Triberzis Posted October 27, 2025 Posted October 27, 2025 (edited) 1 hour ago, darkdesires04 said: Yes, except base game followers, in this case every follower that is found during the scan is made captive. @darkdesires04 can mcm adjust the chance of each follower being captured? I dont think its good to have "every" follower captured is it. and what about the limits on the forts/prisons? If a user has say 1000+ followers added xD Edited October 27, 2025 by Triberzis
Miauzi Posted October 27, 2025 Posted October 27, 2025 Vor 16 Minuten sagte Triberzis: @darkdesires04 Kann MCM die Chance anpassen, dass jeder Follower gefangen wird? Ich denke nicht, dass es gut ist, „jeden“ Follower gefangen zu nehmen, oder? und was ist mit den Beschränkungen für die Festungen/Gefängnisse? Wenn ein Benutzer sagen wir mal 1000+ Follower hinzugefügt hat xD It was originally developed for precisely this purpose – to capture all "normal" companions. Where are these "normal" companions usually located? -> For example, in taverns For the mod "Serana dead sexy," I have to install several companion mods as a "mandatory requirement" – even if I don't want to bring them into my party. In Riften alone, Helga's "dormitory" is so full that it becomes difficult to play quests from other mods there! Why did the mod author design his accompanying description like this? 1,000 companions? Which companion framework can manage 1,000 companions? Take 5-6 companions into the party and give them clothing and armor -> all of which have SMP parts... that completely crashes the graphics engine. 1
Porphyria Posted October 27, 2025 Posted October 27, 2025 I love the idea of this mod, so I thought I would give it a go but I have a problem. I only have ONE follower that I had restrained. With all these locations I don't know that I will ever find them before my entire playthrough is over lol There is really no way to find a clue to their location? What have I done? lol
Revdrsyn Posted October 27, 2025 Posted October 27, 2025 19 hours ago, SkyAddiction said: 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. I would love a feature in the .json that allows you to add additional locations (Cells), rather than needing to start a new game, find the reference numbers individually for characters in that modlist. With new mods every playthough, I'd have to do the work of identifying and looking up each member outside of a selected location.
SkyAddiction Posted October 27, 2025 Posted October 27, 2025 23 minutes ago, Revdrsyn said: I would love a feature in the .json that allows you to add additional locations (Cells), rather than needing to start a new game, find the reference numbers individually for characters in that modlist. With new mods every playthough, I'd have to do the work of identifying and looking up each member outside of a selected location. Use with SSEEdit: https://www.nexusmods.com/skyrimspecialedition/mods/87787
avgdtdenjoyer2025 Posted October 28, 2025 Posted October 28, 2025 Does anyone else experience NPC furniture misalignment? I'm using ZAZ CBBE HDT pack + ZAZ 3BA pack + ZAP-No Collision Furnitures + ZAP Helper Addon 8.0+ + Pama's Furniture Alignment Correction for NPC
Lenore Posted October 28, 2025 Posted October 28, 2025 I am enjoying this mod, but I've noticed that the MihailMod monsters don't seem to do much. But it's great even without them!
hellshade Posted October 28, 2025 Posted October 28, 2025 Is there a mod or way to reliably get captors like bandits, warlocks, etc to interact with the captive followers? Seems odd to have them captured but ignored.
Miauzi Posted October 28, 2025 Posted October 28, 2025 Vor 2 Stunden sagte hellshade: Gibt es eine Mod oder Möglichkeit, Entführer wie Banditen, Hexenmeister usw. zuverlässig dazu zu bringen, mit den gefangenen Anhängern zu interagieren? Es scheint seltsam, dass sie gefangen genommen, aber ignoriert werden. What happens depends on the type of location. - If the prisoners are in a fortress (or cave) with human occupants, then the bandits, for example, have sex with them. - If the prisoners are in a location with monsters (undead or Daedra), then they are simply tied up. Sure, the monsters could also have sex with the captured companions. But for one thing, that requires the necessary sex animations... and for another, I don't know if that's the mod author's intention.
Miauzi Posted October 29, 2025 Posted October 29, 2025 1 hour ago, hellshade said: Das ist seltsam. In meinem Spiel greifen die Banditen die Gefangenen in Festungen oder Höhlen überhaupt nicht an. Sie ignorieren sie. Ich habe Platten installiert, alles funktioniert, aber sie greifen nie an. The prisoners are NOT being attacked – they are being IMPRISONED... i.e., at most, sexual acts (aka intercourse) are being performed on the prisoners. And I don't believe the mod author planned some kind of "torture hell" for the prisoners.
Miauzi Posted October 29, 2025 Posted October 29, 2025 Vor 4 Minuten sagte hellshade: Nein, ich habe nicht nach Folter gesucht. Aus irgendeinem Grund gab es keine sexuellen Handlungen, aber mit dem Update 2.1 scheint es kurz nach dem Betreten des Bereichs eine Slab-Szene mit den Gefangenen zu geben. Ich freue mich trotzdem über die Resonanz. Have you installed the necessary SL animations – which the mod requires? And have you made them available via the SL animation loader after initiating SexLab?
UnDoge Posted November 1, 2025 Posted November 1, 2025 (edited) Having some way to divide the genders would be great. Getting old dudes from 3DNPC captured by bandits was not something I enjoy viewing personally :p. Whatever floats your boat and all that but yeah as I said a simple gender divider would be nice for some of us I'm sure TY. Unless I'm missing something of course, then please enlighten me and TY for the mod its a great idea. Also for some reason it won't detect the Vilja follower. Edited November 1, 2025 by UnDoge
HugzSX Posted November 1, 2025 Posted November 1, 2025 On 10/23/2025 at 3:33 PM, Talesien said: 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. I know it's a terrible idea, lol, I expect that, but I've played enough Skyrim to not be too concerned about those quests not existing/followers not working.
Miauzi Posted November 1, 2025 Posted November 1, 2025 Vor 52 Minuten sagte UnDoge: Eine Möglichkeit zur Geschlechtertrennung wäre super. Alte Kerle aus 3DNPC, die von Banditen gefangen genommen wurden, waren nicht gerade mein Fall :p. Jeder hat da seine Vorlieben, aber wie gesagt, eine einfache Geschlechtertrennung wäre für einige von uns sicher hilfreich. Danke. Falls ich etwas übersehe, klärt mich bitte auf und danke für die Mod, das ist eine tolle Idee. If these male companions don't bother you in the locations where they're typically placed by the mod, then there's no need to "hide" them with this mod. The primary purpose of this mod is to remove unwanted companions from standard locations (like taverns) to declutter them. In my opinion, it's secondary that you'll later have to perform a rescue mission to bring them back into your party.
SkyAddiction Posted November 1, 2025 Posted November 1, 2025 2 hours ago, UnDoge said: Having some way to divide the genders would be great. Getting old dudes from 3DNPC captured by bandits was not something I enjoy viewing personally :p. Whatever floats your boat and all that but yeah as I said a simple gender divider would be nice for some of us I'm sure TY. Unless I'm missing something of course, then please enlighten me and TY for the mod its a great idea. Add them to the "BlacklistedNPCs" section of the Config.json.
UnDoge Posted November 1, 2025 Posted November 1, 2025 1 hour ago, SkyAddiction said: Add them to the "BlacklistedNPCs" section of the Config.json. Yeah but that will take forever. An MCM option to pick by gender or even faction or something would be great. But again Nice mod not complaining just humbly requesting.
Revdrsyn Posted November 2, 2025 Posted November 2, 2025 16 hours ago, UnDoge said: Yeah but that will take forever. An MCM option to pick by gender or even faction or something would be great. But again Nice mod not complaining just humbly requesting. I'd like to reframe this comment a bit. This mod is amazing, a staple of any load order I run. The idea of rescuing people from dark dungeons is the primary motivator for my continued playthroughs. It nails the fantasy ideal of rescuing maidens from dark cults. It has made hundreds of hours of my playthroughs novel and enjoyable as I stumble across restrained damsels and slay their captors and rescue them. Obviously such a useful mod is well loved and used, and many people would like more configuration abilities. such as new cells or more tools to black list or whitelist NPC's. We are all thankful for the work that has already been done and require nothing else from the mod author, because we can use techniques like getting the refid to black/whitelist followers. That said, it's popularity and frankly core necessity to something that should have been in the game to begin with, cause those many people who love on rely on it to want better functionality. 🙂 Thank you for your excellent work, and we expect nothing, but thank you. 1
enfamous13 Posted November 4, 2025 Posted November 4, 2025 (edited) @darkdesires04 Have not updated to latest but I noticed that SLSO use factions for orgasm tracking. May lead to shenanigans' when factions are cleared for aggressors during sex like the SOS issue. ;SDKE13 bool Function IsSLAFaction(Faction testFaction) string modName = "SexLabAroused.esm" if !Game.IsPluginInstalled(modName) return false endif If(PO3_SKSEFunctions.IsFormInMod(testFaction as Form, modName)) return true endif modName = "OSLAroused.esp" if !Game.IsPluginInstalled(modName) return false endif If(PO3_SKSEFunctions.IsFormInMod(testFaction as Form, modName)) return true endif return false EndFunction Edited November 4, 2025 by enfamous13
darkdesires04 Posted November 9, 2025 Author Posted November 9, 2025 On 11/4/2025 at 10:19 PM, enfamous13 said: @darkdesires04 Have not updated to latest but I noticed that SLSO use factions for orgasm tracking. May lead to shenanigans' when factions are cleared for aggressors during sex like the SOS issue. ;SDKE13 bool Function IsSLAFaction(Faction testFaction) string modName = "SexLabAroused.esm" if !Game.IsPluginInstalled(modName) return false endif If(PO3_SKSEFunctions.IsFormInMod(testFaction as Form, modName)) return true endif modName = "OSLAroused.esp" if !Game.IsPluginInstalled(modName) return false endif If(PO3_SKSEFunctions.IsFormInMod(testFaction as Form, modName)) return true endif return false EndFunction Good point, I will put this code into the next release.
Dm0n Posted November 9, 2025 Posted November 9, 2025 What a mod. Too bad there isn't reset button - removed capturing in forts by accident - 15vs 15 battles in bandits forts to release, say... some busty maidens now is out of question. Woud've be nice to have separate list for forts, caves, (ingore those fantasies) Question 1: well, instead of having a list of consensual anims, could it be done with tags instead? (For sexlab threading purposes, aggro animation can be any animation, if it started with tags rough/aggressive i think...) The actual question : for some reason all consensual anims start like a clockwork (they are really shortened for some reason) but there is almost never aggresive stuff. It just wont start - everyone is in place, and without this checkbox have cons. fun........ Question 2: I've freed a gal because you popped an update a while back - now mod wont capture it again.... Did i do something wrong? Anyway, this is very fun mod to have, thanks again for your mod!
igorkeri Posted November 9, 2025 Posted November 9, 2025 Has anyone played this with the Enemy 2 Ally series? Just curious whether they play well together, as it does something similar in terms of reallocating followers. Is it a matter of load order, or would you need to add the enemy 2 ally mods to the exclusion list?
johnhamm Posted November 11, 2025 Posted November 11, 2025 (edited) On 11/10/2025 at 5:21 AM, igorkeri said: Has anyone played this with the Enemy 2 Ally series? Just curious whether they play well together, as it does something similar in terms of reallocating followers. Is it a matter of load order, or would you need to add the enemy 2 ally mods to the exclusion list? Haven't used them together, but unless you add a modded follower to the force capture json, then they won't get captured IF they are not in one of the scanned cells. Most of the scanned cells are friendly/populated locations, and I'm fairly certain the E2A mods move the followers out of friendly places, so probably nothing to worry about. You could also just add any E2A followers to the exclude from capture list in the json. Load order won't matter for this situation. TL;DR extremely unlikely there is any interaction between the two mods Edited November 11, 2025 by johnhamm
Revdrsyn Posted November 17, 2025 Posted November 17, 2025 (edited) On 10/27/2025 at 6:52 PM, SkyAddiction said: Use with SSEEdit: https://www.nexusmods.com/skyrimspecialedition/mods/87787 On this new game, I'm doing exactly that, but I'm getting a lot of reference id's that match with xxx in them. FExxx818 for example, I've seen three times.] I've never used SSEEdit to do anything like this, but the script is installed correctly. Could you let me know what I've done wrong? Edited November 17, 2025 by Revdrsyn
SkyAddiction Posted November 17, 2025 Posted November 17, 2025 1 hour ago, Revdrsyn said: On this new game, I'm doing exactly that, but I'm getting a lot of reference id's that match with xxx in them. FExxx818 for example, I've seen three times.] I've never used SSEEdit to do anything like this, but the script is installed correctly. Could you let me know what I've done wrong? Those are characters from mods loaded in FE space. That's all mods that are .esl instead of .esp. The "xxx" is intentional, as that's the load order for the mod, just like the first two digits are for normal .esp mods. So for normal .esp mods "xx034986" is a different thing from different mods depending on the value for "xx" - "00" is Skyrim.esm, "04" is dragonborn.esm, and so on, dependent on your load order for your plugins. So for .esl mods, it's the same, but the "xxx" is the load order for the mod. Find the mod on the right pane in MO2, and look at the mod index. It'll be "FE:" followed by some value in place of "xxx", like "FE:14C" or something. It's just a matter of substituting the actual value. So if Agija's mod index is "FE:14C", her RefID is FE14C815. Make sense? 1
Revdrsyn Posted November 17, 2025 Posted November 17, 2025 (edited) 16 hours ago, SkyAddiction said: Those are characters from mods loaded in FE space. That's all mods that are .esl instead of .esp. The "xxx" is intentional, as that's the load order for the mod, just like the first two digits are for normal .esp mods. So for normal .esp mods "xx034986" is a different thing from different mods depending on the value for "xx" - "00" is Skyrim.esm, "04" is dragonborn.esm, and so on, dependent on your load order for your plugins. So for .esl mods, it's the same, but the "xxx" is the load order for the mod. Find the mod on the right pane in MO2, and look at the mod index. It'll be "FE:" followed by some value in place of "xxx", like "FE:14C" or something. It's just a matter of substituting the actual value. So if Agija's mod index is "FE:14C", her RefID is FE14C815. Make sense? Yes. Absolutely it does. I did not understand, and now I do. Do you see why I made the request to add additional cells, instead of-, doing this by hand for each load orderr? not to be snarky, but it's like 300 girls. Edited November 17, 2025 by Revdrsyn
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