vinagre969 Posted May 27 Posted May 27 whenever i enable this mod NFF seems to break , does anyone know how to fix ?
FutaFanatic37 Posted June 5 Posted June 5 On 5/27/2026 at 4:34 PM, vinagre969 said: whenever i enable this mod NFF seems to break , does anyone know how to fix ? try messing with your load order because nothing should be conflicting and I run both this mod and NFF as well.
FutaFanatic37 Posted June 5 Posted June 5 Hi so this mod is awesome! Just curious, is there a prerequisite for Sexlab scenes to activate? I have it ticked and have animations that work but I haven't seen any scenes happening with followers I rescued? Not a big deal if it's just not working for me just wondering if I'm missing something. I have all the requirements and I dont see any conflicts happening with other mods so not sure what else I should check for.
IWhiteWolfI Posted June 5 Posted June 5 (edited) got the similiar issue im using Sexlab P+ is that a problem for the mod? the mod itself works splendid with the restricting etc , the guards though they are just standing around i checked with TFC and Show scenes on map but so far nothing, sneaked with 100 sneak no scene, releasing them works without issue its just No scene is starting even at 100% Edited June 7 by IWhiteWolfI
halradeon Posted June 13 Posted June 13 (edited) Weird thing, one of my followers (and old version of coldsun's Lyris titanborn, a very basic follower no fancy scripts or sth) got scanned and captured but the mod tells me she's captured in Dragonsreach, which is her starting position and not supposed to be an option for a capture location afaik. I then try to enter the cell but it ctds even if I coc whiterundragonsreach. Tried another location (fort neugrad) and another captive was there and everything seemed to work. Anyone else run into anything similar? And another follower who also starts in Dragonsreach got sent to fort kastav properly so that's not the problem, also I double-checked I can enter whiterundragonsreach perfectly fine without the mod active. Reading the thread I see user "xxxstupidfastxxx" had encountered the same bug last year, with different locations (bannered mare and drunken huntsman) but the same symptoms otherwise. Too bad it seems like the source of the bug was never identified. I don't have any mod modifying Dragonsreach either. Edited June 13 by halradeon
muhavaux33 Posted June 17 Posted June 17 When I arrived at the location of a captured follower she wasnt really tied up or restrained in any contraption, only having sex with a bandit. Even after the sex scene ended she just kept walking around the area as if she was with them
Talesien Posted June 17 Posted June 17 (edited) 52 minutes ago, muhavaux33 said: When I arrived at the location of a captured follower she wasnt really tied up or restrained in any contraption, only having sex with a bandit. Even after the sex scene ended she just kept walking around the area as if she was with them If not 'enganged' with their captors, the followers walk back to their contraption and once reaching it lock themselves in again. Yes that's a bit 'odd', but pretty much a limitation of the game engine. Might be better to have a slider or something to determine the chance of the captive being used when the PC arrives. Edited June 17 by Talesien
The_Beholder Posted June 18 Posted June 18 Hello, I love this mod, use it on every playthrough. It really revolutionizes the role of followers in the game. I do have a question though, and this has sort of been asked before (sorry), but I have some follow up questions that go with it. If I install followers mid-playthrough, and run the capture script again, what happens? 1. My followers that have already been rescued what happens to them? If I've moved them from their capture locations and use NFF to reset their home location to a cell that the script does not scan (say a custom cell from a mod, like Goma Pero Land or Amarna), that should protect them from being recaptured, correct? As long as they're not on the Force Capture list? 2. The new followers who get captured, where will they be put? Will they be randomly assigned to locations that I haven't explored/cleared yet? Or is there a chance that they'll be put into locations which I've already cleared, meaning I'll need to re-explore previous locations? 3. Followers who were already captured and haven't been rescued, what happens to them? Will they stay where they are currently held captive, or will they be shuffled around and reassigned to new locations? 4. If I run the script, don't like the results for whatever reason, and roll back to a previous save, will all the Captive Follower stuff go back to how it was? Or, does running the script again mean that even if I go back to an older save, the new version of the script (and any changes it made) will persist? Sorry for all the questions, just want to weigh out whether it's worth it or not before I make any changes. This game is so fragile and I've finally got everything running correctly, would really hate to break everything just because I got greedy. Any help is appreciated! Thanks.
saelys02 Posted June 20 Posted June 20 (edited) Unfortunately, it seems that if you add additional captive spots mid-save (e.g. adding Forgotten Dungeons after having already installed the mod beforehand), when you try to restrain again, the script won't recognize them as captive spots ? But when I tried on a new game, it worked as intended this time Edited June 20 by saelys02
muhavaux33 Posted Thursday at 07:28 PM Posted Thursday at 07:28 PM Mod does keep taking followers already added into the default exclusion list sometimes
Talesien Posted Thursday at 07:58 PM Posted Thursday at 07:58 PM 13 minutes ago, muhavaux33 said: Mod does keep taking followers already added into the default exclusion list sometimes Sometimes? As in one run it takes them, another it doesn't? Or as in it does take some of them every time? If the second, most likely for a follower that is blacklisted getting captured anyway, is that you've a mod that modifies this follower in some way, if you blacklist by plugin name, the follower can then appear to be from the mod that modifies it, so it gets captured. In that case the solution is simple, add all mods/plugins modifying followers you don't want to get captured to the blacklist.
Marcello007 Posted yesterday at 05:41 AM Posted yesterday at 05:41 AM Hello and ty very much for this amazing mod - all works fine. My only problem is the user interface. For example: I'm standing in front of a cave and want to know if there's anyone inside to rescue. Unfortunately, the locations in my list of captives aren't sorted alphabetically. With 100–200 captives, it's a real hassle to check whether it's worth entering the cave. Yes, I’ve installed some follower packs because I use them for other mods (e.g., Hjertesten Hall). It would be great if the locations could be sorted...
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