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Posted
7 minutes ago, Revdrsyn said:

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.

I'd like to take this back a little. I obviously don't have any idea what it takes to add a scan to a new cell, it could be a fuckton of work, and I'm thankful I have the ability to pick each of these women up and drop them in dungeons filled with monsters.

 

Posted
1 hour ago, Revdrsyn said:

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.

 

Oh, I get it, but you're also a massive exception. I have about 40 available followers, mostly for this mod, and that's probably a lot more than most people.

 

BTW, and it's completely off topic, but the real power of SSEEdit combined with AE is the ability to make damn near unlimited compatibility patches. Once you learn how to do that, your game will never crash again (unless you add a new, buggy mod) and you'll never go back to whatever you used to do.

Posted
2 hours ago, SkyAddiction said:

 

Oh, I get it, but you're also a massive exception. I have about 40 available followers, mostly for this mod, and that's probably a lot more than most people.

 

BTW, and it's completely off topic, but the real power of SSEEdit combined with AE is the ability to make damn near unlimited compatibility patches. Once you learn how to do that, your game will never crash again (unless you add a new, buggy mod) and you'll never go back to whatever you used to do.

I'm getting there. I've used it before to tinker with things. I've got bodyslide figured out, LODS are run and looking great. 

What's *really* holding me back is a finalized mod list. 

Posted
2 hours ago, Revdrsyn said:

What's *really* holding me back is a finalized mod list. 

Of course it is, Mod lists never get truly finished. At best, there are short periods of 'good enough to play' ... for a little bit. It is as it is said: Modding is good for modding, not for playing. ^^

Posted

You should put a big warning to backup your config file before updating. I keep forgetting and I have to redo/restore the config file everytime I update. I usually forget until I start a new game and wonder why some followers aren't being captured.

Posted
3 hours ago, Mushano said:

You should put a big warning to backup your config file before updating. I keep forgetting and I have to redo/restore the config file everytime I update. I usually forget until I start a new game and wonder why some followers aren't being captured.

 

If you're using MO2, you can create an empty mod, copy the SKSE folder into it, and load it last. I do this with every config file that doesn't self-generate.

Posted

just to clarify, I need to add a the mod (Not the Race) to the whitelist? Many follower mods use their own race.. ex. Poppy race, Leah race and so on. I just need to add the mod's plugin name? Because 70% of my modded followers from here on LL and or Nexus are ignored by this mod. About 119 different followers from mods and yet only about 20 will be enslaved. Wondering if this is my error or what.

thanks.  

Posted (edited)
3 hours ago, SkyAddiction said:

 

Yes.

thank you, what are those ending numbers after ,esp and from where to obtain them.. ? or unimportant?

_Config.json - Notepad 11_20_2025 3_28_09 AM.png

Edited by ruggsy9
Posted (edited)
9 hours ago, ruggsy9 said:

thank you, what are those ending numbers after ,esp and from where to obtain them.. ? or unimportant?

 

That's not what you're looking for. What you have highlighted is the information Captive Followers needs to know where to find a specific NPC and what mod it comes from. That's for whitelisting a specific NPC from a mod that has many.

 

You have an example of an .esp at the top - "Cubbi Follower.esp"

 

And they need to go under "WhitelistedMods", not "WhitelistedNPCs".

Edited by SkyAddiction
Posted
5 hours ago, SkyAddiction said:

 

That's not what you're looking for. What you have highlighted is the information Captive Followers needs to know where to find a specific NPC and what mod it comes from. That's for whitelisting a specific NPC from a mod that has many.

 

You have an example of an .esp at the top - "Cubbi Follower.esp"

 

And they need to go under "WhitelistedMods", not "WhitelistedNPCs".

put it under both, sill will not enslave them.  However theses follower camps are outside of Whiterun's city cell. By Honningbrew Meadery

. Do I need to add that cell scan?

Posted
1 hour ago, ruggsy9 said:

put it under both, sill will not enslave them.  However theses follower camps are outside of Whiterun's city cell. By Honningbrew Meadery

. Do I need to add that cell scan?

 

Get their RefIDs (read back in the thread if you don't know how) and add them in the "ForceCaptureNPCs" section at the top of the .json.

Posted (edited)
16 hours ago, SkyAddiction said:

 

Get their RefIDs (read back in the thread if you don't know how) and add them in the "ForceCaptureNPCs" section at the top of the .json.

ok, how should it be written for ex."ForceCaptureNPCs": ,[ "0000000f.esp", ] or Only include the Reference numbers? "ForceCaptureNPCs": ,[ "0000000f", ] 

I appreciate you helping, Thank you. 

 

Edited by ruggsy9
Posted
10 hours ago, ruggsy9 said:

ok, how should it be written for ex."ForceCaptureNPCs": ,[ "0000000f.esp", ] or Only include the Reference numbers? "ForceCaptureNPCs": ,[ "0000000f", ] 

I appreciate you helping, Thank you. 

 

The second one. You also can't go wrong by copying the formatting that already exists in the file. That's optional; the syntax is not.

Posted
6 hours ago, SkyAddiction said:

 

The second one. You also can't go wrong by copying the formatting that already exists in the file. That's optional; the syntax is not.

Well figured out the issue and solution. If I ask them to follow and set their home in a tavern, then part ways. They will be enslaved. So the follower areas are not being scanned. It would have been easier to just set scan for all areas outside of towns, oh well hope this helps someone else.

Posted
28 minutes ago, ruggsy9 said:

Well figured out the issue and solution. If I ask them to follow and set their home in a tavern, then part ways. They will be enslaved. So the follower areas are not being scanned. It would have been easier to just set scan for all areas outside of towns, oh well hope this helps someone else.

 

That's an issue with the follower mods. The conditions for capture are precisely laid out in the first post in this thread. I've not encountered a single follower mod that isn't encapsulated by the rules in the first post. Also, the .json sections work flawlessly for me, so... yeah.

Posted (edited)
3 hours ago, ruggsy9 said:

Thank you for this mod, it is a fun mod!  But could you add mods like more bandit camps or humanoid camps, bestiality is not my cup of tea? Like  these....Even to civil war camps..... soldiers need fun too. 

https://www.nexusmods.com/skyrimspecialedition/mods/1994

https://www.nexusmods.com/skyrimspecialedition/mods/154352

 

If it makes sense, sure, I will check them out when I start a new game.

 

Edited by darkdesires04
Posted

If I wished for all of Skyrim's cells to be scanned for followers.. How exactly should this be written or what do I need to change? towns, outside of towns, the wilds etc.  Would doing so break the game?

Any future plans to have a enslaved release as a failsafe? Like how Follower Slavery Mod has implemented one?

Posted
4 hours ago, ruggsy9 said:

If I wished for all of Skyrim's cells to be scanned for followers.. How exactly should this be written or what do I need to change? towns, outside of towns, the wilds etc.  Would doing so break the game?

Any future plans to have a enslaved release as a failsafe? Like how Follower Slavery Mod has implemented one?

If you look earlier in the thread, there's a way to forcecapture ever follower you want, one by one. You open up SSEdit, run the script on the .esm/esl and get there REfrence ID, and then add that to forcecapture in the .Json.

 

It grabs them regardless of their location. The RefID's are Load order dependent.

Posted (edited)

Well, in finally getting around to editing the config to blacklist followers I didn't want restrained so that I could try this mod out as more than a utility for Captured Player, I've found that editing the "blacklisted mods" section of the config doesn't blacklist any mods that I typed in. Still seeing the followers from Devious Followers, the few followers that I exempted, and some male followers who's (correctly spelled, quadruple checked) plugins I put into the json. Is there some way to re-register the config that I'm missing? I'm positive that I'm in the game files editing the deployed json, not an archive. Am I not supposed to put spaces to line up what I type with the column?

 

Edit: I have just tried by whitelisting, and it seems like the whitelisting function is only working if the NPC is specifically mentioned in the whitelisted NPC section, not the whitelisted mods section. I can confirm both the whitelisted and blacklisted mods sections are completely ineffective in the json config, so I am assuming that the blacklisted mods section will only work if the NPCs in the mods are specifically mentioned in the blacklisted npc section. I will attempt to manually add all 35 followers form IDs that I put into the mod whitelist. In theory, this should work, and will hopefully solve everyone's issues with the config.

 

Edit 2: That didn't work at all. (Properly) Adding individual refIDs to the npc whitelist didnt make them become restrained, in fact I ended up with 0 followers restrained. My final attempt will be to add unwanted vanilla game NPC refIDs to the blacklist alongside their esp. Ran the json through a validator and it checked out, so the problem is within the mod not properly reading the config for some reason.

 

Final Edit: Success. The only functioning method to work the config is to manually blacklist NPCs and only NPCs. Blacklisting mods does not work, neither does whitelisting them. Not sure what that is about, but its the only way that I got the config working. I've looked up so many refIDs in the past few days that I never want to see them again. I'm tired, boss.

Edited by j0hnxmarst0n
Posted
On 12/2/2025 at 4:06 AM, j0hnxmarst0n said:

Well, in finally getting around to editing the config to blacklist followers I didn't want restrained so that I could try this mod out as more than a utility for Captured Player, I've found that editing the "blacklisted mods" section of the config doesn't blacklist any mods that I typed in. Still seeing the followers from Devious Followers, the few followers that I exempted, and some male followers who's (correctly spelled, quadruple checked) plugins I put into the json. Is there some way to re-register the config that I'm missing? I'm positive that I'm in the game files editing the deployed json, not an archive. Am I not supposed to put spaces to line up what I type with the column?

 

Edit: I have just tried by whitelisting, and it seems like the whitelisting function is only working if the NPC is specifically mentioned in the whitelisted NPC section, not the whitelisted mods section. I can confirm both the whitelisted and blacklisted mods sections are completely ineffective in the json config, so I am assuming that the blacklisted mods section will only work if the NPCs in the mods are specifically mentioned in the blacklisted npc section. I will attempt to manually add all 35 followers form IDs that I put into the mod whitelist. In theory, this should work, and will hopefully solve everyone's issues with the config.

 

Edit 2: That didn't work at all. (Properly) Adding individual refIDs to the npc whitelist didnt make them become restrained, in fact I ended up with 0 followers restrained. My final attempt will be to add unwanted vanilla game NPC refIDs to the blacklist alongside their esp. Ran the json through a validator and it checked out, so the problem is within the mod not properly reading the config for some reason.

 

Final Edit: Success. The only functioning method to work the config is to manually blacklist NPCs and only NPCs. Blacklisting mods does not work, neither does whitelisting them. Not sure what that is about, but its the only way that I got the config working. I've looked up so many refIDs in the past few days that I never want to see them again. I'm tired, boss.

Sounds like quite the ordeal. Odd, blacklisting mods works just fine for me, as long as I make sure there is no other mod that modifies the NPC's in question.
One hint ... back-up your config. The last thing you want at this stage is to it getting accidentally deleted, damaged or most likely overwritten by an update.

Posted
7 hours ago, Talesien said:

Sounds like quite the ordeal. Odd, blacklisting mods works just fine for me, as long as I make sure there is no other mod that modifies the NPC's in question.
One hint ... back-up your config. The last thing you want at this stage is to it getting accidentally deleted, damaged or most likely overwritten by an update.

Lets just say that my dyslexia got its money's worth lol

 

Its worth noting that this round of follower restraint is a second time, after the first initialization, so that might have something to do with it (mod blacklist/whitelist being read only upon initialization and not any of the following times) but I'm not too sure. It read what was already in there as it came, but any mod that I tried to add to it wasn't recognized.

 

Some popular problem mods that randomly toss NPCs into this mod's restraint list that should be noted:

 

Submissive Lola

Simple Slavery

Devious Followers

Sanguine's Debauchery

 

Also three steps ahead of you on the backup. Put one into the cloud, one on my desktop "pile of shit" folder, and one on another drive.

Posted (edited)
9 minutes ago, j0hnxmarst0n said:

Some popular problem mods that randomly toss NPCs into this mod's restraint list that should be noted:

 

Submissive Lola

Simple Slavery

Devious Followers

Sanguine's Debauchery

 

Not so random, Devious Followers for example modifies all hirelings. So you can hire them by getting into debt with them, rather than forking out the money in advance (i.e. dialogue changes). The other mods do similar things. The problem is that Captive Followers ignores Vanilla NPC usually, but if it sees them in these mods it considers them mod added followers and that's that. Apparently it is clever enough to recognize if a mod only modified a vanilla NPC's appearance, as appearance overhauls, like say Modpocalypse, which overhauls the looks of each and every vanilla NPC, does not trigger this behavior.

Edited by Talesien

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