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Posted
6 hours ago, Seeker999 said:

Has he been working since? Any issues since releasing him - since I have 2 disabled captives.

I didn't try to do his quest yet, but I don't see any reason the quest would break just from him being put into the world too soon. This said, the mod that enabled the NPC does have the option to disable the NPC as well. So you could either do as I did and leave him enabled, or you could re-disable him. Still, I don't believe it's necessary to re-disable the NPC.

Posted (edited)

@darkdesires04

 

This is pretty odd. I went to rescue a follower at Drelas' Cottage, killed him, went upstairs, and... no one was there. Her location updated to Unknown Location, so I saved, quit, reloaded, and now she's listed as being in Havislharan.

 

Edit: And now her location switched back to Drelas' Cottage. And she was actually there. And was rescued normally. Because Skyrim, I guess. I have no idea what's going on. :classic_laugh:

Edited by SkyAddiction
Posted
10 hours ago, Karna5 said:

I didn't try to do his quest yet, but I don't see any reason the quest would break just from him being put into the world too soon. This said, the mod that enabled the NPC does have the option to disable the NPC as well. So you could either do as I did and leave him enabled, or you could re-disable him. Still, I don't believe it's necessary to re-disable the NPC.

Thanks for the reply. That was my gut feeling as well, that it probably wouldn't hurt. I guess we'll both see sooner or later, :lol:.

Posted (edited)

 

Follower collections i've found specifically with default body/textures (with de-standalone don't forget to install main mod in requirements):

 

TrustyPilot's Follower Pack De-Standalone

Jackie Follower Collection

THE ULTRA MEGA DEFINITIVE PACK

Atlantia Follower Collection

The Demonic Trio De-Standalone Followers

MBWS Yamato Nadeshiko De-Standalone

Selene Variations De-Standalone

Argonian Girls Followers II

Argonian Girls - Standalone Followers

EclipseHeim's Standalone Followers SSE

Harem - Volume 2 - SSE

Follower Pack II by ZckeZckT

ESL Follower Pack I by ZckeZckT

Daughters of the Daedra Vol. 1

Pandorable's Heroines De-Standalone

KuroneFollowers

MXT Followers AIO

 

191 followers together. Include plugins in whitelist but DO NOT set only whitelist to 1.

Actual captured follower count will be slightly lower, tried including refIDs to no avail so the aforementioned way works best for me.

 

Keep in mind some of these are fairly old, load as high as possible since The Demonic Trio for example alters vanilla nord race.

Perfectly fine to install and capture these mid-save as long as you are in interior cell. (suggest a custom player house since no follower will be placed there)

 

Edited by xxxamogusxxx
Posted

Is it possible for Captive Followers to ONLY capture the followers from a specific mod and exclude the rest?

Posted
5 hours ago, JTbro said:

Is it possible for Captive Followers to ONLY capture the followers from a specific mod and exclude the rest?

Yes, you can set the mod to capture only whitelisted NPC's/mods, then only add that mod to the whitelist.
It's already stated clearly in the mod description.
 

Quote

Alternatively, the config can be defined so that only whitelisted followers are restrained, if you set "RestrainOnlyFromWhitelist" to 1.

 

Posted

I wish there was an option to disable ragdoll upon captive release, it doesn't play well with SoftBody as it can bug out and stretch body parts all over the screen.

Posted

I have an idea for how to make this mod more immersive.

We need to add the ability to kidnap companions, both standard Skyrim companions and modded ones, but only after they become available as companions.

For example, your first companion, Lydia, after you take her with you as a companion, you tell her the standard phrase: "It's time for us to part ways," and Lydia goes home.

After you let her go home, some time must pass—say, 10 in-game days—and a messenger comes running to you with a letter from the kidnappers, which reads something like this: "Your friend (Lydia) is being held captive by us, the Dovahkiin. If you want him back, bring 5,000 gold to the specified location."

You have two options: go to the specified location and pay the kidnappers the ransom, or kill them all and free your comrade.

Posted
32 minutes ago, Adolis2019 said:

I have an idea for how to make this mod more immersive.

We need to add the ability to kidnap companions, both standard Skyrim companions and modded ones, but only after they become available as companions.

For example, your first companion, Lydia, after you take her with you as a companion, you tell her the standard phrase: "It's time for us to part ways," and Lydia goes home.

After you let her go home, some time must pass—say, 10 in-game days—and a messenger comes running to you with a letter from the kidnappers, which reads something like this: "Your friend (Lydia) is being held captive by us, the Dovahkiin. If you want him back, bring 5,000 gold to the specified location."

You have two options: go to the specified location and pay the kidnappers the ransom, or kill them all and free your comrade.

 

You can effectively create that by combining Follow Slavery Mod and Follower Goes on a Trip. There's a patch to make your wandering followers be enslaved by FSM if they fail to clear a bounty quest, and there's the option with this mod to capture any slaves from FSM that would be released by hitting the max slave limit (10 I think?). That way followers get recaptured almost naturally

Posted
6 hours ago, johnhamm said:

You can effectively create that by combining Follow Slavery Mod and Follower Goes on a Trip. There's a patch to make your wandering followers be enslaved by FSM if they fail to clear a bounty quest, and there's the option with this mod to capture any slaves from FSM that would be released by hitting the max slave limit (10 I think?). That way followers get recaptured almost naturally

Thanks, I'll try that. I didn't know about those mods.

Posted

I'm not aware if this has already been asked or answered, but If I add new followers mid-playthrough, and I re-run the mod, will the other followers I have rescued be re-imprisioned?

Posted
1 hour ago, TheRegvlator said:

I'm not aware if this has already been asked or answered, but If I add new followers mid-playthrough, and I re-run the mod, will the other followers I have rescued be re-imprisioned?

Depends, if you simply let them walk back to where they were imprisoned from originally, yes. Unless you add them to the blacklist before rerunning the capture. If you have a large playerhome where you collect your waifu... erh followers, no, unless they are on the force capture list.

Posted
On 1/24/2026 at 9:19 PM, MortiferusX said:

I have a big problem. It looks like this Mod enslaves really EVERYONE in my Game, including Quest-NPC's, Jarls or their stewards. 

 

Yes, Skyrim.esm and all other Basegame and Expansion (DG, DB or HF) are in the Blacklist. 

 

I just have tested the whitelist only option, too. It completly doesn't matter. It feels like the blacklist does not exist or count. 

I also have this question.

Posted

I am still finding followers with the correct reference ID in the force capture list not being captured. Four so far in this playthough. 

 

Any idea what can be causing this?

Posted

For some reason when I use the capture only from whitelist option, it also captures the basegame followers, Uthgerd, Aela, Jenassa etc.

 

This is weird because they are NOT in my whitelist and Skyrim.esm is in the Blacklist (if that even matters for the whitelist only option.)

 

This is on Captive Followers V2.4

Posted
6 hours ago, shardoom said:

For some reason when I use the capture only from whitelist option, it also captures the basegame followers, Uthgerd, Aela, Jenassa etc.

 

This is weird because they are NOT in my whitelist and Skyrim.esm is in the Blacklist (if that even matters for the whitelist only option.)

 

This is on Captive Followers V2.4

Skyrim.esm being blacklisted might not matter if you got plugins that modify those basegame followers and that are not in the blacklist themselves.
That said it definitely shouldn't capture them if it's set to capture only whitelisted followers.

Posted

For some reason, after releasing them followers from captivity, they don't follow me or have any other line of dialogue besides the basic ones "Let's get out of here" or "I don't feel so fine".

Posted
On 2/23/2026 at 10:40 PM, TheRegvlator said:

For some reason, after releasing them followers from captivity, they don't follow me or have any other line of dialogue besides the basic ones "Let's get out of here" or "I don't feel so fine".

you have to leave the dungeon into an external cell and step away from the entrance.

Posted

FWIW, if anyone is having problems with this mod trying to create <search terms> 'multiple' 'duplicate' 'identical' captives from the same source mod, it might be caused by using <merged> follower mods of your own creation

 

My first run through placing captives from my game setup created 465 captives and wouldn't complete the copy operation.  The 5 or 6 pages in the MCM had the same follower listed in multiple locations. 

 

Looking at the Papy log, it was possible to see that 2 of my 'self generated' follower merges were the source from which these came. 

 

After 'blacklisting' those specific mods in the settings .json, and rerunning this mod's follower captive placement utility, I ended up with 109 placed followers, the process ended satisfactorily, and there were no duplications

 

So if you are having issues, it might be caused by your own merging of follower mods

 

My 'own merges' merged a number of multiple follower mods, so that also may be an issue, but the weird thing there is that one of my own merged mods, including the merging of some multiple follwer mods, ran through the captive placement with no problems whatsoever. 

 

So this factor is therefore merely something to be considered if you have issues, but not in itself guaranteed to be a definitive cause

 

Finally, a word of thanks to @darkdesires04 for making this mod in the first place.  Much appreciated 

 

Whatever, hope that helps somebody

 

 

 

DQW

Posted

I've developed some insights into why followers with correctly added reference ID's are not being captured.

 

It happens exclusively in three areas, High Hrothgar, The Temple of Talos in Markarth, and Redbags Falkreath. Regardless of putting in reference ID's, adding the .esp/l's to the capture list, Captive followers will not capture followers in these areas. 

Posted
On 2/28/2026 at 6:23 PM, Revdrsyn said:

I've developed some insights into why followers with correctly added reference ID's are not being captured.

 

It happens exclusively in three areas, High Hrothgar, The Temple of Talos in Markarth, and Redbags Falkreath. Regardless of putting in reference ID's, adding the .esp/l's to the capture list, Captive followers will not capture followers in these areas. 

Add Jorrvasker to the list of places where using reference ID will not capture followers. 

 

It seems like, regardless of the reference ID, it simply will not under any circumstances capture followers in these locations.

Posted
5 hours ago, Revdrsyn said:

Add Jorrvasker to the list of places where using reference ID will not capture followers. 

 

It seems like, regardless of the reference ID, it simply will not under any circumstances capture followers in these locations.

Out of curiosity, did you mod those locations? I know followers in High Hrothgar not getting captured (though they were not explicitly whitelisted), just assumed it's not on the list of places the mod looks for followers. (I think I've used JK's High Hrothgar at the time.)
OTOH, I also know for fact that a follower that was placed in Jorrvaskar did get captured. (Modded by 'This is Jorrvaskar' and I think something else.)

Posted
10 hours ago, Talesien said:

Out of curiosity, did you mod those locations? I know followers in High Hrothgar not getting captured (though they were not explicitly whitelisted), just assumed it's not on the list of places the mod looks for followers. (I think I've used JK's High Hrothgar at the time.)
OTOH, I also know for fact that a follower that was placed in Jorrvaskar did get captured. (Modded by 'This is Jorrvaskar' and I think something else.)

 

Some big interior areas have multiple cells without loading screens between so maybe High Hrothgar is split across a few?

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