Revdrsyn Posted March 5 Posted March 5 23 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.) Redbags Falkreath is modded, High Hrothgar is not, Jorvasker, and the Temple of Talos are JKs Skyrim, which since it does not alter interior cells, are not modded.
Messiah2002 Posted March 13 Posted March 13 I need some help. I manually added specific NPCs to the exclusion list, but when I entered the game, they were still being captured. Strangely enough, NPCs from the "ToH" mod were also being captured—even though the ToH blacklist had been functioning correctly prior to my changes. I've attached the file so that someone can tell me where I went wrong. Config.json
Talesien Posted March 13 Posted March 13 7 hours ago, Messiah2002 said: I need some help. I manually added specific NPCs to the exclusion list, but when I entered the game, they were still being captured. Strangely enough, NPCs from the "ToH" mod were also being captured—even though the ToH blacklist had been functioning correctly prior to my changes. I've attached the file so that someone can tell me where I went wrong. Config.json 4.32 kB · 0 downloads You json is invalid. I recomend you check it using jsonlint.com or a similar json validator every time you make changes. In this case it's a missing comma after "Cubbi Follower.esp" (~ line 56).
Igit234 Posted March 23 Posted March 23 (edited) Can there be a way for only 1 specific npc of your choice to be captive? Like maybe an option for only this specific npc in the mcm to be captive or maybe a spell instead of a scan system just like how FSM implements it all? Edited March 23 by Igit234
Onideku1 Posted March 25 Posted March 25 I'm not an expert coder by any means, but looking through the scripts, it doesn't look like it would be too difficult to add the functionality of a keyword that would force a follower to be restrained so that we could use SPID to add the keyword to NPCs? Or a formlist that we could use formlist manipulator to add the followers to? That way we could reorder our load orders and not have to worry about getting our followers new ref ids. It would then also be possible to create patches that we could share.
Talesien Posted March 25 Posted March 25 On 3/23/2026 at 10:42 PM, Igit234 said: Can there be a way for only 1 specific npc of your choice to be captive? Like maybe an option for only this specific npc in the mcm to be captive or maybe a spell instead of a scan system just like how FSM implements it all? Other than an irrational fear of json files, why not just set the mod to whitelist only and then only add that one follower to the whitelist? That would do exactly what you asked. 1
igorkeri Posted March 26 Posted March 26 Loving this mod, and am looking forward to playing with it again. (Still modding atm) For any mod authors out there, this is a collection of ideas that would make for good addons for the mod. 1 - A patch to work with Dirt and Blood, so the slaves would be dirty. 2 - A simple dialogue mod where NPCs randomly comment on the slavery that is running rampant across skyrim and how plenty of people have gone missing lately. Just a bit of world building. 3 - Jarls could have some of the girls captive as a somewhat harem, though how they're rescued would be a different setup to what this mod does. 4 - A dialogue to be had with the followers after rescue, similar to Fallout 4, where you can opt to free them, have them follow you, assign them to a place, or just have sex with them. I feel like slavery mods are very player focused, would be good to expand on this mod and make the dragonborn more a savior of slaves, or a harem collector. 1
Igit234 Posted March 27 Posted March 27 On 3/26/2026 at 5:13 AM, Talesien said: Other than an irrational fear of json files, why not just set the mod to whitelist only and then only add that one follower to the whitelist? That would do exactly what you asked. My fault there, sorry. Can you please give me a sample format of a json on how to do so? For example a vanilla follower such as Aela and only Aela? Iv'e tried a lot but it always manages to scan and capture other mods and other npcs even if I set it to whitelist only.
Talesien Posted March 27 Posted March 27 58 minutes ago, Igit234 said: My fault there, sorry. Can you please give me a sample format of a json on how to do so? For example a vanilla follower such as Aela and only Aela? Iv'e tried a lot but it always manages to scan and capture other mods and other npcs even if I set it to whitelist only. All you really need to do to switch it to Whitelist only is to change the line: "RestrainOnlyFromWhitelist": 0, to "RestrainOnlyFromWhitelist": 1, After that it Captive Follower will capture only those Faollowers contained in the esp's listed under whitelisted mods, i.e. from the default json: "WhitelistedMods": [ "SofiaFollower.esp", "Karin_follower.esp" ], And those listed by form data, i.e.: "WhitelistedNPCs": [ "__formData|VR_Tannick.esp|0x01838", "__formData|Helen_follower.esp|0x0811" ] } It's easiest if you have a follower from a mod that only has that one follower in the esp. If not you will need to find the RefID for that follower, can be done with xEdit checking the follower in the console or using a mod like "Where are you". As for Aela, ALL Vanilla follower are blacklisted from being captured by default. There is a good reason for that, they are all gated behind quests (some minor, some major) and not really followers until you 'play them free'. Aela especially is hidden behind a lengthy questchain as you need to play the Companion questline almost (?) to conclusion before she becomes eligible. She is also involved in several scenes and is a quest giver, if she is captured those might very well break. Capturing vanilla followers is something only people that really know what they are doing should attempt. No offense intended, but if you've to ask guidance for a task like setting up the json for this mod, I'm pretty much convinced that you do not fit into that category, so please, don't do it, really, leaver her alone.
monnomestpersonne Posted March 28 Posted March 28 Hello, for me the mod works great except that it doesn't recognise Hammet's Dungeon Pack 1 SE and Hammet's Dungeon Pack 2 SE It say's in the MCM that they are not installed. Anyone else has that problem?
monnomestpersonne Posted March 30 Posted March 30 On 3/28/2026 at 8:10 PM, monnomestpersonne said: Hello, for me the mod works great except that it doesn't recognise Hammet's Dungeon Pack 1 SE and Hammet's Dungeon Pack 2 SE It say's in the MCM that they are not installed. Anyone else has that problem? On the other hand, it recognises Forgotten Dungeons. So I'm using this one (Sewers is ok too)
fredddyyy Posted April 13 Posted April 13 why is this mod moving Sybil of Dibella ? is this happening to anyone else?
Talesien Posted April 13 Posted April 13 1 hour ago, fredddyyy said: why is this mod moving Sybil of Dibella ? is this happening to anyone else? Aye, it likes to capture Fjotra and Rulnik Wind-Strider, no matter what you do. I've added every mod that touches them to the black list, added them via ID as well, no dice. Worst of all is both are initially disabled, so aren't even really in the location they are supposedly being kept. I've no idea why Captive Followers is this stubborn about those two specifically, it respects any other blacklisting, and honestly it shouldn't even touch disabled followers in the first place, nothing good can come out of capturing disabled NPC's. 1
gogovip10 Posted April 14 Posted April 14 After my companion was captured, I entered the vicinity but no sex event was triggered. I installed Follower Slavery Mod v1.7.3 and checked the contents to see if any companions were captured. There is no owner.
mack5 Posted April 17 Posted April 17 I'm concerned that the followers I've released are still listed as teammates. I can't modify and compile the script in my environment, so could you please add a process to remove the teammate flag?
leul Posted April 19 Posted April 19 Hello! I can't force capture any npcs. It works to blacklist the mods, but I cannot add specific NPC. Please, can someone tell me what I did wrong in the config? Config.json
Talesien Posted April 19 Posted April 19 1 hour ago, leul said: Hello! I can't force capture any npcs. It works to blacklist the mods, but I cannot add specific NPC. Please, can someone tell me what I did wrong in the config? Config.json Assuming you got the ref id right, the problem would be the "xx" try with "0x" instead. 1
leul Posted April 19 Posted April 19 18 minutes ago, Talesien said: Assuming you got the ref id right, the problem would be the "xx" try with "0x" instead. THANK YOU!
leul Posted April 19 Posted April 19 2 hours ago, Talesien said: Assuming you got the ref id right, the problem would be the "xx" try with "0x" instead. What about those with FExxx ?
Talesien Posted April 19 Posted April 19 1 hour ago, leul said: What about those with FExxx ? Should be 0x0 followed by the last three digits of the ref id. 1
devildx Posted April 23 Posted April 23 On 2/10/2026 at 8:43 PM, xxxamogusxxx said: 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) Nice list.
BonitaMussolini Posted April 24 Posted April 24 Having an odd issue where the tied up NPC isnt actually there. Tried initially with shout to find people through walls then moved on to using the command to move myself to the npc in question (Rayaa inside Tolvald's cave/crossing) and it took me to an empty ZaZ furniture piece. Saved and tried to spawn the NPC in to see if there was dialogue but she just says "Im ready to leave this place" and doesnt move. Tried leaving the cave and coming back a few minutes later and same thing, just doesn't move. Newest version installed with all requirements.
Seeker999 Posted April 24 Posted April 24 44 minutes ago, BonitaMussolini said: Having an odd issue where the tied up NPC isnt actually there. Tried initially with shout to find people through walls then moved on to using the command to move myself to the npc in question (Rayaa inside Tolvald's cave/crossing) and it took me to an empty ZaZ furniture piece. Saved and tried to spawn the NPC in to see if there was dialogue but she just says "Im ready to leave this place" and doesnt move. Tried leaving the cave and coming back a few minutes later and same thing, just doesn't move. Newest version installed with all requirements. Is she from a mod? This happened to me. 2 of the followers that were captured from mods that, in the npc's designated starting locations, they were disabled on game start up. I had to find their refid in XEdit, and enable them. I didn't do a placeatme, just enable. Now, I did not do it while I was in the cave. Don't know if that makes a difference or not. But once enabled, I was able to free them and they followed me until they were away from the cave and then started walking to their home base. 1
BonitaMussolini Posted April 24 Posted April 24 11 hours ago, Seeker999 said: Is she from a mod? This happened to me. 2 of the followers that were captured from mods that, in the npc's designated starting locations, they were disabled on game start up. I had to find their refid in XEdit, and enable them. I didn't do a placeatme, just enable. Now, I did not do it while I was in the cave. Don't know if that makes a difference or not. But once enabled, I was able to free them and they followed me until they were away from the cave and then started walking to their home base. Na Rayaa is a base game character. When i saw she wasn't actually there i enabled using refid first and foremost (forgot to mention that mb) and when she didnt appear thats when i force spawned, disabled and re-enabled and when none of it worked i reloaded the save and moved on to see if it was with all the NPCs. The next one was actually there so it may just be an issue with that particular NPC. Since she's base game (skyrim.esm) I'm guessing she was put in by the ForceCaptureNPC part of the config but isnt being recognized as valid since they dont get scanned? Not sure I only started messing with mods a couple months ago so I'm still learning some stuff thats probably considered pretty basic.
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