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Posted
13 hours ago, Miauzi said:

 

Have you installed a revamp of this default companion—one that goes beyond just visual changes?

 

Since I never hire "hire blades" as companions, I didn't even know who they were until 3-4 days ago (after reading a fanfiction).

No I havent. Im just as surprised as you do. I never hire male followers much less go out of my way to make changes to them.

Posted
28 minutes ago, JTbro said:

No I havent. Im just as surprised as you do. I never hire male followers much less go out of my way to make changes to them.

That is not the same as not having a mod that changes them. That's just saying you didn't aim to do so. Like, do you have Devious Followers installed? If yes, that's one option right there, it modifies all vanilla hirelings so you can hire them via dept rather than upfront cash. Captive Followers will find the follower in a plugin it does not recognize as a base game one and that is that. There are numerous mods that do similar things. The only way to be certain is to load your entire LO into xEdit, find that hireling and see if any other mod modifies him in any way.

Posted

I really like this mod.
It's a pity that the prerequisite mod ZAZ has issues like overly heavy scripts.
Would it be possible to switch to Devious Devices NG instead?
Thanks~~

Posted
2 hours ago, hothot995 said:

I really like this mod.
It's a pity that the prerequisite mod ZAZ has issues like overly heavy scripts.
Would it be possible to switch to Devious Devices NG instead?
Thanks~~

 

Yes, Devious Devices NG work fine with this mod.

Posted (edited)
2 hours ago, darkdesires04 said:

 

Which ZAZ requirements? Are you talking about the wrist and ankle restraints?

I think the two of you have sort of a communication knot. Pretty sure what @hothot995 wants is to replace ZAZ entirely, i.e. not having it in his LO which would require all ZaZ devices, including the furniture, to be replaced. Given the sheer number of those you placed, that appears to be a pretty tall order.

Honestly, I don't think ZAZ is all that script heavy, at least not as far as continuously running scripts go. Of course if you've a couple NPC's in ZaZ devices in one spot scriptload goes up, but that's just as true for DD. NG might have moved some bits to a dll, but I'm less than certain that covers the ones relevant for this case. I certainly notice no script lag from ZAZ usually. (What can have some impact is, if by chance a couple followers are captured in the same place and all get banged at the same time. Several active SL scenes put quite a bit more stress on the system than a few captives in ZAZ furniture.)
 

Edited by Talesien
Posted
6 hours ago, Talesien said:

I think the two of you have sort of a communication knot. Pretty sure what @hothot995 wants is to replace ZAZ entirely, i.e. not having it in his LO which would require all ZaZ devices, including the furniture, to be replaced. Given the sheer number of those you placed, that appears to be a pretty tall order.

Honestly, I don't think ZAZ is all that script heavy, at least not as far as continuously running scripts go. Of course if you've a couple NPC's in ZaZ devices in one spot scriptload goes up, but that's just as true for DD. NG might have moved some bits to a dll, but I'm less than certain that covers the ones relevant for this case. I certainly notice no script lag from ZAZ usually. (What can have some impact is, if by chance a couple followers are captured in the same place and all get banged at the same time. Several active SL scenes put quite a bit more stress on the system than a few captives in ZAZ furniture.)
 

Thank you for your explanation.
Yes, I’ve been using ZAZ all along.
However, when I checked with Papyrus Stack Stalker NG, I noticed that even without any ZAZ devices equipped, there is still a ZAZ script — zbfSlot — running continuously.
That’s why I asked about it later on.

No worries though — I’m still very grateful for this awesome mod. Thank you very much!

Posted (edited)

Hello everyone, I have this problem now with version 1.6 of this mod and it works fine on Skyrim version 1.5.97, but I saw the "Captive Player" mod and bought it in accordance with the requirements specified that I need a Captive Followers version higher than 2.0, well, I think (I downloaded version 1.6 from nexus) I'll download the updated version right here. But that was not the case, the versions of Captive FollowersV2.2.1 and V2.3 refuse to work, the MCM menu does not appear, as well as the Captive Player, I tried to start a new game and install different versions, it only works on the Captive FollowersV1.6 version

Edited by Strish
Posted (edited)

I upgraded to version 2.3 and I use it with Captive Player. After many rounds of testing after an upgrade from 2.2 -> 2.3 and also multiple rounds of testing on a new game with version 2.3, I do not see any sex scenes between captors and player. It seems like sex scenes broke somehow with version 2.3.

 

For comparison, sex scenes always work for me with version 2.2.1 and Captive Player.

 

Downgraded back to 2.2.1 and sex scenes work again.

 

With Captive Followers 2.3 and Captive Player 1.3.2 I am seeing these stack traces in my Papyrus log:

 

[12/24/2025 - 04:19:49PM] [ddcaptive] Player state: Restrained Lvl 2
[12/24/2025 - 04:19:50PM] Error: Incorrect number of arguments passed to function ddCaptiveFollowers.GetSexCaptor(Actor Captive,Actor ExcludeActor,bool maleHumanOnly,bool femaleHumanOnly,Actor excludeActor2). Expected 5, got 4 instead!.
stack:
    [alias Player on quest _ddCaptivePlayer (7C000A9E)].ddcaptiveplayeralias.PrepSexScene() - "ddCaptivePlayerAlias.psc" Line 2100
    [alias Player on quest _ddCaptivePlayer (7C000A9E)].ddcaptiveplayeralias.onBeginState() - "ddCaptivePlayerAlias.psc" Line 504
    [alias Player on quest _ddCaptivePlayer (7C000A9E)].ddcaptiveplayeralias.GotoState() - "Alias.psc" Line ?
    [alias Player on quest _ddCaptivePlayer (7C000A9E)].ddcaptiveplayeralias.onBeginState() - "ddCaptivePlayerAlias.psc" Line 407
    [alias Player on quest _ddCaptivePlayer (7C000A9E)].ddcaptiveplayeralias.GotoState() - "Alias.psc" Line ?
    [alias Player on quest _ddCaptivePlayer (7C000A9E)].ddcaptiveplayeralias.OnCaptivePlayerRestrain() - "ddCaptivePlayerAlias.psc" Line 235
[12/24/2025 - 04:19:50PM] [ddcaptive] PrepSexScene failed to obtain sexCaptor for Prisoner
[12/24/2025 - 04:19:50PM] [ddcaptive] PrepForRebellion captiveCount: -1

 

Edited by Herowynne
Posted
18 hours ago, Herowynne said:

I upgraded to version 2.3 and I use it with Captive Player. After many rounds of testing after an upgrade from 2.2 -> 2.3 and also multiple rounds of testing on a new game with version 2.3, I do not see any sex scenes between captors and player. It seems like sex scenes broke somehow with version 2.3.

 

For comparison, sex scenes always work for me with version 2.2.1 and Captive Player.

 

Downgraded back to 2.2.1 and sex scenes work again.

 

With Captive Followers 2.3 and Captive Player 1.3.2 I am seeing these stack traces in my Papyrus log:

 

[12/24/2025 - 04:19:49PM] [ddcaptive] Player state: Restrained Lvl 2
[12/24/2025 - 04:19:50PM] Error: Incorrect number of arguments passed to function ddCaptiveFollowers.GetSexCaptor(Actor Captive,Actor ExcludeActor,bool maleHumanOnly,bool femaleHumanOnly,Actor excludeActor2). Expected 5, got 4 instead!.
stack:
    [alias Player on quest _ddCaptivePlayer (7C000A9E)].ddcaptiveplayeralias.PrepSexScene() - "ddCaptivePlayerAlias.psc" Line 2100
    [alias Player on quest _ddCaptivePlayer (7C000A9E)].ddcaptiveplayeralias.onBeginState() - "ddCaptivePlayerAlias.psc" Line 504
    [alias Player on quest _ddCaptivePlayer (7C000A9E)].ddcaptiveplayeralias.GotoState() - "Alias.psc" Line ?
    [alias Player on quest _ddCaptivePlayer (7C000A9E)].ddcaptiveplayeralias.onBeginState() - "ddCaptivePlayerAlias.psc" Line 407
    [alias Player on quest _ddCaptivePlayer (7C000A9E)].ddcaptiveplayeralias.GotoState() - "Alias.psc" Line ?
    [alias Player on quest _ddCaptivePlayer (7C000A9E)].ddcaptiveplayeralias.OnCaptivePlayerRestrain() - "ddCaptivePlayerAlias.psc" Line 235
[12/24/2025 - 04:19:50PM] [ddcaptive] PrepSexScene failed to obtain sexCaptor for Prisoner
[12/24/2025 - 04:19:50PM] [ddcaptive] PrepForRebellion captiveCount: -1

 

 

At a cursory glance, the function GetSexCaptor is receiving 4 input arguments instead of the expected 5. One of either the Captive, ExcludeActor, boolean maleHumanOnly, boolean femaleHumanOnly or excludeActor2 is not passed into the function. PrepSexScene fails to obtain sexCaptor because GetSexCaptor throws an exception.

 

I have the same issue that Captive Followers 2.3 does nothing. No events trigger after a good while with valid requirements (OStim, etc.).

Posted
54 minutes ago, mindgame said:

would it be possible for the NPCs that are captive to use their own bodies?

Can you elaborate? The captive NPC's should only be followers you installed (everyone else would be unintentional). For those it's determined by the follower mod, if that follower uses your base body and/or textures or if it uses some provided by the author of the follower mod in question.

Posted
On 12/24/2025 at 11:25 PM, Herowynne said:

I upgraded to version 2.3 and I use it with Captive Player. After many rounds of testing after an upgrade from 2.2 -> 2.3 and also multiple rounds of testing on a new game with version 2.3, I do not see any sex scenes between captors and player. It seems like sex scenes broke somehow with version 2.3.

 

For comparison, sex scenes always work for me with version 2.2.1 and Captive Player.

 

Downgraded back to 2.2.1 and sex scenes work again.

 

With Captive Followers 2.3 and Captive Player 1.3.2 I am seeing these stack traces in my Papyrus log:

 

[12/24/2025 - 04:19:49PM] [ddcaptive] Player state: Restrained Lvl 2
[12/24/2025 - 04:19:50PM] Error: Incorrect number of arguments passed to function ddCaptiveFollowers.GetSexCaptor(Actor Captive,Actor ExcludeActor,bool maleHumanOnly,bool femaleHumanOnly,Actor excludeActor2). Expected 5, got 4 instead!.
stack:
    [alias Player on quest _ddCaptivePlayer (7C000A9E)].ddcaptiveplayeralias.PrepSexScene() - "ddCaptivePlayerAlias.psc" Line 2100
    [alias Player on quest _ddCaptivePlayer (7C000A9E)].ddcaptiveplayeralias.onBeginState() - "ddCaptivePlayerAlias.psc" Line 504
    [alias Player on quest _ddCaptivePlayer (7C000A9E)].ddcaptiveplayeralias.GotoState() - "Alias.psc" Line ?
    [alias Player on quest _ddCaptivePlayer (7C000A9E)].ddcaptiveplayeralias.onBeginState() - "ddCaptivePlayerAlias.psc" Line 407
    [alias Player on quest _ddCaptivePlayer (7C000A9E)].ddcaptiveplayeralias.GotoState() - "Alias.psc" Line ?
    [alias Player on quest _ddCaptivePlayer (7C000A9E)].ddcaptiveplayeralias.OnCaptivePlayerRestrain() - "ddCaptivePlayerAlias.psc" Line 235
[12/24/2025 - 04:19:50PM] [ddcaptive] PrepSexScene failed to obtain sexCaptor for Prisoner
[12/24/2025 - 04:19:50PM] [ddcaptive] PrepForRebellion captiveCount: -1

 

 

Captive Followers version 2.3 should be installed along with Captive Player 1.4 that I uploaded now. I should probably release both at the same time next time, to avoid backward compatibility issues.

 

Anyway, try it out and let me know.

 

 

 

Posted
On 12/25/2025 at 5:54 PM, slizer40000 said:

 

At a cursory glance, the function GetSexCaptor is receiving 4 input arguments instead of the expected 5. One of either the Captive, ExcludeActor, boolean maleHumanOnly, boolean femaleHumanOnly or excludeActor2 is not passed into the function. PrepSexScene fails to obtain sexCaptor because GetSexCaptor throws an exception.

 

I have the same issue that Captive Followers 2.3 does nothing. No events trigger after a good while with valid requirements (OStim, etc.).

 

Try Captive Player version 1.4 and let me know how it goes. Thanks.

 

Posted (edited)

Hello darkdesires

 

did you change these scripts after 2.0? I mean are they the same in 2.0, 2.1 and 2.2?

 

ddCaptiveFollowers.pex
ddCaptiveFollowerSexEffect.pex

 

 

Thank you!

Edited by vdfnfsdojn3
Posted
6 hours ago, vdfnfsdojn3 said:

Hello darkdesires

 

did you change these scripts after 2.0? I mean are they the same in 2.0, 2.1 and 2.2?

 

ddCaptiveFollowers.pex
ddCaptiveFollowerSexEffect.pex

 

 

Thank you!

 

They have been changed in every version, including 2.3.

 

 

Posted

does somebody know if i dont use sexlab but ostim could i delete all those scripts in the zaz mod? they are constantly fireing errors in my logs and my scriptload is too high right now so im trying to narrow down the cause

Posted

Hello.

 

I do not know if this is right, but this mod, in the MCM, stay "scanning" always... do you have any idea what it could be? Do you need any log files that I can send?

Thanks.

Posted
On 1/2/2026 at 4:16 AM, rafikzain said:

Are the scenes a onetime thing or do the captors take turns?

 

They take turns, but there is a random pause between turns.

Posted (edited)
1 hour ago, Moacir Jr said:

Hello.

 

I do not know if this is right, but this mod, in the MCM, stay "scanning" always... do you have any idea what it could be? Do you need any log files that I can send?

Thanks.

 

Maybe it's a suspended script stack. Check the log and see if there is a message "ScanForFollowersToRestrain..." when the scan starts and then "Unique spots:" when the scan ends. It takes several minutes to scan.

Edited by darkdesires04
Posted
2 hours ago, darkdesires04 said:

 

Maybe it's a suspended script stack. Check the log and see if there is a message "ScanForFollowersToRestrain..." when the scan starts and then "Unique spots:" when the scan ends. It takes several minutes to scan.

That's it... I have reinstalled the mod and worked like a charm... thanks

Posted
8 hours ago, darkdesires04 said:

 

They take turns, but there is a random pause between turns.

Thank you, the script seems to abort when I look at them or get too close, I was wondering if it would be possible to add a toggle in the MCM to disable the los and distance checks? I play stealth build.

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