Revdrsyn Posted October 20, 2025 Posted October 20, 2025 On 10/15/2025 at 6:44 PM, Anunya said: 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, That I don't know. Am I understanding that we can use this for the .esp/esl, and it will restrain all followers from the noted esp/esl, or do I also need to do the same below with the FormID of the actor?
Anunya Posted October 20, 2025 Posted October 20, 2025 3 minutes ago, Revdrsyn said: Am I understanding that we can use this for the .esp/esl, and it will restrain all followers from the noted esp/esl, or do I also need to do the same below with the FormID of the actor? I have a couple in my whitelist where I've listed the .esp file only and run the capture function, and they've appeared on the list of captured characters. I haven't gone and rescued them, but yes the whitelistedmods section only requries the mod, not the form list.
Revdrsyn Posted October 21, 2025 Posted October 21, 2025 10 hours ago, Anunya said: I have a couple in my whitelist where I've listed the .esp file only and run the capture function, and they've appeared on the list of captured characters. I haven't gone and rescued them, but yes the whitelistedmods section only requries the mod, not the form list. Indeed! It's rather graceful. I had one follower pack that had a giant sized follower, and all the rest were taken (as expected) and she was left as is. (Obviously it would not fit in the ZAZ framework), and I had a mod whitelisted not in my actual list. The .json ran perfectly, had the correct responses to errors, and imprisoned 117 followers. This is a fantastic mod. Thank you.
Poacher87 Posted October 21, 2025 Posted October 21, 2025 19 hours ago, Revdrsyn said: 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. The problem is that the captive followers CANNOT follow me outside, as there is no option to free them from the furniture (unless I'm missing something obvious like there's another way of freeing them besides activating them)
firefriendxx Posted October 21, 2025 Posted October 21, 2025 Posted this on captive player too so I apologize for the double post but this mod / captive player seems to delete my babodialouge mod menu. Anyone know why / have a fix ?
Owan1 Posted October 22, 2025 Posted October 22, 2025 (edited) ctd shortly after booting up the game edit1:i know its in vr, this usually is the problem, but this time its not. I'm trying to bring it form a modified public modpack that uses ostim to another (nonpublic) that uses sexlab, in the original (mad god's overhaul) it worked when i added it, so its not vr. edit2: if i use an existing save it crashes the moment i get captured instead of shortly after bootup. crash-2025-10-22-04-56-28.log Edited October 22, 2025 by Owan1
Revdrsyn Posted October 22, 2025 Posted October 22, 2025 (edited) 16 hours ago, Poacher87 said: The problem is that the captive followers CANNOT follow me outside, as there is no option to free them from the furniture (unless I'm missing something obvious like there's another way of freeing them besides activating them) The fact that they are not nude, makes me think you are missing a requirement. Does the MCM show up? Do you have the correct consoletweaks and papyrusNG? I just approach the follower that is restrained and activate them, and then they fall down and follow me out. Edited October 22, 2025 by Revdrsyn more info
Owan1 Posted October 22, 2025 Posted October 22, 2025 (edited) 11 hours ago, Owan1 said: ctd shortly after booting up the game edit1:i know its in vr, this usually is the problem, but this time its not. I'm trying to bring it form a modified public modpack that uses ostim to another (nonpublic) that uses sexlab, in the original (mad god's overhaul) it worked when i added it, so its not vr. edit2: if i use an existing save it crashes the moment i get captured instead of shortly after bootup. crash-2025-10-22-04-56-28.log 351.45 kB · 1 download i got it to stop ctd just by existing, but now whenever i get captured it crashes the log still says its this mod not the player mod so... crash-2025-10-22-16-42-15.log Edited October 22, 2025 by Owan1
HugzSX Posted October 23, 2025 Posted October 23, 2025 I've tried to remove all the vanilla NPCs from the blacklists and the vanilla game from the blacklisted mods, but I just cannot get the base followers to be captured. Am I doing something wrong? Side Note: Any good massive follower mods just for the sake of filling out the dungeons using this mod? I've tried a few but none of them have really suited my objectives.
Poacher87 Posted October 23, 2025 Posted October 23, 2025 (edited) On 10/22/2025 at 12:15 PM, Revdrsyn said: The fact that they are not nude, makes me think you are missing a requirement. Does the MCM show up? Do you have the correct consoletweaks and papyrusNG? I just approach the follower that is restrained and activate them, and then they fall down and follow me out. The MCM does show up, but having tested it last night, it seems that I didn't have the correct version of PapyrusNG installed. Updating Papyrus seemed to fix the nude issue and the followers not following me out of the dungeons (as well as other mods to boot!). However some followers do not show up or I can't find them, seems to be Argonian and Khajit followers that don't show up at all so maybe that's a bodyslide issue, looking into it - I find the areas of the caves/forts/dungeons with all the ZaZ furniture but the followers just aren't there. Thanks for your help, Edited October 23, 2025 by Poacher87 fixing typos
Talesien Posted October 23, 2025 Posted October 23, 2025 (edited) 19 hours ago, HugzSX said: I've tried to remove all the vanilla NPCs from the blacklists and the vanilla game from the blacklisted mods, but I just cannot get the base followers to be captured. Am I doing something wrong? Side Note: Any good massive follower mods just for the sake of filling out the dungeons using this mod? I've tried a few but none of them have really suited my objectives. It's not a good idea honestly, most of the vanilla followers have some sort of prequest or similar (like Uthgerd and the brawl, Faendal and Sven with that letter for Camilla quest, etc. they aren't really followers until you did that quest, most likely why the do not get captured). The Houskarls do not even exist in the game until you become Thane of the respective hold. Many also have a scene or two, all that is likely to break and could potentially do funky things to your save. Edited October 23, 2025 by Talesien 1
Miauzi Posted October 23, 2025 Posted October 23, 2025 Vor 20 Stunden sagte HugzSX: Ich habe versucht, alle Vanilla-NPCs von den Blacklists und das Vanilla-Spiel von den Blacklist-Mods zu entfernen, aber ich schaffe es einfach nicht, die Basis-Anhänger einzufangen. Mache ich etwas falsch? as the user before me mentioned -> this is not a good idea ... it can even completely destroy the AI of the vanilla game
Revdrsyn Posted October 24, 2025 Posted October 24, 2025 On 10/22/2025 at 7:18 PM, HugzSX said: I've tried to remove all the vanilla NPCs from the blacklists and the vanilla game from the blacklisted mods, but I just cannot get the base followers to be captured. Am I doing something wrong? Side Note: Any good massive follower mods just for the sake of filling out the dungeons using this mod? I've tried a few but none of them have really suited my objectives. I concur. This mod is to restrain extra followers only.
Revdrsyn Posted October 24, 2025 Posted October 24, 2025 I'd like a feature to add locations. If not, and you're looking for new locations, I've got a few followers in High Hrothgar, the Temple of Talos in Markarth, the Temple of the Divines/Diabella, and uh, if I think of any more, I'll list them here.
Miauzi Posted October 24, 2025 Posted October 24, 2025 29 minutes ago, Revdrsyn said: Ich hätte gerne eine Funktion zum Hinzufügen von Orten. Falls nicht und Sie nach neuen Orten suchen, habe ich ein paar Anhänger in Hoch-Hrothgar, im Tempel des Talos in Markarth, im Tempel der Göttlichen/Diabella und, äh, wenn mir noch mehr einfallen, werde ich sie hier auflisten. There are already plenty of companion mods that use these locations (which you mentioned) as a "starting point" – I have at least 5-6 of them in my own loadout list alone. This mod is intended to "CLEAN" such locations, not add additional companions. Also, this mod was called "Captive Followers"... but no one is being held captive in the Temple of Mara! Or am I completely misunderstanding your point?
Revdrsyn Posted October 25, 2025 Posted October 25, 2025 On 10/24/2025 at 7:14 AM, Miauzi said: There are already plenty of companion mods that use these locations (which you mentioned) as a "starting point" – I have at least 5-6 of them in my own loadout list alone. This mod is intended to "CLEAN" such locations, not add additional companions. Also, this mod was called "Captive Followers"... but no one is being held captive in the Temple of Mara! Or am I completely misunderstanding your point? Yes. You misunderstood. I want this mod to "Clean" *those* locations. I added follower .esp to whitelist, and it captured 117, but the followers in those locations remained. I would like captive followers to *add* high hrothgar, temple of talos, and temple of the divines to the locations in which it removes followers.
SkyAddiction Posted October 26, 2025 Posted October 26, 2025 30 minutes ago, Revdrsyn said: Yes. You misunderstood. I want this mod to "Clean" *those* locations. I added follower .esp to whitelist, and it captured 117, but the followers in those locations remained. I would like captive followers to *add* high hrothgar, temple of talos, and temple of the divines to the locations in which it removes followers. Use the Config.json provided by the mod, and add the ref IDs for those specific followers to the "ForceCaptureNPCs" section. 1
Revdrsyn Posted October 26, 2025 Posted October 26, 2025 7 minutes ago, SkyAddiction said: Use the Config.json provided by the mod, and add the ref IDs for those specific followers to the "ForceCaptureNPCs" section. Just confirming because I'm a newbie- these reference ID's are dependent on load order right? So the process for this is loading up the game, using the console to get the reference ID, and and then shutting the game down, adding them to the config, and then restarting and running capture followers?
SkyAddiction Posted October 26, 2025 Posted October 26, 2025 7 minutes ago, Revdrsyn said: Just confirming because I'm a newbie- these reference ID's are dependent on load order right? So the process for this is loading up the game, using the console to get the reference ID, and and then shutting the game down, adding them to the config, and then restarting and running capture followers? Correct. You just use the same format as the other lists in the .json. 1
COLOCO Posted October 27, 2025 Posted October 27, 2025 HOW ABOUT A QUEST MOD WHERE YOU PLAY A GOOD WIFE WAITTING HIS HUSBAND AND DOING WOMAN STUFF🤭
Triberzis Posted October 27, 2025 Posted October 27, 2025 does this mod put every follower who is not blacklisted as captured? or is there a chance thing Im not seeing
SkyAddiction Posted October 27, 2025 Posted October 27, 2025 48 minutes ago, Triberzis said: does this mod put every follower who is not blacklisted as captured? or is there a chance thing Im not seeing There are conditions in the mod page description, so no. e.g.: If you have a follower located in the wilderness, you'll probably have to use the force capture method in the config.json.
Miauzi Posted October 27, 2025 Posted October 27, 2025 Vor 4 Minuten sagte SkyAddiction: Es gibt Bedingungen in der Beschreibung der Mod-Seite, also nein. Beispiel: Wenn sich ein Anhänger in der Wildnis befindet, müssen Sie wahrscheinlich die Force-Capture-Methode in der Datei config.json verwenden. Thanks – this hint (companion waiting in the "wild") saves me from having to ask for it myself. I have a companion ("Evelynn" UBE race) waiting in the ruined western watchtower of Whiterun. This one is not being "captured" – until now, I (incorrectly) assumed -> that she has a UBE body (which makes her a "UBE race"). https://www.nexusmods.com/skyrimspecialedition/mods/117479 Spoiler https://www.immyneedscake.com/skyrim-se-mods/nooc-kda-evelynn I'm hesitant to edit the JSON file accordingly... could you please provide an example (due to the syntax) for such an entry? Plugin name "Evelynn_KDA_Follower_UBE.esp" Mod index "62" (hex) Thanks in advance
SkyAddiction Posted October 27, 2025 Posted October 27, 2025 20 minutes ago, Miauzi said: Thanks – this hint (companion waiting in the "wild") saves me from having to ask for it myself. I have a companion ("Evelynn" UBE race) waiting in the ruined western watchtower of Whiterun. This one is not being "captured" – until now, I (incorrectly) assumed -> that she has a UBE body (which makes her a "UBE race"). https://www.nexusmods.com/skyrimspecialedition/mods/117479 Reveal hidden contents https://www.immyneedscake.com/skyrim-se-mods/nooc-kda-evelynn I'm hesitant to edit the JSON file accordingly... could you please provide an example (due to the syntax) for such an entry? Plugin name "Evelynn_KDA_Follower_UBE.esp" Mod index "62" (hex) Thanks in advance You need her ref ID. Get that and add it in quotes inside the brackets. So, the line "ForceCaptureNPCs": [], would instead be "ForceCaptureNPCs": ["00000000"], Substitute the ref ID for the 0s above. If you find another one, it would be "ForceCaptureNPCs": ["00000000", "00000001"], and so on. You don't need to follow the formatting, that just makes it easier to use. You do need to follow the syntax, i.e.: the brackets, quotes, commas, etc. 1
darkdesires04 Posted October 27, 2025 Author Posted October 27, 2025 11 hours ago, Triberzis said: does this mod put every follower who is not blacklisted as captured? or is there a chance thing Im not seeing Yes, except base game followers, in this case every follower that is found during the scan is made captive.
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