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Posted
2 hours ago, Schatten517 said:

I've installed both Hammet's Dungeon Pack 1 and 2, but Captive Followers isn't recognizing them. Anyone know why?

If you check the thread a bit further up you will notice, it's not just you and no, no one knows. Might have to wait till darkdesires returns to modding I'm afraid.

  • 2 weeks later...
Posted

im having an issue where i cannot free them, dialogue wont pop up and they wont even free themselves all they say is "talk to you outside" or something close, i disabled it, but i really want to use this mod!!

Posted
12 hours ago, Skyrimlover1011 said:

im having an issue where i cannot free them, dialogue wont pop up and they wont even free themselves all they say is "talk to you outside" or something close, i disabled it, but i really want to use this mod!!

Try hitting them (once don't fail them to death), might snap them out. Alternatively try moving to load very late, so you can be certain nothing is overriding the dialogue.

Posted
On 8/17/2026 at 12:55 AM, Skyrimlover1011 said:

im having an issue where i cannot free them, dialogue wont pop up and they wont even free themselves all they say is "talk to you outside" or something close, i disabled it, but i really want to use this mod!!

Select in console ""resetai"" I find you get sometimes get one chance to engage then they go back to tard mode, rinse repeat

  • 2 weeks later...
Posted (edited)
On 8/16/2026 at 7:55 PM, Skyrimlover1011 said:

im having an issue where i cannot free them, dialogue wont pop up and they wont even free themselves all they say is "talk to you outside" or something close, i disabled it, but i really want to use this mod!!

Check you have Fuz Ro D-oh - Silent Voice installed. This was happening in my game until I realized it wasn't installed. If the follower won't release from bondage you either don't have the Fuz Ro D-oh or a papyrus prerequisite. 

Edited by cheeseglue
Posted

For what it's worth, I just did some testing to see if I could confirm the Hammet's dungeon problem.  I'm just not finding one (at least not a hard stop).

 

I reinstalled the 2.5 installer, used with and without Crajjjj's patch posted above.  Tried old versions of Hammet's I and II dated from before the patch creation, as well as current.

 

Haven't found a problem.  Fomod found the Hammet's esm installs.  Each version of old and current Hammets had followers captured, with both Default 2.5 and Crajjjj's patch.

 

Due to changes in the dungeon mods since patch creation, there are some locations that may have issues (Changelog references some dungeon layout changes) - so there are possible issues there.  Some dungeons may just never have gotten locations.  and RNG may just not have slotted followers to some dungeons.  Not sure if Vanilla locations have a higher spawn chance or not.  But out of 4-5 capture rounds with different setups, in no instance did it fail to populate followers in both Hammets I and II dungeons.  Also ran with ~380 captives, so supply may just run dry in some load orders.

 

So it IS working (at least in my setup).  Might there be some issues due to dungeon layout changes - absolutely.  But the captives ARE populating in Hammets I and II with the default patches. 

 

Just my 2c, in case it helps anyone.

Posted

I went back to version 2.4 and it detects Hammets 1 & 2 just fine, in both the FOMOD and the MCM.

 

2.5 detects Hammets 1 & 2 in the FOMOD, but not the MCM.

Posted
10 hours ago, Seiku123 said:

my game is crashing. When I use simple slavery and use it with this mod along with captive player, it crashes after being sold in the auction. here is my crashlog 

crash-2026-09-03-02-10-19.log 134.77 kB · 0 downloads

Interesting, that was pretty difficult to track down, most of the mods listed are red hearings. The fault is cmp byte ptr [rcx+0x1A], 0x28 with rcx = 0. Two things on the give more detail:

 
RBP / RSP+A8   TESObjectREFR*
                 Object Reference: None          <-- base form is null
                 EditorID: "_ddUstengravGallowRef002"
                 File: "CaptiveFollowers.esp"
                 FormID: 0xFA39A9D1
                 ParentCell: Ustengrav02 ("Ustengrav Depths")

RSP+58 / +68   BGSProcedureSitSleepExecState*

 

At first sounded like a DD furniture, but digging deeper it's ZAZ, specifically zbf_ChainedUnderTheGallow01_DarkWood (0x00455eb).
Basically a sit/sleep procedure (probably a follower is put in a furniture while the screen is black) is run against a furniture reference whose base object is null.
The code is reading a field off the base form to check furniture type, the base pointer is zero, and it dies. Object Reference: None tells you that this REFR has no base.

So Captive Followers is referencing a base record that isn't resolving. That's usually a version mismatch. Are you certain you are using the correct version of ZAZ? An alternative explanation would be a plugin overriding that furniture record, like marking it as deleted would do it (and be terrible practice, if you got such a mod, get rid of it, it's likely making other gross mistakes at well).

 

Posted
6 hours ago, Talesien said:

Interesting, that was pretty difficult to track down, most of the mods listed are red hearings. The fault is cmp byte ptr [rcx+0x1A], 0x28 with rcx = 0. Two things on the give more detail:

 
RBP / RSP+A8   TESObjectREFR*
                 Object Reference: None          <-- base form is null
                 EditorID: "_ddUstengravGallowRef002"
                 File: "CaptiveFollowers.esp"
                 FormID: 0xFA39A9D1
                 ParentCell: Ustengrav02 ("Ustengrav Depths")

RSP+58 / +68   BGSProcedureSitSleepExecState*

 

At first sounded like a DD furniture, but digging deeper it's ZAZ, specifically zbf_ChainedUnderTheGallow01_DarkWood (0x00455eb).
Basically a sit/sleep procedure (probably a follower is put in a furniture while the screen is black) is run against a furniture reference whose base object is null.
The code is reading a field off the base form to check furniture type, the base pointer is zero, and it dies. Object Reference: None tells you that this REFR has no base.

So Captive Followers is referencing a base record that isn't resolving. That's usually a version mismatch. Are you certain you are using the correct version of ZAZ? An alternative explanation would be a plugin overriding that furniture record, like marking it as deleted would do it (and be terrible practice, if you got such a mod, get rid of it, it's likely making other gross mistakes at well).

 

Im using ZAZ Animation Pack version 7, maybe its a plugin overriding the furniture record however I do not know how to check that

Posted
8 minutes ago, Seiku123 said:

Im using ZAZ Animation Pack version 7, maybe its a plugin overriding the furniture record however I do not know how to check that

 

Unless there is some other reason you have not to, the links for Zaz 8+ are on the front mod page under requirements.  That should fix you up.

Posted
1 hour ago, Seiku123 said:

Im using ZAZ Animation Pack version 7, maybe its a plugin overriding the furniture record however I do not know how to check that

That would be your problem right there from the required mods section:
 

 ZAZ Animation Pack
It would be best if you download ZAZ 8.0 CBBE Rev2 https://mega.nz/#!rJghkKBZ!Orm3SQ4_W7Icpbnjs--FzvX2cJQlZg82WlywEct_Jfw or ZAZ 8.0+ CBBE HDT 2023 https://mega.nz/file/7IhyFKrQ#IfUw7ex6vg6h0to4x5fQ7IoEJpUqUmW130p7aazDNmg

I am not sure if lower versions of ZAZ will work. 


Why on Nirn would you use ZAZ 7 anyway? Almost all mods that use ZAZ require ZAZ8+ these days.

Posted

Did the following

 

1. Uninstalled Captive Followers 2.5

2. Installed all optional dungeon mods. Took the files that were the latest downloadable files before 2026. For Hammet, both files are ESM.

3. Made sure all optional dungeon mod esp/esms were active in my load order

4. Installed captive followers 2.5

5. FOMOD picked up all the optional dungeon mods (they were already ticked in the FOMOD)

6. Finished installation. Crajj patch loaded after Captive followers 2.5

 

This time, all optional dungeon mods show up as "TRUE" in MCM. Ran Restrain function, 651 followers captured (yeah....I may have gone overboard with follower mods lol)

 

So looks like this was some issue I was having based on load or installation order. Thanks everyone who checked and commented on the issue. Hope the steps I mention help those who still were seeing this issue.

Posted
On 9/3/2026 at 3:22 PM, Talesien said:

Interesting, that was pretty difficult to track down, most of the mods listed are red hearings. The fault is cmp byte ptr [rcx+0x1A], 0x28 with rcx = 0. Two things on the give more detail:

 
RBP / RSP+A8   TESObjectREFR*
                 Object Reference: None          <-- base form is null
                 EditorID: "_ddUstengravGallowRef002"
                 File: "CaptiveFollowers.esp"
                 FormID: 0xFA39A9D1
                 ParentCell: Ustengrav02 ("Ustengrav Depths")

RSP+58 / +68   BGSProcedureSitSleepExecState*

 

At first sounded like a DD furniture, but digging deeper it's ZAZ, specifically zbf_ChainedUnderTheGallow01_DarkWood (0x00455eb).
Basically a sit/sleep procedure (probably a follower is put in a furniture while the screen is black) is run against a furniture reference whose base object is null.
The code is reading a field off the base form to check furniture type, the base pointer is zero, and it dies. Object Reference: None tells you that this REFR has no base.

So Captive Followers is referencing a base record that isn't resolving. That's usually a version mismatch. Are you certain you are using the correct version of ZAZ? An alternative explanation would be a plugin overriding that furniture record, like marking it as deleted would do it (and be terrible practice, if you got such a mod, get rid of it, it's likely making other gross mistakes at well).

 

 

 

I use google AI mode to analyse this and it says: 

Your log shows a massive, interconnected chain of SKSE plugins hooking into the main player update loop (PlayerCharacter_Update). A mod in this chain is passing an invalid, uninitialized, or deleted object reference down to the engine during a frame update.
The most prominent suspects listed in your call stack include:
 
 
  • AutoPhysicsReset.dll / hdtsmp64.dll (Physics/Faster HDT-SMP)
  • BobbingFramework.dll / DynamicWind.dll
  • TrueDirectionalMovement.dll / TargetFocus.dll (Targeting/Camera)
  • VariadicCollisionDynamics.dll / ChocolatePoise.dll (Combat/Physics)
    • SoftShadows.dll / Subtitles.dll / MenuStudio.dll

hope  it helps.

Posted (edited)
6 minutes ago, Dondersteen said:

 

 

I use google AI mode to analyse this and it says: 

Your log shows a massive, interconnected chain of SKSE plugins hooking into the main player update loop (PlayerCharacter_Update). A mod in this chain is passing an invalid, uninitialized, or deleted object reference down to the engine during a frame update.
The most prominent suspects listed in your call stack include:
 
 
  • AutoPhysicsReset.dll / hdtsmp64.dll (Physics/Faster HDT-SMP)
  • BobbingFramework.dll / DynamicWind.dll
  • TrueDirectionalMovement.dll / TargetFocus.dll (Targeting/Camera)
  • VariadicCollisionDynamics.dll / ChocolatePoise.dll (Combat/Physics)
    • SoftShadows.dll / Subtitles.dll / MenuStudio.dll

hope  it helps.

So google AI mode is crap at reading crash logs ... I'm not surprised. Try Claude Opus if you want to use AI. The more recent, full versions of Gemini might also work, but the cheap versions are useless for complex tasks like this.

Feed it inot Claude Opus for giggles. I will spare you the entire thing, but basically it said:

The call stack here is mostly a decoy. Frames 11 through 27 — AutoPhysicsReset, BobbingFramework, ChocolatePoise,
Constellations, DynamicWind, Firmament, HellbladeTimedBlock, HorsePoseCorrection, SoftShadows, TargetFocus,
TrueDirectionalMovement, VariadicCollisionDynamics, Acheron, BeamWalking, In-Game_Patcher, RaySense, Subtitles
— are all just SKSE plugins chained onto PlayerCharacter::Update. Every one of them hooks the same function,
so they all appear on every player-update crash regardless of fault. None of them is the culprit. The real 
information is in the objects.

The fault is cmp byte ptr [rcx+0x1A], 0x28 with rcx = 0.

 
It's actually a pretty darn good analysis. Might feed future crash logs into Opus first to see if the results make sense, saving me time.

Edited by Talesien
Posted

so far i got the right answer from google, but sur my questions were simple enough then. just wanted to help people with the crash log, but a better 1 to read that chrashlog is always a welcome addition.

Posted (edited)

Does anyone know which version introduced freed followers to have the generic "I want to get out of here" dialog? I need the version prior to that since it seems the followers now are hardcoded as potential followers. When you use DOM to enslave those followers DOM just spits out "can not abduct a follower". You can even use Nether's Follower Framework to purge the potential follower faction from an npc and nothing will happen.

 

Edit:

 

Version 2.3 introduced the Following to Safety

Does anyone have a copy of 2.2?

 

Edit 2:

 

This is a Dynamic Combat Collision issue which I written more about on Diary of Mine's Thread

 

Edited by Stained Atonement
Posted
9 hours ago, Dondersteen said:

so far i got the right answer from google, but sur my questions were simple enough then. just wanted to help people with the crash log, but a better 1 to read that chrashlog is always a welcome addition.

I'm not THAT good at it sadly, or at least I'm not getting to things quickly. So if LLM's produce reliable results now, that would be nice. The basic recomendation remains though, never trust an LLM if you didn't verify it's output personally (in a pinch try a 2nd LLM, if the results differ significantly, assume both results are unusuable unless you can determine which one is correct). Generally though, the free models are unreliably for almost any serious task. And it's getting worse as companies need to bring cost down.

That said it is of course conceivable that one of those SKSE plugins also causes problems. Seems unlikely though, as that bug would likely have shown up much earlier. PlayerCharacter::Update is called all the time, you would likely CTD right after loading the safe. So unless it's a very specific condition that causes the CTD at specifically this point in one of the SKSE plugins. No way to determine that unless one first fixes the main culprit, which remains that ZAZ furniture, fix that and this particular CTD should go away. If it does not you then can turn the attention to those skse plugins, likely need to check their logs (perhaps first enable logging for those) or simplpy disable one by one until you find the resaon.
I remain convinced though that fixing ZAP will also fix the CTD. Since Seiku123 never mentioned if upgrading ZAZ fixed the problem, we might never know.

Posted (edited)

update: two questions:

 

A) found the culprit. TAWOBA distribution esp is polluting male bandits. some great outfit designers just not good coders basically.

 

does the logic detect spawned npc then setup animation when player is nearby, or does the mod spawn naked npc at the time animation is called?  (weird question sounds similar, but the latter is new npc spawned?)

 

The reason I ask is the new gentlemen doesn't assign men's tool when animation is playing when player reaches the spot the action is taking place.  Not sure if it's because TNG only assign one PP when going from dressed to naked.

 

B) interrupt animation? (both SL and Ostim installed)

cant save the damsel being defiled

Edited by loversusers
  • 2 weeks later...
Posted
13 hours ago, Zeigfried_McBacon said:

 

 

Neither of these worked for me.

did you downgrade papyrus tweaks to 4.1.1? 

try loading the game with just this mod and its dependencies to ensure your modlist has no conflicts. MO2 has a profile feature near the top that can make this test simple.

also update skyui if you haven't already. version 6.10 had an mcm bugfix

Posted
9 minutes ago, savage said:

did you downgrade papyrus tweaks to 4.1.1? 

try loading the game with just this mod and its dependencies to ensure your modlist has no conflicts. MO2 has a profile feature near the top that can make this test simple.

also update skyui if you haven't already. version 6.10 had an mcm bugfix

Yeah, the downgrade is the only solution that works. I keep Skyui updated; it's at the latest version(6.11). I'm just hoping the author of this mod notices so either the first post gets updated, or better yet, this issues gets looked at and solved (someone on nexus pointed out mods not showing up with the new papyrus NG, so maybe its a bug on that mods end).

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