CKwin Posted July 9, 2024 Posted July 9, 2024 (edited) I'm having an issue where either certain followers are not picked up by the mod or are seemingly picked up and then not placed into a new cell. The aforementioned followers are in an inn (winterhold) and not on the blacklist. There are cases where the NPC simply disappears and cannot be found with "Where Are You?". I also suspect being in the scanned cell also prevents them from being scanned on install as I have never been able to witness an npc be scanned/teleported before. That being said, I would love to see a couple features if you are thinking of adding more. a) a way to see which followers were captured, perhaps in a list in a file even b) a way to either rescan or capture targeted follower in case the initial scan misses them or if they are added after the first scan. Edited July 9, 2024 by CKwin
Durante Posted July 10, 2024 Posted July 10, 2024 Needs an option to gather rumors from the inn on where captives are located, I would consider it then feature complete. Since right now if you have a lot of followers many of them disappear and you may never notice until you randomly encounter them on the vast map.
darkdesires04 Posted July 11, 2024 Author Posted July 11, 2024 22 hours ago, Durante said: Needs an option to gather rumors from the inn on where captives are located, I would consider it then feature complete. Since right now if you have a lot of followers many of them disappear and you may never notice until you randomly encounter them on the vast map. That would be too difficult, but what I can do is just list all the captive followers in the MCM and their respective locations. 2
darkdesires04 Posted July 11, 2024 Author Posted July 11, 2024 On 7/9/2024 at 11:08 AM, johnhamm said: 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 It's not this mod. This mod doesn't ever teleport followers to player. It only teleports followers to their captive locations when they are restrained. Maybe the FSM mod or the follower framework teleports the follower to player when they are freed.
johnhamm Posted July 11, 2024 Posted July 11, 2024 9 hours ago, darkdesires04 said: It's not this mod. This mod doesn't ever teleport followers to player. It only teleports followers to their captive locations when they are restrained. Maybe the FSM mod or the follower framework teleports the follower to player when they are freed. I think it was probably the follower framework that teleported them, the issue is more that they weren't captured by Captive Followers even though I have the setting enabled
darkdesires04 Posted July 11, 2024 Author Posted July 11, 2024 (edited) 5 hours ago, johnhamm said: I think it was probably the follower framework that teleported them, the issue is more that they weren't captured by Captive Followers even though I have the setting enabled That could be. I have a condition not to capture or recapture any followers that are currently following you. So, when they are freed by FSM mod, if they are a currently following you, they won't go to captivity. In that case it would be a bug in the FSM mod. It should have released the follower from your follower framework once the follower was enslaved, so that they stop following you. Edited July 11, 2024 by darkdesires04
darkdesires04 Posted July 11, 2024 Author Posted July 11, 2024 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 Sorry, I don't check this thread very often. But now I have decided to release version 1.4 with a few more features here and on nexus. So, having an MCM button that forcefully captures or frees a follower would be a hack, because I have conditions not to capture followers that are close to the player. I might do it maybe in the future. If a follower goes back to the original spawn place without player interaction, that means they probably were never captured in the first place. During the escape from restrainment, a follower might go back to the restraining place if the escape fails. I have two conditions that define how an escape fails. They are, if the player health falls very low or if the player has sex (maybe got defeated and raped). In that case the follower goes back to the place where they were restrained. 1
Durante Posted July 12, 2024 Posted July 12, 2024 On 7/11/2024 at 3:20 AM, darkdesires04 said: That would be too difficult, but what I can do is just list all the captive followers in the MCM and their respective locations. That would be good, you could also incorporate the code from "follower slavery mod" if possible, it spreads rumors about captives of which whereabouts you can inquire about in inn's
Talesien Posted July 12, 2024 Posted July 12, 2024 Does the option to see where the followers are kept work if upgrading, or does it require a new save? I only see a line telling me how many followers are captive, but not who or where.
GusCrow Posted July 12, 2024 Posted July 12, 2024 Hi man. I have a suggestion if you are interested. You could make an option to make just the follower mods in json to get imprisioned, instead of blacklist the json. Because there are a lot of npc mods and quests mods that need the npcs in the original location to work properly. So if your mod send them to another place, it breaks the other mods that need that. And it's easier to have control over which mod will work for your mod than blacklist a mod, because it's impossible for users to know which mod add important npcs followers that need to be in their original location. For example, imagine a person with 1000 or more mods, how can that person knows which mod to blacklist? It's easier to add just the followers that you want to be restrained for rescue. Thank you.
darkdesires04 Posted July 12, 2024 Author Posted July 12, 2024 9 hours ago, Talesien said: Does the option to see where the followers are kept work if upgrading, or does it require a new save? I only see a line telling me how many followers are captive, but not who or where. It requires a new scan which happens at the beginning of the game, upgrading on existing save won't do anything really.
darkdesires04 Posted July 12, 2024 Author Posted July 12, 2024 (edited) 9 hours ago, GusCrow said: Hi man. I have a suggestion if you are interested. You could make an option to make just the follower mods in json to get imprisioned, instead of blacklist the json. Because there are a lot of npc mods and quests mods that need the npcs in the original location to work properly. So if your mod send them to another place, it breaks the other mods that need that. And it's easier to have control over which mod will work for your mod than blacklist a mod, because it's impossible for users to know which mod add important npcs followers that need to be in their original location. For example, imagine a person with 1000 or more mods, how can that person knows which mod to blacklist? It's easier to add just the followers that you want to be restrained for rescue. Thank you. True, but it depends on the use case. Since I have over 100 follower mods that simply just add one follower, it is also time consuming to list them all in the config file. I would say it's easier to blacklist more complex mods with heavily scripted followers and quests, because there aren't that many. I have only encountered a few mods that had a weird interaction because of captivity, which I put in the blacklist.. They were not really broken because its follower was moved to captivity, but not immersive. So, I might add this option later, to restrain only whitelisted followers. If I have time... Edited July 12, 2024 by darkdesires04 3
johnhamm Posted July 12, 2024 Posted July 12, 2024 (edited) 18 hours ago, darkdesires04 said: Sorry, I don't check this thread very often. But now I have decided to release version 1.4 with a few more features here and on nexus. So, having an MCM button that forcefully captures or frees a follower would be a hack, because I have conditions not to capture followers that are close to the player. I might do it maybe in the future. If a follower goes back to the original spawn place without player interaction, that means they probably were never captured in the first place. During the escape from restrainment, a follower might go back to the restraining place if the escape fails. I have two conditions that define how an escape fails. They are, if the player health falls very low or if the player has sex (maybe got defeated and raped). In that case the follower goes back to the place where they were restrained. I am fairly certain that they are captured because they are often still tied up or naked. In the cases I was talking about I never actually rescued the follower, I just entered and then exited the cell they were being held in. I also don't think that's the cause of the problem anymore since I found that followers were held captive in a cell that I had been in and out of several times and still worked perfectly, so I don't have any clue what causes it. On a separate small bug report I often find captives standing next to their restraint device instead of using it, but that doesn't seem to affect how the mod functions at all. I never thought this mod would be on the nexus, is that a better place to give bug reports if I find any? Edited July 12, 2024 by johnhamm
GusCrow Posted July 12, 2024 Posted July 12, 2024 4 hours ago, darkdesires04 said: True, but it depends on the use case. Since I have over 100 follower mods that simply just add one follower, it is also time consuming to list them all in the config file. I would say it's easier to blacklist more complex mods with heavily scripted followers and quests, because there aren't that many. I have only encountered a few mods that had a weird interaction because of captivity, which I put in the blacklist.. They were not really broken because its follower was moved to captivity, but not immersive. So, I might add this option later, to restrain only whitelisted followers. If I have time... If you do, do it in your time, no need to rush. I said that because there are many quest mods with followers. And some quests of those quests mods trigger important dialogues or quest markers just if the follower is there to continue the script correctly.
Ryax91 Posted July 12, 2024 Posted July 12, 2024 (edited) It would seem that after much tinkering trying to get this mod to work I have deduced that Devious Devices is required for this mod. any chance you can disconnect that requirement or add it to the list of required mods to reduce confusion? to clarify, it doesn't crash the game or anything without it, the mod simply wont function. Edited July 12, 2024 by Ryax91
phalancks Posted July 12, 2024 Posted July 12, 2024 Great mod! I didn't even know I wanted something like this until I saw it. I recommend you run it through xEdit's quick auto clean though. There's some deleted objects which isn't best practice.
darkdesires04 Posted July 12, 2024 Author Posted July 12, 2024 (edited) 2 hours ago, Ryax91 said: It would seem that after much tinkering trying to get this mod to work I have deduced that Devious Devices is required for this mod. any chance you can disconnect that requirement or add it to the list of required mods to reduce confusion? to clarify, it doesn't crash the game or anything without it, the mod simply wont function. It's not required. If you open the esp file in SSEdit you will see there is no Devious Device master file requirement, only Zaz. The script is aware of devious devices, but it doesn't require its presence when it restrains followers. Edited July 12, 2024 by darkdesires04
darkdesires04 Posted July 12, 2024 Author Posted July 12, 2024 2 hours ago, phalancks said: Great mod! I didn't even know I wanted something like this until I saw it. I recommend you run it through xEdit's quick auto clean though. There's some deleted objects which isn't best practice. I deleted a few objects on purpose to make room for Zaz furniture.
phalancks Posted July 12, 2024 Posted July 12, 2024 (edited) 3 minutes ago, darkdesires04 said: I deleted a few objects on purpose to make room for Zaz furniture. The recommended way to do it is to mark them as disabled and move them below the floor, which xEdit quick auto clean will do for you if it detects deleted objects. It's to prevent crashes if other mos rely on those objects. Edited July 12, 2024 by phalancks
Xarius Posted July 13, 2024 Posted July 13, 2024 Consider not making the mod auto run. Add a button to the MCM to initialize the mod instead. The popup could also have an option to run setup or to defer it for later (default to defer).
Elvenlover Posted July 14, 2024 Posted July 14, 2024 Updating version 1.3 to 1.4 mid-game seems to not let MCM update the new menu you added to locate the followers. It's still the "old" MCM, with no option to lookup the followers. Atleast on my part.
darkdesires04 Posted July 16, 2024 Author Posted July 16, 2024 On 7/14/2024 at 5:35 AM, Elvenlover said: Updating version 1.3 to 1.4 mid-game seems to not let MCM update the new menu you added to locate the followers. It's still the "old" MCM, with no option to lookup the followers. Atleast on my part. Yes I know, updating doesn't do anything. The changes are only for when the scan runs, which is at the beginning of the game.
Orb23 Posted July 16, 2024 Posted July 16, 2024 On 5/2/2024 at 2:54 PM, darkdesires04 said: Well actually it could work on base game followers as well. I excluded them on purpose, so that they are available. If you want to restrain them as well just edit the mod before running it for the first time. Using SSEdit open the mod's FormID List and remove everybody from _ddBlacklistedNPCs, but don't delete the list itself, just records inside it. Then run the mod for the first time, and everyone will be gone. thats great, even i can do that!
DonQuiWho Posted July 16, 2024 Posted July 16, 2024 Hi FWIW, I ran this (using v1.4) for the first time today and my MCM now shows 293 captives. The strange thing is that there are duplicate entries for the 'same' follower in multiple places. They seem to come from two mods that I have, which have their own 'body changer' options. They are - full Nexus description Skydream Riften Kittens SSE - CBBE (SE) Curvy and 7BB - Special Physics - v1.0.4-10709-1-0-4-1555106880 and SkyDream Maidens SSE - CBBE (SE) and UNP - Physics - v3.1.0-10697-3-1-0-1539359707 In particular, whilst others have multiple entries in different places, one NPC from the Maidens mod has a very large number of individual entries, ie Kartika, and FWIW, she is the only one with her own folder of individual character meshes, ie meshes/actor/character/Kartika In my game, I have these two mods included in merged mod, but also as inactive esps in my MO2 setup, to make sure that the textures from the mod is OK - sometimes merges screw those up and you have to also activate the originating mod+deactivate its esp to avoid invisible items It's no big deal, and might well add to the fun of having to rescue them over and over again, but I thought I'd mention it in case there is something weird in some mod structures that might affect your 'captive collection' routines Hoping this is helpful DQW 2
The Man in Black Posted July 16, 2024 Posted July 16, 2024 Going to try this on my next playthrough. I've always wanted a mod exactly like this—I even tried making one myself several times (unsuccessfully). So thank you for this, from the bottom of my black heart.
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