Haswaine Posted May 29, 2024 Posted May 29, 2024 Hello, I know this might sound dumb or ignorant but I need to ask. Does this mod really require zaz or just for the bound animations. I can't use zaz with nemesis and obody since it keeps crashing on start up. I tried installing it multiple times and it aways ends the same. I don't really want to use zaz but I want to use this mod. So my question is what will happen if I use this mod without zaz? Do the fallowers just end up in the forts without the animations or does the mod simply not work? Thanks for the help guys I appreciate it!
Talesien Posted May 29, 2024 Posted May 29, 2024 4 hours ago, Haswaine said: I can't use zaz with nemesis and obody since it keeps crashing on start up. I tried installing it multiple times and it aways ends the same. Works fine for me, perhaps try running FNIS first then let Nemesis do its thing. Far as I've seen ZAZ is also required for the restraining devices (x-cross, stocks, etc.), at any rate it's a hard requirement. Depending on your ModManage it will either refuse to start a game if you install this mod without ZAZ or will start a game but not load CaptiveFollowers. At any rate it will certainly complain about missing masters. In short yes it really requires ZAZ.
Cerberus_sr Posted May 30, 2024 Posted May 30, 2024 Hello! The blacklist doesn't work for me. Followers from a blacklisted mod continue to be held by that mod. All mods are launched through MO2. Sorry, English is not my language.
Wastelanddom Posted May 30, 2024 Posted May 30, 2024 Just to confirm, in Fort Neugrad parts of the basement are marked as deleted. I removed those changes using sseedit and the area was back to normal 1
eldritch68 Posted May 31, 2024 Posted May 31, 2024 17 hours ago, Wastelanddom said: Just to confirm, in Fort Neugrad parts of the basement are marked as deleted. I removed those changes using sseedit and the area was back to normal Wastelanddom, how many of these did you restore? There's a ton of deleted ones in that Temporary section. Thanks for the heads-up, by the way.
darkdesires04 Posted May 31, 2024 Author Posted May 31, 2024 On 5/30/2024 at 10:21 PM, Wastelanddom said: Just to confirm, in Fort Neugrad parts of the basement are marked as deleted. I removed those changes using sseedit and the area was back to normal Yes, that's right and remove Fort Neugard from _ddLocations and _ddLocationXMarkers, and it should be as if that fort doesn't exist for captive followers. 1
dremora12 Posted June 1, 2024 Posted June 1, 2024 Thank you so much for the mod! I wanted to know if I add new followers mods, can I somehow force the mod to capture them too?
a_random_user Posted June 1, 2024 Posted June 1, 2024 On 5/25/2024 at 1:30 PM, stillnofunnylogin said: Here are the four cells not listed in 1.3, from my captivefollowers_FLM.ini: FormList = _ddScanCells|WindhelmPalaceoftheKings FormList = _ddScanCells|BluePalaceWing01 FormList = _ddScanCells|WhiterunDragonsreachJarlsQuarters FormList = _ddScanCells|RiftenThievesGuildHeadquarters I think I found another cell that's not listed: MarkarthUnderStoneKeep
stillnofunnylogin Posted June 2, 2024 Posted June 2, 2024 (edited) 13 hours ago, a_random_user said: I think I found another cell that's not listed: MarkarthUnderStoneKeep I had a detailed reply, and a page refresh ate it. 1) Install Formlist Manipulator from Nexus, if you don't have it. 2) Drop attached ini file where it can be found (such as MO2 overwrite folder) 3) New game, let Captive Followers scan for captives. Is your follower captivated? Great. Or use xedit to add it to the formlist. You'll still have to launch a new game, as far as I know. CaptiveFollowers_FLM.ini Edited June 2, 2024 by stillnofunnylogin Must sleep. clowns will get me. 1
Wastelanddom Posted June 2, 2024 Posted June 2, 2024 On 5/31/2024 at 3:08 PM, eldritch68 said: Wastelanddom, how many of these did you restore? There's a ton of deleted ones in that Temporary section. Thanks for the heads-up, by the way. I restored all the dungeon and architecture tiles, so anything CaveG or ImpRoom. Left all the static objects deleted as they were removed to make space for the restraints
darkdesires04 Posted June 2, 2024 Author Posted June 2, 2024 (edited) On 6/1/2024 at 2:25 AM, dremora12 said: Thank you so much for the mod! I wanted to know if I add new followers mods, can I somehow force the mod to capture them too? I am happy to make your gaming experience better with new mods. So, you mean if you can run the scan script again to capture all followers again, mid game? I have never tried it, but I guess it could be done if you use the console resetquest command on the _ddCaptiveFollowers quest, and restart that quest. The better way to restrain a single follower mid game is it is to create a script and call the function RestrainFollower(Actor akActor) from the ddCaptiveFollowers script, pass your follower as akActor. Edited June 2, 2024 by darkdesires04 1
darkdesires04 Posted June 2, 2024 Author Posted June 2, 2024 On 5/30/2024 at 1:00 PM, Cerberus_sr said: Hello! The blacklist doesn't work for me. Followers from a blacklisted mod continue to be held by that mod. All mods are launched through MO2. Sorry, English is not my language. Maybe the followers are not really defined in the blacklisted mod but only altered there. If for example, you have a mod that defines a follower, and another mod changes the appearance of the follower, then you should blacklist the original mod, not the one that changes the appearance of a follower. Another possible reason is that your JSON config file is not valid JSON, so you can double check that also.
dremora12 Posted June 3, 2024 Posted June 3, 2024 19 hours ago, darkdesires04 said: I am happy to make your gaming experience better with new mods. So, you mean if you can run the scan script again to capture all followers again, mid game? I have never tried it, but I guess it could be done if you use the console resetquest command on the _ddCaptiveFollowers quest, and restart that quest. The better way to restrain a single follower mid game is it is to create a script and call the function RestrainFollower(Actor akActor) from the ddCaptiveFollowers script, pass your follower as akActor. Thanks for the answer! I'll definitely try this.
darkdesires04 Posted June 5, 2024 Author Posted June 5, 2024 16 hours ago, loversusers said: regarding scanning on loading game save, if i put a follower in an inn using my home is your home, will the scanning restrain the follower? I installed this mod mid game with a bunch of new followers to test. it shows x number restrained, so i guess the script scans every time i load up a save game? is there a way to check the locations scanning takes place? The scan script runs only once, either at the beginning of the game or when you first install the mod. If a follower is in an inn it will restrain the follower, regardless of how you put the follower there. The scan locations are in _ddScanCells, if you open the mod using SSEdit. 1
FloatingDetritus Posted June 5, 2024 Posted June 5, 2024 Hello, my MCM does not seem to appear for Captive Followers. I have all the prerequisites and there is nothing overwriting it. The ESP is enabled. But I see no Captive Followers MCM, even after waiting several minutes. I tried setstage SKI_ConfigManagerInstance 1 to see if it would come up, but no dice still.
dremora12 Posted June 6, 2024 Posted June 6, 2024 (edited) In future updates, can you add the ability to capture prisoners mid-game? I'm really tired of starting a new game every time because of mods. And a list of captured people with the ability to release them from the MCM menu would also not be bad (for some reason, many of my prisoners are vanilla NPCs from the Mages Guild). But overall the mod is great! Finally, some kind of immersiveness has appeared in the choice of mod followers who are always crammed into taverns and are ready to do anything for the sake of the person whom they see for the first time. Edited June 6, 2024 by dremora12
ekion Posted June 8, 2024 Posted June 8, 2024 Anyone else have an issue where as soon as you enter the room with the captured follower, they get out of their restraints and walk up to you? Also if i don't talk to them they just leave the area.
a_random_user Posted June 8, 2024 Posted June 8, 2024 I've made an esl flagged patch that expands the _ddScanCells list, adding the following cells: MarkarthUnderStoneKeep, WindhelmPalaceoftheKings , BluePalaceWing01, WhiterunDragonsreachJarlsQuarters, RiftenThievesGuildHeadquarters, RiftenMistveilKeepJarlsChambers, Jorvaskr courtyard (CELL 0001A273) Followers in these scans will now be scanned and captured. CaptiveFollowers_ddScanCells.esp
KY117 Posted June 9, 2024 Posted June 9, 2024 8 hours ago, ekion said: Anyone else have an issue where as soon as you enter the room with the captured follower, they get out of their restraints and walk up to you? Also if i don't talk to them they just leave the area. funny how in my case it was the opposite, they always return to their restrain.
johnhamm Posted June 9, 2024 Posted June 9, 2024 Not sure if this has been suggested yet, but have you considered making this tie in as a possible consequence of simple slavery? Ive ended up there with a few followers before and while the player gets sold the followers usually just get dismissed. They could get captured somewhere through this mod as a possible outcome
sfdrake Posted June 11, 2024 Posted June 11, 2024 I'd almost ask for a patch that incorporates Sewers of Skyrim with this... though it might be a little more work than what would make it worth while
johnhamm Posted June 12, 2024 Posted June 12, 2024 (edited) On 6/9/2024 at 7:20 AM, a_random_user said: I've made an esl flagged patch that expands the _ddScanCells list, adding the following cells: MarkarthUnderStoneKeep, WindhelmPalaceoftheKings , BluePalaceWing01, WhiterunDragonsreachJarlsQuarters, RiftenThievesGuildHeadquarters, RiftenMistveilKeepJarlsChambers, Jorvaskr courtyard (CELL 0001A273) Followers in these scans will now be scanned and captured. CaptiveFollowers_ddScanCells.esp 1.07 kB · 2 downloads Is that as simple as going in to CK and just adding cells to the formlist and saving or are there other steps to patching new cells in? Also does anyone know if there could be issues with adding a location that followers are restrained in to the scan list? Some follower mods I have add followers in moss mother cavern and broken fang cave, and other places that I can't remember. Would it get stuck in a loop of restraining and freeing followers or is it all good? Edit: Going through all my follower mods, these are the places I'll be adding to the scan list. Some of these should probably be on the main list. There aren't the cell names btw markarth hall of the dead moss mother caverns broken fang cave eldergleam sanctuary honningbrew meadery + exterior black briar meadery dragonsreach dungeon whiterun stables + exterior Edited June 12, 2024 by johnhamm
johnhamm Posted June 12, 2024 Posted June 12, 2024 Also I can confirm that old versions of ZaZ do not work, game will crash if you enter a cell with a restrained follower in with the old version. Updating ZaZ fixes it.
johnhamm Posted June 12, 2024 Posted June 12, 2024 I added those areas to the form list and saved the esp. Hopefully its that simple? I guess I'll find out if I broke something. This should also include the areas that a_random_user added to the list. Only thing I'm really worried about is that I added the exterior of Honningbrew meadery and I don't know if there is anything special you need to do with exterior cells. CaptiveFollowers_ddScanCellsExpansion.esp
a_random_user Posted June 13, 2024 Posted June 13, 2024 (edited) On 6/12/2024 at 9:54 AM, johnhamm said: Is that as simple as going in to CK and just adding cells to the formlist and saving or are there other steps to patching new cells in? Also does anyone know if there could be issues with adding a location that followers are restrained in to the scan list? Some follower mods I have add followers in moss mother cavern and broken fang cave, and other places that I can't remember. Would it get stuck in a loop of restraining and freeing followers or is it all good? Edit: Going through all my follower mods, these are the places I'll be adding to the scan list. Some of these should probably be on the main list. There aren't the cell names btw markarth hall of the dead moss mother caverns broken fang cave eldergleam sanctuary honningbrew meadery + exterior black briar meadery dragonsreach dungeon whiterun stables + exterior I used xEdit, but I imagine it would be similar with the CK. You just have to add cells to the formlist. If the cells have a name, like most interior spaces, than it's simple. Add a formID to dd_ScanCells, and type in the name. Select if from the dropdown and it's done. If you don't know the name of a cell, most are listed in UESP or the wiki. It's a bit more tricky if the cell doesn't have a name, like many exterior spaces. If you have a follower mod in that cell, you can check that mod for the [CELL:xxxxxxxx] number the follower is placed in, and copy paste it into dd_ScanCells. I don't know what would happen if you scan the captive cells, but I would expect that it depends on the order that the script works. I would be worried about a follower being double scanned. On 6/12/2024 at 12:48 PM, johnhamm said: I added those areas to the form list and saved the esp. Hopefully its that simple? I guess I'll find out if I broke something. This should also include the areas that a_random_user added to the list. Only thing I'm really worried about is that I added the exterior of Honningbrew meadery and I don't know if there is anything special you need to do with exterior cells. CaptiveFollowers_ddScanCellsExpansion.esp 4.94 kB · 1 download I couldn't test the file yet, but I gave it a quick look in xEdit. I noticed it also contains some identical to masters in the cell edits. Are those necessary or the result of the CK doing too much? I've removed them from this test file, I've also added an esl flag. CaptiveFollowers_ddScanCellsExpansion.esp Edited June 13, 2024 by a_random_user added file
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