Kanlaon Posted May 10, 2024 Posted May 10, 2024 When I found the mod, I immediately thought I really liked your idea. Secondly, I thought: Maybe you could also use the cages from the 'SD Cages' mod for possible locations. In any case, 'SD Cages' doesn't need 'Sanguines Debauchery' as a master. My 3rd idea was. Perhaps the 'Config.json' file could be expanded to include a kind of whitelist in which followers that were not otherwise kidnapped are placed. (I have a lot of those). If you define the followers directliy in the whitelist (instead of mods), you can also capture followers that are otherwise from main game or blacklisted. (Similar to the handling that was done in "OBody") Thanks for the mod 😁
Harry Smackmeat Posted May 11, 2024 Posted May 11, 2024 (edited) I don't think it worked, and I don't see a way to restart the mod. I have modded followers in falkreath jarl longhouse and in riverwood near the mill, and they're still there when I went there even though it's supposed to scan those areas. Edit: It might be RedBag's Falkreath's fault, IDK. It looks like it adds a new version of the Jarl's longhouse and the Dead Man's Drink. Well, there goes a really really obscure incompatibility that only someone like me would ever find, because I'm a magnet for that kind of stuff. I threw this patch together. I dunno if it works yet. It edits the form list of areas. CaptiveFollowers RedBag Falkreath.esp Edited May 11, 2024 by Harry Smackmeat
stillnofunnylogin Posted May 11, 2024 Posted May 11, 2024 (edited) Trying Captive Followers for the first time with version 1.2. I am a little confused by which spaces are scanned. Specifically, I'm finding that followers that wander the Whiterun townspace proper (inside the town gates, not in a building) aren't captivated. They're still wandering around the town. I was expecting they'd be captured, especially since the loose follower by the Whiterun Stables was captured. Should I have been expecting that? If it is the expected behavior, and it's not happening, presumably another mod is altering the Whiterun worldspace. What should I look for in SSEdit? Edit: These aren't blacklisted followers. Blacklisted followers remain where they were before. Thanks Whiterun: Bannered Mare: Check Drunken Huntsman: Check Dragonsreach: Check Temple Kynareth: Check Hall of the Dead: Check Whiterun Catacombs: Negative Whiterun Stables: Check Arcadia's Cauldron: blacklisted follower present Belethor's shop: no followers to check Warmaiden's: no followers Edited May 11, 2024 by stillnofunnylogin update
darkdesires04 Posted May 11, 2024 Author Posted May 11, 2024 (edited) 6 hours ago, stillnofunnylogin said: Trying Captive Followers for the first time with version 1.2. I am a little confused by which spaces are scanned. Specifically, I'm finding that followers that wander the Whiterun townspace proper (inside the town gates, not in a building) aren't captivated. They're still wandering around the town. I was expecting they'd be captured, especially since the loose follower by the Whiterun Stables was captured. Should I have been expecting that? If it is the expected behavior, and it's not happening, presumably another mod is altering the Whiterun worldspace. What should I look for in SSEdit? Edit: These aren't blacklisted followers. Blacklisted followers remain where they were before. Thanks Whiterun: Bannered Mare: Check Drunken Huntsman: Check Dragonsreach: Check Temple Kynareth: Check Hall of the Dead: Check Whiterun Catacombs: Negative Whiterun Stables: Check Arcadia's Cauldron: blacklisted follower present Belethor's shop: no followers to check Warmaiden's: no followers Yes that's how it is in this version. You can add the Whiterun exterior cells to _ddScanCells if you want to capture followers wandering around town. Edited May 11, 2024 by darkdesires04
eldritch68 Posted May 11, 2024 Posted May 11, 2024 Great mod you've made, I'm enjoying it immensely so far! I too still have followers wandering around in Arcadia's Cauldron in Whiterun, and New Gnisis Club in Windhelm. In Fort Sungard, I encountered enemies from your mod, but no captives. Not sure if this is intended behaviour or not. Would definitely play a version with no enemies at all, as my enemies are already beefed up by other mods. Thanks for all your hard work so far, really appreciate it!
darkdesires04 Posted May 11, 2024 Author Posted May 11, 2024 2 hours ago, eldritch68 said: Great mod you've made, I'm enjoying it immensely so far! I too still have followers wandering around in Arcadia's Cauldron in Whiterun, and New Gnisis Club in Windhelm. In Fort Sungard, I encountered enemies from your mod, but no captives. Not sure if this is intended behaviour or not. Would definitely play a version with no enemies at all, as my enemies are already beefed up by other mods. Thanks for all your hard work so far, really appreciate it! Great, I am glad you like it. I think in the next release, I should add those exterior cells in towns and the New Genesis club to the list of scanned cells. I forgot New Genesis club exists..
a_random_user Posted May 11, 2024 Posted May 11, 2024 I've tested v1.2, and I'm really enjoying it, definitely something I'll add to my permanent playlist. I did notice several followers that weren't picked up by the scans. You've already explained followers that are placed outside in the cities, but I also found non detected followers in Castle Dour and the Dawnstar Barracks. If I understand the _ddScanCells in xEdit correctly, these cells aren't scanned, nor are any other barracks or jails. Is it possible to add these? Besides these, I also noticed a few more cells that might benefit from being scanned: RiftenFishery RiftenBeggarsRow RiftenRaggedFlagon and RiftenThievesGuildHeadquarters MarkarthWarrens WindhelmNewGnisisCornerclub (already mentioned by another commenter) DLC2RRTheRetchingNetch DLC2RRMorvaynManor Thanks again for the great mod!
igorkeri Posted May 12, 2024 Posted May 12, 2024 (edited) I'm running into a couple of issues. Firstly, for some reason my blacklist config isn't working like the last version, mods that i blacklist are still being picked up. This might be my user error, but i've yet to make sense of it. Secondly, the MCM is constantly greyed out. I'm unable to change how many enemies i want because the MCM won't let me, or is perhaps stuck in a constant load. Thirdly, could be the problem of another mod, just wanted to check if you made any edits to Fort Neugrad Prison outside of adding ZAZ markers, because the bottom section has walls removed and the PC can easily fall through the floor. P.S. A suggestion, to anyone really. Would love to see a 'Dirt and Blood' patch for this mod if anyone's experienced in making one. Seems a little strange the followers are all pristine when you find them. I'm not a modder, but i assume it would be easy as the script exists in the original mod, placing dirt on blacksmiths and miners. Would be a cool feature. EDIT: I figured out the Blacklist, so no drama there. Also i realized you have to change the settings in MCM prior to it initializing, I suspect that's the reason for the 60 second warning, but it seems odd you can't change it later on. Edited May 14, 2024 by igorkeri
Derrakor Posted May 12, 2024 Posted May 12, 2024 On 5/10/2024 at 10:11 PM, darkdesires04 said: They just sit there. They could be used, you mean like having sex with captors when you get there and they stop having sex when you attack or get close? yeah like that, cos in evry mod that does this, at this moment i can only think about damsels, it's just :Bandit1-"We have a slave, what do we do with her?" Bandit 2[shrugs]
anon202269 Posted May 13, 2024 Posted May 13, 2024 I loved your mod and idea, but I have about 3000 mods in my list, and it turns out that the mods are added to the JSON one by one. It is biblical, you could add the concept as one more line in the JSON of all the blocked plugins and you can add the mods that you want the followers to be managed by your mod. add it as an option, because this mod is also getting me followers that has its own dialogue and stories, but that's incredible the mod.
prod00013 Posted May 13, 2024 Posted May 13, 2024 (edited) First, I would like to say that like the idea of this mod. having said that I seem to be a compatibility issue with this mode and follower slavery. When I attempt to run this mod with follower slavery my character has a blue effect like a spell is attempting to run. I also get prompts about slavery events attempting to start. I will also get the race menu as if I am setting up my character for the first time. If I keep follower slavery disabled, the mod runs fine but as soon as I enable follower slavery the issue occurs. Also, my mod list in the game itself is completely blank when the issue occurs. I have double checked the requirements for this and I am using the versions appropriate for my game version. I am also using the latest version of follower slavery which is version 1.6. I have also tried uninstalling and reinstalling both no luck. Issue occurs on an old save and a new game. I did some further research and I think part of my issue may be related to SkyUI. When I have either captive followers or follower slavery uninstalled/disabled I get the following: Framework says the same about SKI_ConfigBase.pex file and it's SkyUI error and tells me to reinstall it I have tried uninstalling and reinstalling SkyUI multiple times same result. I get the message as soon as I start a new game or attempt to load an old save. I have looked at the SkyUI forms, but I have not found a fix. update: I tested the mods on another PC . Both captive followers and follower slavery are working as normal on that PC. I did have to roll follower slavery back to 1.510 as 1.60 has issues with this mod. When that version is installed I get a message saying that the follower slavery esm is missing on game load. As for the issue I am having on the other PC it appears it might be something with the game install on that computer. Papyrus.0.log Edited May 15, 2024 by prod00013
hotrack Posted May 14, 2024 Posted May 14, 2024 (edited) On 5/11/2024 at 4:11 AM, darkdesires04 said: They just sit there. They could be used, you mean like having sex with captors when you get there and they stop having sex when you attack or get close? Currently the mod as it stands is good for its purposes. On the other hand, it is a good idea, but fraught with some difficulty. SL Defeat have conditions upon which if aggressors in a SL Defeat scene were to chance upon a combat state (a mid-scene interrupt), they'd abruptly end the scene, but as I recall looking at the scripts, it's out of my league in making sense of it all. It could be implemented in this mod, however, given the fairly static nature of the mod (and taking place in interior cells) [limiting the kind of trouble SL Defeat got into]. It may also allow us to do away with the need for ZaZ, allowing for direct use of aggressive-,bound-tagged animations and/or included-furniture-animations (but then run right into some trouble with animation selection/control). Edited May 14, 2024 by hotrack
Talesien Posted May 14, 2024 Posted May 14, 2024 13 hours ago, hotrack said: Currently the mod as it stands is good for its purposes. On the other hand, it is a good idea, but fraught with some difficulty. SL Defeat have conditions upon which if aggressors in a SL Defeat scene were to chance upon a combat state (a mid-scene interrupt), they'd abruptly end the scene, but as I recall looking at the scripts, it's out of my league in making sense of it all. It could be implemented in this mod, however, given the fairly static nature of the mod (and taking place in interior cells) [limiting the kind of trouble SL Defeat got into]. It may also allow us to do away with the need for ZaZ, allowing for direct use of aggressive-,bound-tagged animations and/or included-furniture-animations (but then run right into some trouble with animation selection/control). One option might be "Display Model" as an optional dependency and if present the followers could be placed in its devices. Unlike ZAZ, Display Model is pretty robust in keeping the NPC's in the devices. Supposedly it's also easier to use for modders, but no clue if that's true.
gender65 Posted May 15, 2024 Posted May 15, 2024 The game is almost over and when initialized in MCM, there are only 2 followers in captivity. Does it make sense for me to play with your mod under such circumstances?
crowbear Posted May 16, 2024 Posted May 16, 2024 (edited) It doesn't support 1.6.353? mcm is not displayed. I didn't see the message either. I saw this in the log: [05/20/2024 - 01:39:06PM] Error: Unable to link type of variable "libs" on object "ddCaptiveFollowers" [05/20/2024 - 01:39:06PM] Error: Unable to link types associated with function "SetInstalledMods" in state "" on object "ddCaptiveFollowers". [05/20/2024 - 01:39:06PM] Error: Unable to link types associated with function "OnConfigInit" in state "" on object "ddCaptiveMCMConfig". [05/20/2024 - 01:39:06PM] Error: Unable to bind script ddCaptiveMCMConfig to _ddCaptiveMCMConfig (FE4E39B5) because their base types do not match [05/20/2024 - 01:53:02PM] WARNING: Property prisonerFaction on script ddCaptiveFollowers attached to _ddCaptiveFollowers (FE4E3A9E) cannot be initialized because the script no longer contains that property [05/20/2024 - 01:53:02PM] WARNING: Property ScanCells on script ddCaptiveFollowers attached to _ddCaptiveFollowers (FE4E3A9E) cannot be initialized because the script no longer contains that property ....... Edited May 20, 2024 by crowbear
Sybastian233 Posted May 16, 2024 Posted May 16, 2024 Maybe adding an option to set certain followers manually instead of scanning all the followers is better?
KY117 Posted May 17, 2024 Posted May 17, 2024 (edited) not compatible with NFF i assume. i just tested it but there's a quest package and it stuck that way forever. Edit: with NFF, follower won't move from the restrain and stuck there. After teleporting them they just went back to the restrain. Edited May 17, 2024 by KatsuragiYoshiro
sfdrake Posted May 17, 2024 Posted May 17, 2024 On 5/16/2024 at 7:59 AM, Sybastian233 said: Maybe adding an option to set certain followers manually instead of scanning all the followers is better? you know you can add mods to the blacklist in its json files right?
Talesien Posted May 17, 2024 Posted May 17, 2024 2 hours ago, KatsuragiYoshiro said: not compatible with NFF i assume. i just tested it but there's a quest package and it stuck that way forever. Edit: with NFF, follower won't move from the restrain and stuck there. After teleporting them they just went back to the restrain. That would be a bummer I've been planning to use this mod in my next game. You tried moving the follower to the game slot and disabling all NFF AI packages for it?
Archon459 Posted May 17, 2024 Posted May 17, 2024 On 5/15/2024 at 5:42 AM, gender65 said: The game is almost over and when initialized in MCM, there are only 2 followers in captivity. Does it make sense for me to play with your mod under such circumstances? I would just leave it installed. It's generally not good to remove mods mid playthrough, and this mod really only does most of its work at the beginning of the game.
Archon459 Posted May 17, 2024 Posted May 17, 2024 Should be okay to ESLify this mod as it is right now, correct?
Archon459 Posted May 17, 2024 Posted May 17, 2024 I have *hundreds* of sexy/waifu followers hahhahahahhaaaaa I populated my Skyrim with pussy, and your mod put them all in chains! I'm going to have to get this on video lmao.
KY117 Posted May 18, 2024 Posted May 18, 2024 (edited) 8 hours ago, Talesien said: That would be a bummer I've been planning to use this mod in my next game. You tried moving the follower to the game slot and disabling all NFF AI packages for it? tbh i don't know how. i mean i try removing them from NFF and even using vanilla follow option on NFF nothing works. This is a very cool concept mod that i wanted as an alternative to find followers, just sad that currently it's not working correctly with NFF. Edit: After trying what you said it still result in the same thing. So yeah, its not working. Edited May 18, 2024 by KatsuragiYoshiro
igorkeri Posted May 18, 2024 Posted May 18, 2024 6 hours ago, KatsuragiYoshiro said: tbh i don't know how. i mean i try removing them from NFF and even using vanilla follow option on NFF nothing works. This is a very cool concept mod that i wanted as an alternative to find followers, just sad that currently it's not working correctly with NFF. Edit: After trying what you said it still result in the same thing. So yeah, its not working. I use NFF and it works, but there's some things to be mindful of i've found. Firstly, NFF should load after this mod (at the end of most load orders really.) Secondly, it's best once you released them to not interact with them, certainly don't ask them to follow you, yet that is. Once they leave the cell, they will redress and start heading back home, ideally this is where it's fine to talk to them again. It's not perfect, but it works for me in that capacity. 3
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