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Posted

 

hello I'm having trouble using the mod I installed all the prerequisites I waited a long time in the game but the mod is not displayed in the mcm. I'm using Skyrim version 1.6.640. (all my other mods work very well) and I don't have any mod that changes the location.

Posted

another mod to add Buvarp se re
https://www.nexusmods.com/skyrimspecialedition/mods/56120
 

Buvarp se re modifies a few npcs like Eisa blackthorn.  I went to Frostmyre Crypt and killed the bandits attacking here there and after finishing that quest and I found her chained to a wall in that fort snowhawk near morthal when she should have been in the tavern in Morthal. I say this cause I wonder if she would have been in that fort before Frostmyre

Bug report
Daegon legacy https://www.nexusmods.com/skyrimspecialedition/mods/112097

 

I found her in chains as your mod said, but being that I got her to join right as I got her out of the dungeon every now and then she ends up torso nude and wears bondage ropes. I might make a guess that Daegon and Kaeserius  will do the same.( different mod same a author)

Posted

Instead of adding endless locations to the scan area, it would probably better to add a single, targetable capture command. That way instead of adding some obscure cell you can just coc to wherever the follower is, get them captured, then continue on as normal. 

 

On 6/14/2024 at 6:43 AM, a_random_user said:

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.

 

 

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 1.29 kB · 2 downloads

 

All I did was open it in CK and add cells to the form list. If there are ITMs introduced by that it was unintentional, my experience with the CK is limited to modifying FSM and turning high poly presets into standalone followers for personal use. Thanks for cleaning it up

 

Posted
On 6/15/2024 at 2:15 PM, sfdrake said:

another mod to add Buvarp se re
https://www.nexusmods.com/skyrimspecialedition/mods/56120
 

Buvarp se re modifies a few npcs like Eisa blackthorn.  I went to Frostmyre Crypt and killed the bandits attacking here there and after finishing that quest and I found her chained to a wall in that fort snowhawk near morthal when she should have been in the tavern in Morthal. I say this cause I wonder if she would have been in that fort before Frostmyre

Bug report
Daegon legacy https://www.nexusmods.com/skyrimspecialedition/mods/112097

 

I found her in chains as your mod said, but being that I got her to join right as I got her out of the dungeon every now and then she ends up torso nude and wears bondage ropes. I might make a guess that Daegon and Kaeserius  will do the same.( different mod same a author)

 

Did you free her normally and have her take off the bondage stuff without making her a follower? I'm using Koemia from the same author and I didn't have any issues when I found her. I never add rescued followers as followers until they are properly out of captivity 

Posted

Great mod! What exactly triggers the NPCs to reequip their gear? My experience so far is,  I freed them, they followed me for a little and eventually walked away naked with zaz items equipped. After finishing the dungeon I  teleported myself to them and they were still naked walking down the road. After talking to them a couple times their normal clothes appeared

Posted
23 hours ago, beetlebug123 said:

Great mod! What exactly triggers the NPCs to reequip their gear? My experience so far is,  I freed them, they followed me for a little and eventually walked away naked with zaz items equipped. After finishing the dungeon I  teleported myself to them and they were still naked walking down the road. After talking to them a couple times their normal clothes appeared

Getting this to work properly, i find it best to have no dialogue with them, other than to initially free them, then follow them until they're out of the dungeon, albeit they walk slowly. (Would be a good feature if they were to run outside). In every instance so far i've found them back where the follower would've otherwise been, dressed and all.

Posted
On 6/14/2024 at 7:35 AM, Lazare77 said:

 

hello I'm having trouble using the mod I installed all the prerequisites I waited a long time in the game but the mod is not displayed in the mcm. I'm using Skyrim version 1.6.640. (all my other mods work very well) and I don't have any mod that changes the location.

 

 

Hi There, I have the same problem, on Skyrim SE 1.597 -MCM not showing up, mod is not initializing...No pop up, nothing... I have all the requirements (latest 1.597 everything) 

Can somebody help?

Posted

The more I play with this the more I see followers back at their spawn but with their inventories cleared and the rope around them. @darkdesires04 if you have time do you think you could add a targeted MCM button that either recaptures a follower or frees them? That way when a follower goes back to where they start without being rescued you could just send them back, and if a follower is freed but never gets their inventory restored, you can just manually free them. From what I've seen in other mods this kind of NPC moving and inventory stuff always breaks more and more as one save is played, and I think this would be better than trying to fix the problem that's probably more a Skyrim issue anyway

Posted

So, I'm enjoying this mod a great deal, and I appreciate that it's mostly automated: once you set them free, the AI takes over. For best results, I don't talk to them or try to recruit them until I've gotten them free of the location and they've re-clothed themselves and are headed home. I've noticed some of them don't head home, but I think that's more a flaw in the follower mod than in this mod -- if they have a sandbox script, they go home, but if they don't, they don't. Those that don't, I just recruit them, take them to a city and leave them there. They quickly find something to do.

 

I have found a consistent issue in the very first room of the Fort Greymoor prison. Anybody tied to the Chained Under the Gallow 5, right next to the cage, immediate detaches themselves upon entering the cell and can't be freed. Interacting with them brings up your follower menu, but they don't follow you if requested. This has happened on multiple playthroughs, and is reproduceable at my end. I think the proximity of the cage is interfering with it, and moving it further away might fix the problem.

 

As for suggested improvements, all i can think of is maybe a "Help me" before you free them, a "Thanks!" after you free them, and a "I owe you my life" or "I'll never forget you" when you get them to safety. That's really it. Like I said, I've enjoyed playtesting the mod, and it's pretty much guaranteed a place in my load order for the foreseeable future.

 

I have noticed that sometimes a follower will get scanned and made captive, but on other playthroughs they don't. I think it's because they have a patrol route, and may sometimes be in the scanned location, sometimes not.

Posted

Using zaz items such as waistrope for captives is not a good choice since zaz does not support bodyslide for mainstream bodies that are 3ba and bhunp. A better alternative would have been DD which has a similar variety of options and supports 3ba.

Posted (edited)

Hi, I would also like to ask about a possibility. Too many followers with different reasons for being in different places.

 

How about letting us choose only those we want to put in the forts? But exclude everyone else? It seems to me or this would solve a ton of problems and make both the work of the scripts and the setup logic simpler. After all, we don’t have hundreds of these followers.

 

And I also have to agree with the previous comment. It would be cool if followers just stood there or had their hands tied. In general, it is better to use something vanilla or compatible with all assemblies. For example, I really don’t want to download ZAZ. If every existing mod requires some other package of different things just to perform one small function, then it will be a disaster.

 

Otherwise, I really like the idea of this mod. I look forward to seeing these issues resolved.

Edited by Qwert_yyy
Posted
14 hours ago, Qwert_yyy said:

Hi, I would also like to ask about a possibility. Too many followers with different reasons for being in different places.

 

How about letting us choose only those we want to put in the forts? But exclude everyone else? It seems to me or this would solve a ton of problems and make both the work of the scripts and the setup logic simpler. After all, we don’t have hundreds of these followers.

 

And I also have to agree with the previous comment. It would be cool if followers just stood there or had their hands tied. In general, it is better to use something vanilla or compatible with all assemblies. For example, I really don’t want to download ZAZ. If every existing mod requires some other package of different things just to perform one small function, then it will be a disaster.

 

Otherwise, I really like the idea of this mod. I look forward to seeing these issues resolved.

 

We actually do have hundreds lol, that's why this mod works so well. I think my captured follower count was around 130, and that doesn't include vanilla, Yuriana, and other blacklisted stuff

Posted
18 hours ago, Qwert_yyy said:

Hi, I would also like to ask about a possibility. Too many followers with different reasons for being in different places.

 

How about letting us choose only those we want to put in the forts? But exclude everyone else? It seems to me or this would solve a ton of problems and make both the work of the scripts and the setup logic simpler. After all, we don’t have hundreds of these followers.

 

And I also have to agree with the previous comment. It would be cool if followers just stood there or had their hands tied. In general, it is better to use something vanilla or compatible with all assemblies. For example, I really don’t want to download ZAZ. If every existing mod requires some other package of different things just to perform one small function, then it will be a disaster.

 

Otherwise, I really like the idea of this mod. I look forward to seeing these issues resolved.

How is entering those you want included different from entering those you want to be excluded? Ok, you may only want a handful of followers to be included, but others might want the opposite. In an ideal world we would have the choice between using a black list or a whitelist (or even be able to use both in conjunction), but as is, what's better for you is probably worse for someone else.

To be honest, I prefer them locked in some devices, why would they stay put if only lightly tied and not supervised all the time (which many aren't)? ZAZ is a requirement for a great many mods, so I've no problems with it. Yes again, in an ideal world it would be a soft requirement, but I suspect that would be a major pita to code.

Posted
19 hours ago, Durante said:

Using zaz items such as waistrope for captives is not a good choice since zaz does not support bodyslide for mainstream bodies that are 3ba and bhunp. A better alternative would have been DD which has a similar variety of options and supports 3ba.

There are 3ba bodyslides for ZAZ, don't have the link at hand currently, but easy enough found if you use google site search on the ZAZ support thread.

Posted
1 hour ago, Talesien said:

There are 3ba bodyslides for ZAZ, don't have the link at hand currently, but easy enough found if you use google site search on the ZAZ support thread.

 

Yeah you're right I found a version for enderal after posting that, a bit of a hassle but repacked it, still though it's offsite so most people might never find it. :D

Posted
8 hours ago, Talesien said:

How is entering those you want included different from entering those you want to be excluded? Ok, you may only want a handful of followers to be included, but others might want the opposite. In an ideal world we would have the choice between using a black list or a whitelist (or even be able to use both in conjunction), but as is, what's better for you is probably worse for someone else.

To be honest, I prefer them locked in some devices, why would they stay put if only lightly tied and not supervised all the time (which many aren't)? ZAZ is a requirement for a great many mods, so I've no problems with it. Yes again, in an ideal world it would be a soft requirement, but I suspect that would be a major pita to code.

 

If you don’t see the difference in either adding, sorting through and choosing from hundreds of possible NPCs, or simply choosing those that you need and that definitely won’t cause any controversy... Then ok.

 

Zaz and similar things are specific content, which, for your information, is not something mandatory for other people. In addition, I have seen quite a lot of people reporting conflicts with similar mods. It’s funny, just an hour ago I read about one such conflict with some mod for slaves.

 

I hope you are familiar with the word “alternative”? It seems you decided that with this comment I instantly decide for the author and deprive you of what you are used to. Calm down Chewbacca.

Posted (edited)

Small report, the mod "Saadia - Time of Need" seems to conflict with this mod. This mod and Saadia's own had my game crash, and it wasn't until I disabled either when I could enter the Bannered Mare in Whiterun without a CTD.

 

EDIT: For some reason, now the Winking Skeever in Solitude also crashes. The curious thing is, if I try a new playthrough to start inside there, and then go outside to Solitude, the game crashes. I'm not sure which follower may it be nor which mod this time. I use MO2 and not Vortex, so it's hard to tell which mods conflict with which ones.

Edited by Byaly
Noting CTD problems & potential mod conflicts
Posted
On 6/29/2024 at 12:22 PM, johnhamm said:

The more I play with this the more I see followers back at their spawn but with their inventories cleared and the rope around them. @darkdesires04 if you have time do you think you could add a targeted MCM button that either recaptures a follower or frees them? That way when a follower goes back to where they start without being rescued you could just send them back, and if a follower is freed but never gets their inventory restored, you can just manually free them. From what I've seen in other mods this kind of NPC moving and inventory stuff always breaks more and more as one save is played, and I think this would be better than trying to fix the problem that's probably more a Skyrim issue anyway

 

I have never seen this. Which followers have this issue for you?

 

Posted
37 minutes ago, darkdesires04 said:

 

I have never seen this. Which followers have this issue for you?

 

 

I've had several followers doing it, one being Aiko, and some others by Groanth. None of them have a custom framework. My best guess is that if I enter a place with captives and leave without freeing them they just automatically leave?  I'm running defeat with left for dead outcome, so sometimes I get defeated and kicked out of a dungeon/fort. Other than that I have no clue why some show up free

Posted
14 hours ago, Byaly said:

Small report, the mod "Saadia - Time of Need" seems to conflict with this mod. This mod and Saadia's own had my game crash, and it wasn't until I disabled either when I could enter the Bannered Mare in Whiterun without a CTD.

 

EDIT: For some reason, now the Winking Skeever in Solitude also crashes. The curious thing is, if I try a new playthrough to start inside there, and then go outside to Solitude, the game crashes. I'm not sure which follower may it be nor which mod this time. I use MO2 and not Vortex, so it's hard to tell which mods conflict with which ones.

 

You should double check you have the correct version of ZaZ. If i entered a place with a captured follower the game would crash, and i fixed it by updating zaz

Posted
7 hours ago, johnhamm said:

 

You should double check you have the correct version of ZaZ. If i entered a place with a captured follower the game would crash, and i fixed it by updating zaz

It's working now! Thanks. I missed the 8+ update from the file page. I thought 8 was the latest one, and was then confused when there seemed to be a 9 but didn't appear anywhere.

Posted

I'm having an issue where the FSM enslave and capture option isnt working. When the slaves are freed from there being too many they sometimes just teleport to me. This happened with Rika from Buxom wench Yuriana and Coralyn by Coldsun

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