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Posted (edited)
2 hours ago, igorkeri said:

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.

i'll try 

Edit: 1. How do i release them? there's no option other than asking to join.
2. my NFF load order is lower like wayy lower.

Edit 2: So after testing again, follower still stuck. Nothing work so far. I move them with console command, i hit them, i move to another hold and move them, i clear the fort, i ignore the enemy, still stuck.

Edited by KatsuragiYoshiro
Posted (edited)
18 hours ago, KatsuragiYoshiro said:

i'll try 

Edit: 1. How do i release them? there's no option other than asking to join.
2. my NFF load order is lower like wayy lower.

Edit 2: So after testing again, follower still stuck. Nothing work so far. I move them with console command, i hit them, i move to another hold and move them, i clear the fort, i ignore the enemy, still stuck.

 

Not sure what it is, I am still playing the mod myself and I am also using NFF and asking followers to join inside the forts and outside and it works fine. If I come across the issue I will fix it to improve the mod.

 

Edited by darkdesires04
Posted
On 5/17/2024 at 11:52 PM, keitel66 said:

Should be okay to ESLify this mod as it is right now, correct?

 

Maybe, but there are a lot of records in it with 250+ captive spots and Zaz furniture. Not sure if it will work ESLified.

Posted
On 5/11/2024 at 11:49 PM, a_random_user said:

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!

 

Thanks, I will add these cells when I update the mod.

Posted (edited)
On 5/17/2024 at 7:09 PM, keitel66 said:

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.

I meant what I said. I'm going to do a video series on this playthrough showing off a few LL mods, with this one as the centerpiece.

 

I'm also surprised nobody noticed the post I had that showed I had 234 followers held captive.
image.png.b6a42dfade03d7c7de072c2c06e5208b.png

 

Edited by keitel66
lol
Posted
3 hours ago, keitel66 said:

I meant what I said. I'm going to do a video series on this playthrough showing off a few LL mods, with this one as the centerpiece.

 

I'm also surprised nobody noticed the post I had that showed I had 234 followers held captive.
image.png.b6a42dfade03d7c7de072c2c06e5208b.png

 

 

What does the restrain freed slaves option do?

Posted
1 hour ago, johnhamm said:

 

What does the restrain freed slaves option do?

It won't let me take a screenie, so I'm going to quote the tooltip that appears when you mouseover that option:

 

"Restrain followers freed by Follower Slavery Mod that are not in your vicinity. This can happen if the slave limit is hit in FSM. If you enable this feature, when a slave is freed by FSM and the slave is far away, they are restrained in captivity by this mod instead of gaining freedom."

 

Basically it prevents a feature from accidentally breaking immersion. Instead of them being freed due to a glitch, they remain not enslaved but "restrained in captivity", meaning they might still be in a cage and they're definitely wearing some kind of restraint (cuffs, chains) such that they can't escape wherever they're at.

Posted (edited)
8 hours ago, darkdesires04 said:

 

Not sure what it is, I am still playing the mod myself and I am also using NFF and asking followers to join inside the forts and outside and it works fine. If I come across the issue I will fix it to improve the mod.

 

So maybe im not clear enough before but it may not even problems with NFF but rather my ZAZ. I have the Rev2 though, but i found out that when recruiting them they won't leave the device. And fyi the follower i use here is the Kurone Followers on nexus. 
Edit: i don't know if it matters, but the device that make them stuck is the pillory. And it not just stuck, they go back using the pillory after i recruit them and teleport them using NFF keybinds.

Edit 2: my NFF isn't up to date so im gonna check if that's the issue.

Edit 3: updating the mod and installing it makes me realise something, is changing the recruiting dialogue script causes it? (NFF install option) I did that because i have troubles with some of the voices when im dismissing them especially FemaleYoungEager and FemaleSultry.

Im talking about this:This.png.d0072c2e6f4f73f220c4c5785f675990.png

 

and while im at it im just gonna give my Papyrus log if it helps. Here: Papyrus.0.log

Edited by KatsuragiYoshiro
Posted
2 hours ago, KatsuragiYoshiro said:

So maybe im not clear enough before but it may not even problems with NFF but rather my ZAZ. I have the Rev2 though, but i found out that when recruiting them they won't leave the device. And fyi the follower i use here is the Kurone Followers on nexus. 
Edit: i don't know if it matters, but the device that make them stuck is the pillory. And it not just stuck, they go back using the pillory after i recruit them and teleport them using NFF keybinds.

Edit 2: my NFF isn't up to date so im gonna check if that's the issue.

Edit 3: updating the mod and installing it makes me realise something, is changing the recruiting dialogue script causes it? (NFF install option) I did that because i have troubles with some of the voices when im dismissing them especially FemaleYoungEager and FemaleSultry.

Im talking about this:This.png.d0072c2e6f4f73f220c4c5785f675990.png

 

and while im at it im just gonna give my Papyrus log if it helps. Here: Papyrus.0.log

This makes sense because it means NFF makes a change to the base game. If another mod is looking at the base game, but doesn't know that NFF is changing it, it could cause a compatibility issue.

The first fix would be to reinstall NFF with that option unchecked, and then roll back to a previous save...

The second fix would be to patch *this* mod so it would then understand NFF is doing this, and therefore be compatible with this specific feature of NFF.

The third would be to post about this compatibility issue on the front page of this mod while the second fix is being developed.

 

Incidentally, I've literally never seen this before. Where did you find it? Just the regular NFF on nexusmods?

This one?

https://www.nexusmods.com/skyrimspecialedition/mods/55653

Last up dated 10 Apr 24

Posted
5 hours ago, keitel66 said:

It won't let me take a screenie, so I'm going to quote the tooltip that appears when you mouseover that option:

 

"Restrain followers freed by Follower Slavery Mod that are not in your vicinity. This can happen if the slave limit is hit in FSM. If you enable this feature, when a slave is freed by FSM and the slave is far away, they are restrained in captivity by this mod instead of gaining freedom."

 

Basically it prevents a feature from accidentally breaking immersion. Instead of them being freed due to a glitch, they remain not enslaved but "restrained in captivity", meaning they might still be in a cage and they're definitely wearing some kind of restraint (cuffs, chains) such that they can't escape wherever they're at.

 

Oh wow I was already definitely going to use this in my next playthrough, but that's perfect. Only problem I have with FSM is hitting the slave cap so this definitely helps

Posted
3 hours ago, johnhamm said:

 

Oh wow I was already definitely going to use this in my next playthrough, but that's perfect. Only problem I have with FSM is hitting the slave cap so this definitely helps

It's great. I had to restart my game after spending a few hours getting 100+ mods set up through the MCM, but I can't wait. I'm literally going to shoot video of so many ladies getting rescued...will definitely end up on one of the XXX sites. I'll be sure to link. This is going to be a multi-month project given that I installed a *ton* of new mods specifically for this playthrough.

Posted

Hi,

    Windhelm's Palace of the Kings doesn't get scanned, followers aren't captivated. I looked in xedit, and I can't find it in _ddScanCells.

 

Was this a choice, an oversight, or am i just blind?

 

Follow up question: does it hurt anything to have a cell entered twice in _ddScanCells? Say I added something I didn't see was already there.

 

"WindhelmPalaceoftheKings "Palace of the Kings" [CELL:0001677C]"

 

Thanks

Posted (edited)
10 hours ago, keitel66 said:

This makes sense because it means NFF makes a change to the base game. If another mod is looking at the base game, but doesn't know that NFF is changing it, it could cause a compatibility issue.

The first fix would be to reinstall NFF with that option unchecked, and then roll back to a previous save...

The second fix would be to patch *this* mod so it would then understand NFF is doing this, and therefore be compatible with this specific feature of NFF.

The third would be to post about this compatibility issue on the front page of this mod while the second fix is being developed.

 

Incidentally, I've literally never seen this before. Where did you find it? Just the regular NFF on nexusmods?

This one?

https://www.nexusmods.com/skyrimspecialedition/mods/55653

Last up dated 10 Apr 24

Ok so i did update NFF from nexus, and try to use the mod with the option unchecked. But still stuck. and even try with BEES if its have some script compat issues. Still nothing. 

The problem so far is that follower won't leave the pillory after recruited and teleporting them is do nothing but make them return to the pillory. Hence why i concluded it may have troubles with the ZAZ i use even tho its the CBBE SE Rev2 version

Edited by KatsuragiYoshiro
Posted
18 minutes ago, Yoen said:

will this work for LE or is there an LE version?

In the mod page it says not compatible with LE/Regular Edition.

Posted
13 hours ago, stillnofunnylogin said:

Hi,

    Windhelm's Palace of the Kings doesn't get scanned, followers aren't captivated. I looked in xedit, and I can't find it in _ddScanCells.

 

Was this a choice, an oversight, or am i just blind?

 

Follow up question: does it hurt anything to have a cell entered twice in _ddScanCells? Say I added something I didn't see was already there.

 

"WindhelmPalaceoftheKings "Palace of the Kings" [CELL:0001677C]"

 

Thanks

I see Whiterun city open spaces (so inside of the walls, but outside of buildings) aren't being scanned. I just happen to have a bunch of followers spawn around the Gildergreen. I was thrilled those mods still worked, but disappointed they weren't kidnapped & enslaved.

Posted
15 hours ago, KatsuragiYoshiro said:

Ok so i did update NFF from nexus, and try to use the mod with the option unchecked. But still stuck. and even try with BEES if its have some script compat issues. Still nothing. 

The problem so far is that follower won't leave the pillory after recruited and teleporting them is do nothing but make them return to the pillory. Hence why i concluded it may have troubles with the ZAZ i use even tho its the CBBE SE Rev2 version

You could try the 2023 versions (scroll down the page). Long shot, but since you seem convinced it's a ZAZ issue, it makes sense I guess.

Posted

Probably mentioned, but as alternative I think it would work better if you could add json file that only scans followers from specific plugins. Large quest/New lands mods tend to add a lot of new followers.

Posted
On 5/2/2024 at 6:17 AM, darkdesires04 said:

Captive Followers

View File


 

What will you do with 100s of followers available to download, while only 2 or 3 can follow you? I created this mod as an idea to resolve this issue. At the beginning of the game or whenever you install the mod, it scans inns and other common places where followers hang out and restrains them into captivity at enemy forts, caves, and dungeons. It is up to you to find and free them, but it won't be easy since you might be alone now and you don't know where they are. If you manage to infiltrate an enemy fort, when you walk up to a restrained follower you can just activate them or hit them and they will follow you outside. Once outside they will just become a regular follower as if they were never held captive.

 

Description:

 

The mod features two core parts:

1. followers are restrained and held captive in forts, caves, and dungeons. There are over 50 locations where they could be. See spoiler for details.

2. new enemies are spawned to guard them in and around forts, levelled and unlevelled. No new enemies are spawned in dungeons or caves.

 

Currently this mod doesn't have a quest or dialogue or any followers. It scans for followers you have downloaded from other mods. At the beginning of the game you should see a pop up message informing you that the mod is about to start scanning and restraining. You have 60 seconds to configure your MCM settings before the script runs. When it starts running you will see a message "Restraining followers...". It takes 3-5 minutes for the script to run, but you can just start playing without waiting. I recommend you stay away from inns and towns during the first three minutes of the game so the script can restrain the followers while you are not there. If you don't want certain followers restrained you can edit the config file located in Data\SKSE\Plugins\CaptiveFollowers\Config.json and add the follower's mod name to the BlacklistedMods list, so that followers from that mod will not be restrained.

 

Not all followers are restrained. Here are the rules for restraining a follower:

 

- not a follower included in the base game, such as Aela the Huntress or Mjoll the Lioness

- not a follower from the Buxom Wench Yuriana mod

- not a child or animal, must be NPC

- not close to you or following you at the time the script runs

- not a follower that is already enslaved by bandits in caves or bandit camps, follower must be initially located in a town or an inn

- not a follower from a blacklisted mod defined in a Data\SKSE\Plugins\CaptiveFollowers\Config.json

 

The mod also has an MCM which shows how many followers are held captive currently and a checkbox to restrain followers freed by the Follower Slavery Mod if that mod frees a follower just because the enslavement limit is hit. 

 

List of locations where followers may be held captive:

  Reveal hidden contents

Mistwatch

Faldars Tooth

Morvunskar

Bloodlet Throme

Fellglow Keep

Gallows Rock

Trevas Watch

Fort Greenwall

Fort Amol

Fort Hraggstad

Fort Sungard

Fort Snowhawk

Fort Greymoor

Fort Dunstad

Fort Kastav

Fort Fellhammer

Fort Neugard

 

Tolvald's Cave
Stony Creek Cave
Pinemoon Cave
Forsaken Cave
Wolfskull Cave
Ravenscar Hollow
Movarth's Lair
Gloomreach
Glenmoril Coven
Blind Cliff Cave
Reachcliff Cave
Orotheim
Duskglow Crevice
Cragslane Cavern
Broken Fang Cave
Lost Knife Hideout
Cronvangr Cave
Lost Echo Cave
Halted Stream Camp
Hob's Fall Cave
Rimerock Burrow
Snapleg Cave
Swindler's Den
White River Watch


Bleak Falls Barrow
Ironbind Barrow
Dead Mens Respite
Ansilvund
Silverdrift Lair
Hag's End
Frostmere Crypt
Snow Veil Sanctum
Forelhost
Volunruud
Valthume
Dimhollow Crypt
Shriekwind Bastion

 

 

 

 

Required Mods:

 

The following mods are required:

 

PapyrusUtil SE

Powerofthree's Papyrus Extender

JContainers

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.

 

Complementary Mods:

 

Follower Slavery Mod

Buxom Wench Yuriana

!Maidens of Darkness

Damsels in Distress - Follower Collection

Damsels in Distress - The Caged Rose

 

 

The placed new enemies are vanilla, plus optional enemies from the MihailMods series that the script detects you have installed. 

 

Ogres

High Minotaurs

Cyrodilic Minotaurs

Ogrim

Bolgans

Vampire Lords and Beasts

Goblins and Riekers

Thri-Kreen

Beholders

Bone Colossi and Gravelords

Imps and Homonculus

Wraiths

Flesh Atronachs

Zombies

 

 

If you don't have any of the optional monster mods installed, then only vanilla enemies will be placed in and around forts.

 

Incompatible Mods:

 

Any mods that alter fort, dungeon or cave layouts or that reorganize or place furniture might conflict but it won't be game breaking unless the entire layout is overhauled.

 

 

What's New in Version 1.2:

  Reveal hidden contents

- added MCM settings to set a percentage of enemies spawned at forts

- added config settings to blacklist individual NPCs from a mod

- added new captive locations, in caves and dungeons

- followers will dress up right away if you talk to them outside, after you free them

 

 

 


  • Submitter
  • Submitted
    05/02/2024
  • Category
  • Requires
    Zaz, PapyrusUtil, JContainers, Powerofthree's Papyrus Extender
  • Regular Edition Compatible
    No

 

 

If you're game, there is a very prolific modder on the Nexus who puts out a ton of follower mods. I have over a hundred of his installed; most of the 243 followers I installed are from this person:

https://next.nexusmods.com/profile/ff7legend/mods?gameId=1704

 

He scatters them all over Skyrim.

Posted
7 hours ago, Archon459 said:

I see Whiterun city open spaces (so inside of the walls, but outside of buildings) aren't being scanned. I just happen to have a bunch of followers spawn around the Gildergreen. I was thrilled those mods still worked, but disappointed they weren't kidnapped & enslaved.

 

If I understand the process correctly, you can add the Whiterun cell to the _ddScanCells form id list of captive followers, then trigger another scan (perhaps loading your save from before initializing captive followers).

 

The Gildergreen (specifically the GildergreenXMarkerREF) appears to be placed in this cell:

[CELL:0001A270] (in WhiterunWorld "Whiterun" [WRLD:0001A26F])

 

Good Luck!

Posted (edited)
6 hours ago, Talesien said:

You could try the 2023 versions (scroll down the page). Long shot, but since you seem convinced it's a ZAZ issue, it makes sense I guess.

I don't really know tbh. Since the problems are with the NPC stuck to the pillory like they won't move even after i teleport them out from the device that either mean this mods script is the one im troubled with (since the quest package are attached to the ai as per what i seen using NFF) or it have something to do with ZAZ i use which is the CBBE HDT V.8.0+SEREV3... wait OHHH yeah the recommended was the Rev 2 and 2023 (aka Rev1) maybe it is! i'll find out.
Edit: No it's not, nvm.

Edited by KatsuragiYoshiro
Posted
14 hours ago, stillnofunnylogin said:

 

If I understand the process correctly, you can add the Whiterun cell to the _ddScanCells form id list of captive followers, then trigger another scan (perhaps loading your save from before initializing captive followers).

 

The Gildergreen (specifically the GildergreenXMarkerREF) appears to be placed in this cell:

[CELL:0001A270] (in WhiterunWorld "Whiterun" [WRLD:0001A26F])

 

Good Luck!

Incidentally, this is the chance for bonus functionality:

Offer the option for the player to have to rescue their followers again. The procedure to do it would be like this:

1. Set a location for the follower to use as "home"
2. Add that cell to the scan location
3. use the "It's time for us to part ways" dialogue, wait for them to respond and go home.

4. wait 24 hours, save, reboot skyrim

5. Trigger a function built into the MCM for manual scanning (clicking a button), either for the entire game or just a specific cell

Posted

whenever you update this again I'd add inigo, kaiden, Thogra's esp to the official blacklist.( possibly Lucien and Auri too)
Inigo and Kaiden are already in captivity  and Thogra is on death's doorstep outside that one tavern where the dude who does not sleep hides out. ( Captive Lucien would not make much sense and neither would auri and add a few more that are locked behind an area, think coldsun has one that is inside the college of winterhold)

Posted (edited)

More cells to consider adding to _ddscancells in the next version. I think more than half of these have been previously discussed.

WindhelmPalaceoftheKings "Palace of the Kings" [CELL:0001677C]
WindhelmNewGnisisCornerclub "New Gnisis Cornerclub" [CELL:0001677F]
DLC2RRTheRetchingNetch "The Retching Netch" [CELL:04017EC0]
[CELL:0001A270] (in WhiterunWorld "Whiterun" [WRLD:0001A26F])
BluePalaceWing01 "Pelagius Wing" [CELL:0009B238]
WhiterunDragonsreachJarlsQuarters "Dragonsreach Jarl's Quarters" [CELL:00080C6A]

Yes, I have followers that are inaccessible unless I do "The Mind of Madness." I don't think I've played that quest in the last five years. Until Captive Followers, I had no motivation to install that follower mod.

 

Edit: Added Dragonsreach Jarl's Quarters

 

Edited by stillnofunnylogin
Posted
On 5/21/2024 at 6:15 AM, Archon459 said:

 

If you're game, there is a very prolific modder on the Nexus who puts out a ton of follower mods. I have over a hundred of his installed; most of the 243 followers I installed are from this person:

https://next.nexusmods.com/profile/ff7legend/mods?gameId=1704

 

He scatters them all over Skyrim.

 

Technically, the modder is a permissioned LE to SE porter, not the original follower creator. All the blurbs pretty much says it all. 

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