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Posted
2 hours ago, rafikzain said:

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.

 

Good point. I could add a check that if player is sneaking and not in combat then skip the los and distance check. I am not sure MCM is needed. Regardless I wouldn't do another release of the mod just for this minor change. Maybe I can bundle it in a future release.

Posted
21 hours ago, darkdesires04 said:

 

Good point. I could add a check that if player is sneaking and not in combat then skip the los and distance check. I am not sure MCM is needed. Regardless I wouldn't do another release of the mod just for this minor change. Maybe I can bundle it in a future release.

Thank you and fair enough.

Posted
On 1/5/2026 at 12:22 AM, darkdesires04 said:

 

Good point. I could add a check that if player is sneaking and not in combat then skip the los and distance check. I am not sure MCM is needed. Regardless I wouldn't do another release of the mod just for this minor change. Maybe I can bundle it in a future release.

 

How do we watch the action if it stops when we get too close or get in their LOS?

Posted
On 1/7/2026 at 4:17 PM, shardoom said:

 

How do we watch the action if it stops when we get too close or get in their LOS?

 

You can't right now. I will have to add the sneak and not in combat check.

Posted

the mod presents broken to me, each time i enter a dungeon/fort with a restricted follower inside, the game crashes with an EXCEPTION_ACCESS_VIOLATION, i'm not expert at understanding crash logs but i think the problem may be papyrus related. i made sure to have all the required mods and versions, anyone has any idea?

Posted
47 minutes ago, Labyrinths__ said:

the mod presents broken to me, each time i enter a dungeon/fort with a restricted follower inside, the game crashes with an EXCEPTION_ACCESS_VIOLATION, i'm not expert at understanding crash logs but i think the problem may be papyrus related. i made sure to have all the required mods and versions, anyone has any idea?

Since you provided neither the crashlog nor the papyrus log, that's hard to say. Chances are you are missing a hard requirement or have an outdated version of one.

Posted

Hey, everything is working great, and I've discovered an odd issue, and I'm almost certain it has to do with something procedural.

 

I have ~160 followers tagged via their reference ID, and when in the starting cell, I run "capture prisoners" and it captures. . . 140 of them.

The interesting thing is it seems to be the same few NPC's that get 'skipped' and I'm wondering if it's because maybe they haven't loaded into the world yet (like Lydia 'not existing') but I'm unsure of how it actually works. No complaints, I love coming across captured maidens (and men) in my adventures. Just seeking some more information, or perhaps an intelligent way to approach the debugging.

 

Posted
11 hours ago, Talesien said:

Since you provided neither the crashlog nor the papyrus log, that's hard to say. Chances are you are missing a hard requirement or have an outdated version of one.

you're right, my bad. I searched for papyrus logs without finding any, here's the crash log (trainwreck log)

2026-01-11-03-30-51.log

Posted
1 hour ago, Labyrinths__ said:

you're right, my bad. I searched for papyrus logs without finding any, here's the crash log (trainwreck log)

2026-01-11-03-30-51.log 203.98 kB · 1 download

As suspected, it appears you are missing a hard requirement. The crashlog shows no trace of Papyrus Tweaks NG. Install that one and try again.
I would also recommend you get SSE Engine Fixes. While that is not a requirement for Captive Followers per se, it is highly recommended in general. (If you do, read the instructions closely, especially if you are using MO2.)

Posted (edited)

(V2.3) When a captive is released, they drop to the ground and I get the message "Captive will follow you to safety". Immediately after that, they return to the equipment they were attached to and does not follow outside of dungeon. It used to work that they would follow outside, but doesn't anymore (maybe since update?). If I activate them again they will just stay in place and say something like: "I want to get out of this place.". Any ideas what's going on?  

Edited by mindgame
Posted (edited)
On 12/27/2025 at 11:31 PM, darkdesires04 said:

 

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.

 

 

 

Is Captive Player a requirement (I'm asking bc I don't see it in description)?

Which mod should overwrite the other?

 

I see that Captive Follower is already a master of Captive Player- If Captive Player is a requirement, could the mods be merged to save a plugin ?

Edited by mindgame
Posted
1 hour ago, mindgame said:

Is Captive Player a requirement (I'm asking bc I don't see it in description)?

Which mod should overwrite the other?

 

I see that Captive Follower is already a master of Captive Player- If Captive Player is a requirement, could the mods be merged to save a plugin ?

 

They could be merged but it's not worth it. Some people also don't use Captive Player.

 

Posted
2 hours ago, mindgame said:

(V2.3) When a captive is released, they drop to the ground and I get the message "Captive will follow you to safety". Immediately after that, they return to the equipment they were attached to and does not follow outside of dungeon. It used to work that they would follow outside, but doesn't anymore (maybe since update?). If I activate them again they will just stay in place and say something like: "I want to get out of this place.". Any ideas what's going on?  

 

It looks like their captive package was not cleared in your case so they went back to the furniture, but I haven't seen this happen to me. In which location did it happen? Does it happen in more than one location with different followers?

 

Posted
2 hours ago, darkdesires04 said:

 

It looks like their captive package was not cleared in your case so they went back to the furniture, but I haven't seen this happen to me. In which location did it happen? Does it happen in more than one location with different followers?

 

Same thing happened to me in Fort Hraggstad Prison with wonder woman follower from minakang.

Posted (edited)
13 hours ago, darkdesires04 said:

 

Most recent was Dimhollow Crypt. I don't recall the previous ones. I will do some testing to see if any locations work on my end.

 

EDIT:

 

I started a new game to see if it would still happen- it doesn't. So the problem is only on existing game. 

 

Workaround for existing bugged save: activate captive as normal and let them get reattached to whatever they're attached to. Then start and end an OStim scene with the NPC usiong the Ostim start scene button. The NPC will then go outside.

 

Edited by mindgame
Posted
12 hours ago, darkdesires04 said:

 

It looks like their captive package was not cleared in your case so they went back to the furniture, but I haven't seen this happen to me. In which location did it happen? Does it happen in more than one location with different followers?

 

Happens to me all the time.

Posted
20 hours ago, Talesien said:

As suspected, it appears you are missing a hard requirement. The crashlog shows no trace of Papyrus Tweaks NG. Install that one and try again.
I would also recommend you get SSE Engine Fixes. While that is not a requirement for Captive Followers per se, it is highly recommended in general. (If you do, read the instructions closely, especially if you are using MO2.)

i thought i had installed it, thanks for the help!

Posted

So for follower mods that add their own cells, would you recommend adding those to the scan list in xEdit or using the force capture method? Does it even matter? Or maybe there's a better and easier way that I'm missing?

Posted
12 hours ago, Magrasea said:

So for follower mods that add their own cells, would you recommend adding those to the scan list in xEdit or using the force capture method? Does it even matter? Or maybe there's a better and easier way that I'm missing?

 

Using the force capture method is better because when I make a new release all you have to do is backup the config instead of going through xEdit again.

Posted
On 1/11/2026 at 11:15 AM, Revdrsyn said:

Hey, everything is working great, and I've discovered an odd issue, and I'm almost certain it has to do with something procedural.

 

I have ~160 followers tagged via their reference ID, and when in the starting cell, I run "capture prisoners" and it captures. . . 140 of them.

The interesting thing is it seems to be the same few NPC's that get 'skipped' and I'm wondering if it's because maybe they haven't loaded into the world yet (like Lydia 'not existing') but I'm unsure of how it actually works. No complaints, I love coming across captured maidens (and men) in my adventures. Just seeking some more information, or perhaps an intelligent way to approach the debugging.

 

 

If they don't get captured then maybe the reference IDs are not correct for 20 of them. I wouldn't know of any other reason. I don't think they would need to be loaded in the world  for the capture to happen.

 

Posted (edited)

Do you have any plans to give the player a tool to set rules for restraining followers? Something like gender or race? Exclude or include vanilla followers or something else?

Edited by MortiferusX
Posted
1 hour ago, MortiferusX said:

Do you have any plans to give the player a tool to set rules for restraining followers? Something like gender or race? Exclude or include vanilla followers or something else?

Vanilla Followers are difficult, name one that isn't gated. So none of them actually is a follower until you do the quest that makes them one (or indeed like in the case of the Housecarls loads them into the world). Many also have special AI packages (before they turn follower). So if they are included that breaks, possible the quest to get them breaks and people will complain, even if it's an option, even if it's disabled be default. Not including them is the only sensible option from a mod authors view. Everything else is just going to cause you a headache. 

Posted (edited)

I'm using Nether Follower Framework and I'm running into something strange after rescuing my first follower

 

Using swift follower command, I can see that the NPC is registered as my follower, but the NPC's AI constantly have her try to go back to her original home. I also has no option to dismiss her. Even when importing into the NFF system, the dialogue option to dismiss does not show up. I have to dismiss her using the MCM.

 

But then afterwards I can't recruit her as she has no follow me dialogue. Even though her relationship rank is set to 4 after rescue properly

 

Anyone using NFF having the same issue? 

Edited by asianboy345

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