easily put that back if you want it back, just edit the config file json to remove the blacklisted mods. Then compare _ddScanCells between old and new esp in SSEdit and add the Tamriel cell to _ddScanCells. I knew it wasn't the blacklist since don't use the blacklisted mods, but yeah it was definitely the cell thing, I prefer including those so thank you very much.
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