a_random_user Posted November 4, 2025 Author Posted November 4, 2025 Version 1.6.2 is out, safe to update mid game *Implemented OStim Standalone soft dependency. In the scenarios where Sexlab was used directly it can now use OStim. If both are installed, OStim is favored. *Removed Sexlab hard dependency, Sexlab now has soft dependency *Changed the way capture to DOM is implemented, it now uses a cleaner method that still skips the default dialogue but does the setup better. This should solve some bugs, such as the tie up wheel and wearing armor. *Removed vanilla skyrim script from folder that the CK accidentality copied. Should not have resulted in problems, but it's better to be clean Mostly some scripting improvements, removing the Sexlab hard requirement and implementing Ostim soft requirement was surprisingly direct. Though I did come to the unpleasant discovery that having a SLAL animation pack and its Ostim conversion activated at the same time causes the Creation Kit to crash. Something to keep in mind for the future. I tested each sex scene that Enthralled starts and they all worked for me. Ostim users need to have animations for the following tags: MF, FFF, Foursome with FFF+player, and F+player gender. Ostim is still new for me, players that have more experience with the mod are welcome to give feedback and suggestions for improvement. I've also improved the capture mechanic to DOM. It now uses a cleaner method that should solve some weirdness with the slaves, such as problems with wearing armor and the tie up menu. This will only affect new captures. Future plans: I'm currently playing around with both Enthralled and Slaver Start. Nothing's set in stone yet. For Enthralled, I'm looking into making a quest (or quests) to recruit unique slavers. Possibly with a choice whether you want them to be slaver or slave. If DOM is not installed, I think they'll become followers instead of slavers. For Slaver Start, I'm looking into giving a choice on equipment type (mage, rogue, ...). With some luck, I might also be able to include starting as a vampire. I've also decided that I'll hold off on making variants of the mod (Alternate Perspective, or a version independent from any start mods) until the LAL version is complete. 6
tonitrulupus Posted November 5, 2025 Posted November 5, 2025 @a_random_user, the slaves are capturing a lot faster now, big improvement. thanks 1
Coom Nation Posted November 5, 2025 Posted November 5, 2025 Tried new update and tied up bug is gone! Thanks a lot! Will you add this bugfix to alternate start mod too? 1
a_random_user Posted November 5, 2025 Author Posted November 5, 2025 5 minutes ago, Coom Nation said: Tried new update and tied up bug is gone! Thanks a lot! Will you add this bugfix to alternate start mod too? Yes, I'm still checking if I implement another change to the mod first, or that I publish the update with only this bugfix.
SignoreSupremo Posted November 8, 2025 Posted November 8, 2025 On 11/4/2025 at 9:26 PM, a_random_user said: Version 1.6.2 is out, safe to update mid game *Implemented OStim Standalone soft dependency. In the scenarios where Sexlab was used directly it can now use OStim. If both are installed, OStim is favored. *Removed Sexlab hard dependency, Sexlab now has soft dependency *Changed the way capture to DOM is implemented, it now uses a cleaner method that still skips the default dialogue but does the setup better. This should solve some bugs, such as the tie up wheel and wearing armor. *Removed vanilla skyrim script from folder that the CK accidentality copied. Should not have resulted in problems, but it's better to be clean Mostly some scripting improvements, removing the Sexlab hard requirement and implementing Ostim soft requirement was surprisingly direct. Though I did come to the unpleasant discovery that having a SLAL animation pack and its Ostim conversion activated at the same time causes the Creation Kit to crash. Something to keep in mind for the future. I tested each sex scene that Enthralled starts and they all worked for me. Ostim users need to have animations for the following tags: MF, FFF, Foursome with FFF+player, and F+player gender. Ostim is still new for me, players that have more experience with the mod are welcome to give feedback and suggestions for improvement. I've also improved the capture mechanic to DOM. It now uses a cleaner method that should solve some weirdness with the slaves, such as problems with wearing armor and the tie up menu. This will only affect new captures. Future plans: I'm currently playing around with both Enthralled and Slaver Start. Nothing's set in stone yet. For Enthralled, I'm looking into making a quest (or quests) to recruit unique slavers. Possibly with a choice whether you want them to be slaver or slave. If DOM is not installed, I think they'll become followers instead of slavers. For Slaver Start, I'm looking into giving a choice on equipment type (mage, rogue, ...). With some luck, I might also be able to include starting as a vampire. I've also decided that I'll hold off on making variants of the mod (Alternate Perspective, or a version independent from any start mods) until the LAL version is complete. thank you very much!
tonitrulupus Posted November 8, 2025 Posted November 8, 2025 I seen a post serval days ago, don't remember if it was here or Dom, some one was looking for more slave orientated to slaves etc.
crazymango54 Posted November 8, 2025 Posted November 8, 2025 On 11/4/2025 at 12:26 PM, a_random_user said: *Changed the way capture to DOM is implemented, it now uses a cleaner method that still skips the default dialogue but does the setup better. This should solve some bugs, such as the tie up wheel and wearing armor. I just tested this and it's bugged for me. It just behaves like a regular abduction, i.e. the slave is cloned, gets a new outfit, etc. Then the default abduct dialogue plays as though they were captured normally. They're also hostile for a few seconds and all of the other prisoners and guards beat them for a little while. Basically it looks like it's just doing the default DOM abduction process. Let me know what info would be helpful.
a_random_user Posted November 8, 2025 Author Posted November 8, 2025 (edited) 5 hours ago, crazymango54 said: I just tested this and it's bugged for me. It just behaves like a regular abduction, i.e. the slave is cloned, gets a new outfit, etc. Then the default abduct dialogue plays as though they were captured normally. They're also hostile for a few seconds and all of the other prisoners and guards beat them for a little while. Basically it looks like it's just doing the default DOM abduction process. Let me know what info would be helpful. Was this on prisoner or on unique slaves? Do you have the setting turned on that clones uniques? The old method tried to recreate the capture mechanic by calling several functions separately, the new method starts up the capture mechanic normally, and then automatically completes the steps that are taken in the dialogue. It's possible that cloning the NPC will cause the second step to miss. I do have an idea on how to fix this but I'll need to test it first. EDIT: did some quick tests, it seems that it was indeed cloning that gives issues. I have solved the dialogue problem, but the sudden aggression and equipment is something I still have to fix. Not sure yet how. Edited November 8, 2025 by a_random_user
fred200 Posted November 8, 2025 Posted November 8, 2025 Latest builds. This - might - be related. I assigned a pretty well trained slave (Curime) to a slaver (not slave) (Brend), and Curime immediately got aggro. She had been tasked with fighting for me. Then Brend and all my slaves / followers killed her. Not protected. That was a save I rolled back. 1
Zoltar Posted November 8, 2025 Posted November 8, 2025 (edited) Hello, there is a new Diary of Mine update (7.10.9), would it possible to make compatibility patch for Enthralled? Can't sell DOM slaves to Enthralled slave traders ATM. Edit - I just reloaded my save and suddenly can sell my slaves to Ghagrub the Respectable Trader again, not really sure what cause the problem before, sorry 🤔 Edited November 8, 2025 by Zoltar 1
Revdrsyn Posted November 8, 2025 Posted November 8, 2025 Wonderful mod, I'm about 1,000 saves and 120 hours into a playthrough. Silvio Falto: The thugs attack more often than dragons. Is there a way to advance this quest? She's in love, pregnant and hiding in the riften sewers cleaning my home. If there's no way of getting the thugs of going away, then Silvio Falto is fucked. Literally. (well, I suppose she is either way) I was able to sell Kimli, no problem, but I had to manually set her free after taking the money. Is this intended? The quests from all these people is *really* hard to keep clear when you've got 100+ slaves (*ahem*). Could we make sure that quest and tracking markers have text indicating which slave it's from? I assume Fjorta will eventually spill the beans once you get her stats high enough on her sister? At least one of the slaves (one of the orc females iirc) that you rescue and can 'keep' would *not* be tracked by Fertility+. This was also a bloodline run, and many of the 'rescues' that are given don't have faction memberships, which means they don't count for bloodline (among other things). They should have 'townsfolk' for the farmers daughters, 'combatants' for those who fight, etc. There are . . . a lot of quest objectives, and they are awfully similar. Instead of 'more' captives (I didn't even get close to finding them all in this entire playthrough so far) having each captive or treasure to be found being more "interesting" would be a better direction than 'more content'. Skyrim already has more content than can be done. By interesting I mean, greater variety in treasure, different options depending on freeing/enslaving the captives. Some other result than finding the captive bound (Captive prisoners have them getting schuptted sometimes). It's not that this isn't already wonderful, it is. What it's *not* missing is content. It's actually just fantastic as it is, Thank you for all your hard work.
a_random_user Posted November 8, 2025 Author Posted November 8, 2025 26 minutes ago, Revdrsyn said: Silvio Falto: The thugs attack more often than dragons. Is there a way to advance this quest? She's in love, pregnant and hiding in the riften sewers cleaning my home. If there's no way of getting the thugs of going away, then Silvio Falto is fucked. Literally. (well, I suppose she is either way) The thugs should carry a note with them, directing you to Brittleshin pass. You can go there without the note. In there you'll find a small treasure box on the altar, this contains gold, diamonds, and the location of two Lucasta lieutenants. Kill them both, and the attacks should stop. 29 minutes ago, Revdrsyn said: I was able to sell Kimli, no problem, but I had to manually set her free after taking the money. Is this intended? No, she should be released and disabled automatically. This might be caused by Skyrim's engine not always executing scripts. I'll do some tests about this once I've got the time. 31 minutes ago, Revdrsyn said: The quests from all these people is *really* hard to keep clear when you've got 100+ slaves (*ahem*). Could we make sure that quest and tracking markers have text indicating which slave it's from? That's a good suggestion. I might be able to implement that for a future release. Are you thinking mostly about the miscellaneous or rescue quests, e.g. instead of "Rescue the captive from Bandit camp", you'd prefer if it was "Whiterun: Rescue Kamika from Bandit camp"? or do you also mean the named quests like A Sister in Chains? 34 minutes ago, Revdrsyn said: I assume Fjorta will eventually spill the beans once you get her stats high enough on her sister? This is the Sister of the Hunt quest, Fjora will give information about Mera after the following conditions are met: *Tridi has been found and rescued *You have asked around and discovered that Mera is being chased (Riften Inn or Bunkhouse, and then Belethor/Vekel/Garvey) *Her respect training is at least 90 38 minutes ago, Revdrsyn said: At least one of the slaves (one of the orc females iirc) that you rescue and can 'keep' would *not* be tracked by Fertility+. This was also a bloodline run, and many of the 'rescues' that are given don't have faction memberships, which means they don't count for bloodline (among other things). They should have 'townsfolk' for the farmers daughters, 'combatants' for those who fight, etc. I haven't played with Fertility+ yet so I don't know what went wrong there. Are the faction you mention the ones that Bloodline's page talks about? It's true that I haven't set more factions than strictly needed yet. If it was an Orc that was rescued, then it most likely was not a unique, the two unique female Orcs from this mod aren't on the rescue list. I might be able to add those factions if I know which are checked, do you know if they are listed somewhere? If not, I'll have to open the mod's scripts and see if I can figure things out. 54 minutes ago, Revdrsyn said: There are . . . a lot of quest objectives, and they are awfully similar. Instead of 'more' captives (I didn't even get close to finding them all in this entire playthrough so far) having each captive or treasure to be found being more "interesting" would be a better direction than 'more content'. Skyrim already has more content than can be done. By interesting I mean, greater variety in treasure, different options depending on freeing/enslaving the captives. Some other result than finding the captive bound (Captive prisoners have them getting schuptted sometimes). It's not that this isn't already wonderful, it is. What it's *not* missing is content. It's actually just fantastic as it is, Refining these radiant quest is something I still want to do, and bringing variety to their outcomes is one of those. I've already experimented with making some unique equipment for slavers, unfortunately the thing I made didn't work. I'll try something else once I got some ideas. Giving the captives some possible "interaction" in the dungeon is an interesting thought as well, I'll have to look into that. Another idea I had was that rescuing would open up a further quest, but I don't know how to implement it without overloading with content. Thanks for the feedback, you've given me a lot to think about.
a_random_user Posted November 8, 2025 Author Posted November 8, 2025 4 hours ago, fred200 said: Latest builds. This - might - be related. I assigned a pretty well trained slave (Curime) to a slaver (not slave) (Brend), and Curime immediately got aggro. She had been tasked with fighting for me. Then Brend and all my slaves / followers killed her. Not protected. That was a save I rolled back. I haven't replicated this yet, and I haven't found some obvious error in the script yet either. I'm still looking though. Is this something that happens with every slaver hired by Enthralled or through the standard DOM dialogue? Or is the problem unique to Brend and Curime? If you dismiss Brend and then hire him again through dialogue, does the problem go away or does he break again? I have seen that I forgot to tag the Protected flag on Curime, that will be fixed next version. In the meantime, could you use DOM's MCM to set Curime Essential and see if the aggression stops if Curime survives the attack?
Revdrsyn Posted November 8, 2025 Posted November 8, 2025 1 hour ago, a_random_user said: The thugs should carry a note with them, directing you to Brittleshin pass. You can go there without the note. In there you'll find a small treasure box on the altar, this contains gold, diamonds, and the location of two Lucasta lieutenants. Kill them both, and the attacks should stop. Ah, My quest list is so long, you see. 🙂 1 hour ago, a_random_user said: No, she should be released and disabled automatically. This might be caused by Skyrim's engine not always executing scripts. I'll do some tests about this once I've got the time. I've been- I'm moving past the intermediate stage of modding, and I've been tracking my script load very closely with 'elephant script latency test' and paying attention to things. I was running a save game with 200 hours and over 100 DOM slaves. It *absolutely* was the script delay thing. I don't think your mod is the cause, it's just a - I'm getting to the point where I've got to make choices about which mods need the overhead. 1 hour ago, a_random_user said: That's a good suggestion. I might be able to implement that for a future release. Are you thinking mostly about the miscellaneous or rescue quests, e.g. instead of "Rescue the captive from Bandit camp", you'd prefer if it was "Whiterun: Rescue Kamika from Bandit camp"? or do you also mean the named quests like A Sister in Chains? I mean, Sister in Chains, Lucasta, the big questlines. It's, just with the basic skyrim quests, there's too much to keep track of, where are the four illusion books, why am I being pointed to this mountain? What do I need to report to the jarl. . .etc. Again, not a you problem, just there's so much, if I can't tell from the quest log, who, where, and why, it becomes disconnected. 1 hour ago, a_random_user said: This is the Sister of the Hunt quest, Fjora will give information about Mera after the following conditions are met: *Tridi has been found and rescued *You have asked around and discovered that Mera is being chased (Riften Inn or Bunkhouse, and then Belethor/Vekel/Garvey) *Her respect training is at least 90 Indeed. I was saving up the virgins in cages and was just making my way through them. *ahem*. 1 hour ago, a_random_user said: I haven't played with Fertility+ yet so I don't know what went wrong there. Are the faction you mention the ones that Bloodline's page talks about? It's true that I haven't set more factions than strictly needed yet. If it was an Orc that was rescued, then it most likely was not a unique, the two unique female Orcs from this mod aren't on the rescue list. I might be able to add those factions if I know which are checked, do you know if they are listed somewhere? If not, I'll have to open the mod's scripts and see if I can figure things out. They are *explicitly* the base skyrim factions, "Townsfolk" "Stormcloak" "Spellcaster" "Combatant" "Extremist". Camilla and carlotta have "townsfolk" Rikka has "Imperial" Aela has "Combatant and Extremist" 1 hour ago, a_random_user said: Refining these radiant quest is something I still want to do, and bringing variety to their outcomes is one of those. I've already experimented with making some unique equipment for slavers, unfortunately the thing I made didn't work. I'll try something else once I got some ideas. Giving the captives some possible "interaction" in the dungeon is an interesting thought as well, I'll have to look into that. Another idea I had was that rescuing would open up a further quest, but I don't know how to implement it without overloading with content. Thanks for the feedback, you've given me a lot to think about. No, man, thank you. The scale of integration here is insane. 1
fred200 Posted November 8, 2025 Posted November 8, 2025 2 hours ago, a_random_user said: I haven't replicated this yet, and I haven't found some obvious error in the script yet either. I'm still looking though. Is this something that happens with every slaver hired by Enthralled or through the standard DOM dialogue? Or is the problem unique to Brend and Curime? If you dismiss Brend and then hire him again through dialogue, does the problem go away or does he break again? I have seen that I forgot to tag the Protected flag on Curime, that will be fixed next version. In the meantime, could you use DOM's MCM to set Curime Essential and see if the aggression stops if Curime survives the attack? I had two problems with Brend. First and main one was that he stopped moving. As if he were in bondage. Would not follow; would not fight. This was fixed by removing him from DOM and hiring. Problem has not reproduced. Aggro on Curime reproduced on another slave send to Brend. Fixed by telling her "Stop fighting for me". Another slaver problem with Analise is that she follows me, even though she has a base and trainees. I have not found any command that actually keeps her in one place. 1
a_random_user Posted November 8, 2025 Author Posted November 8, 2025 18 minutes ago, fred200 said: I had two problems with Brend. First and main one was that he stopped moving. As if he were in bondage. Would not follow; would not fight. This was fixed by removing him from DOM and hiring. Problem has not reproduced. Aggro on Curime reproduced on another slave send to Brend. Fixed by telling her "Stop fighting for me". Another slaver problem with Analise is that she follows me, even though she has a base and trainees. I have not found any command that actually keeps her in one place. Thanks for the testing. Who's Analise?
crazymango54 Posted November 8, 2025 Posted November 8, 2025 11 hours ago, a_random_user said: Was this on prisoner or on unique slaves? Do you have the setting turned on that clones uniques? The old method tried to recreate the capture mechanic by calling several functions separately, the new method starts up the capture mechanic normally, and then automatically completes the steps that are taken in the dialogue. It's possible that cloning the NPC will cause the second step to miss. I do have an idea on how to fix this but I'll need to test it first. EDIT: did some quick tests, it seems that it was indeed cloning that gives issues. I have solved the dialogue problem, but the sudden aggression and equipment is something I still have to fix. Not sure yet how. Yeah it was with prisoners so there was cloning, it didn't occur to me to try one of the uniques but it sounds like you know what's going on. Also to comment on the discussions regarding future content, I also agree that what we have now is fantastic. The only thing I have to offer is the potential for more interactions between the unique slaves, meaning more stuff like the three sisters' interactions. For example, Lestra and Azabesh, if you have one with you, they approach you when the other one is for sale in your vicinity and they ask you to buy them, perhaps the same for many of the other characters that have relatives and comrades elsewhere in the mod. Or when you bring them together at any point, there's some sort of scene or quick dialogue the first time. I think it would add a lot of depth if the characters actually reacted to being reunited, for better or for worse. DOM already handles their reactions to their loved ones or rivals being abused, etc., so just some flavor dialogue at pivotal moments would tie things together nicely. 1
fred200 Posted November 9, 2025 Posted November 9, 2025 1 hour ago, a_random_user said: Thanks for the testing. Who's Analise? Annelisse... Best I could do from memory...
tonitrulupus Posted November 9, 2025 Posted November 9, 2025 7 hours ago, a_random_user said: That's a good suggestion. I might be able to implement that for a future release. Are you thinking mostly about the miscellaneous or rescue quests, e.g. instead of "Rescue the captive from Bandit camp", you'd prefer if it was "Whiterun: Rescue Kamika from Bandit camp"? or do you also mean the named quests like A Sister in Chains? I think they may have meant like when I hover over Inigo. it states that Inigo's marker on the world map.
crazymango54 Posted November 12, 2025 Posted November 12, 2025 This might be a little outside of this mod's purview, but one thought I had is that it would be nice if you could drop off slaves at the prisons for like 500 gold (since they sell for 750 anyway). It would provide something of a trade-up mechanic, for example you could grab 3 slaves you don't want so you can afford 2 that you do, such as the unique prisoners, or any others. If you're a thane, it's even better at a 1:1 trade. The 500 would be a flat-rate, i.e. training doesn't affect price, just to have a reliable way to quickly turn any captive into cash. A daily limit could be put on it to make it a little balanced so you can't liquidate entire bandit camps, but nothing stops you from doing that with the other methods of selling slaves so I'm not sure if balance really matters all that much. I know that DOM has or plans to have a similar feature in the HSH mines, but having the option to both buy and sell untrained slaves in the same location would be a nice QoL change, the only place that comes anywhere near this right now is Solitude since they have a jail and a harbor slaver. I guess it sounds almost like a bounty hunting feature more than anything, but the idea of being about to dump some crappy slaves into the prison system to get enough cash to buy nicer and/or unique ones feels like it might fit. I don't mean to distract from whatever you plan to do next, but I wanted to share the idea. 1
McLovin3 Posted November 14, 2025 Posted November 14, 2025 On 11/11/2025 at 9:09 PM, crazymango54 said: I don't mean to distract from whatever you plan to do next, but I wanted to share the idea. I've been hesitant on posting more ideas myself for that very reason. Stability should take a higher priority over new content if possible. But I would say take notes on the stuff that interests you. You probably already do It certainly feels that way with @TrollAutokill You can definitely tell has been jotting down notes over the years of the various ideas we all threw about. And with my idea involving another mod, there could a timeframe if any discussion is needed to make sure they play nice while every party involved is available. So I should still probably post my idea So I was looking at @darkdesires04's Captive Followers and I have to mention the part looking because of the obvious part: It's meant for modlists for large amount of followers. I wound up only keeping a select few follower mods over the years for sentimental value, or at least until I learn the extra steps for eslifying them (Supposedly many follower mods break their face or something when doing so) Anyhoo after thorough reading and a bit of browsing it in the Xedit, the signs were obvious: It has a really good system Several possible spawn points per location, a possibility of nearby hostiles having fun with them, and compatibility for some of the big # of dungeon mods like Forgotten Dungeons and Hammet's Pack 1 (Hoping for Pack 2 and maybe Lost Passages in the future) And I don't wish to compare this system to all the others and their attempts out there atm, but it does look like this is one of the best ones out there for something not meant for normal NPCs So it dawned on me. Why not fuse some of this system with how some things are done in Enthralled as a random generation NPC captive system with Enthralled's backgrounds and outcomes? Enthralled captives The Missives captured adventurers idea is great and all but finding a captive randomly and almost out of nowhere just has that special feeling. My current playthrough I was doing Torvald's cave when I came across a captive that came from Demonic Creatures that I've been playtesting again, and she was such a pleasant surprise (and tbh I couldn't decide on what to do with her so I left her there) Now this feels like something meant more for non-unique generated NPCs and not so much your custom created NPCs. (Of course feel free to add a few uniques to such a list if you go with this idea) And I feel like this spin-off of an idea could use an MCM: for odds of a captive spawning at a location, maybe the range of PAH/DoM stats on enslaving (finding one trained well in a stat or two further gives a pleasant surprise on your find), or % on NPC types like how Enthralled does its jail system (This one could use maybe increased odds in the Hunter or Noble lists). Although odds on NPC type would not be a big deal, variety on the ugly or undesired ones or your not preferred gender type just gives flavor on deciding what to do with them when you find one. And of course, to make sure it plays nice with the original Captive Followers so an Enthralled Captive and a Captive Follower don't spawn bound up on top of each other. I doubt such a situation would make it look hilarious like a human centipede or both captives heads up the other's asses Spoiler 1
tonitrulupus Posted November 14, 2025 Posted November 14, 2025 (edited) 20 minutes ago, McLovin3 said: Several possible spawn points per location, a possibility of nearby hostiles having fun with them, and compatibility for some of the big # of dungeon mods like Forgotten Dungeons and Hammet's Pack 1 (Hoping for Pack 2 and maybe Lost Passages in the future) That mod looks kind of cool. I get nothing but ESL followers now. there is only ike 5 I have that are not ESL, I have also started adding on some of https://next.nexusmods.com/profile/nazarethblood/mods?gameId=1704, as long as the original are ESLed and what I do is the enemies I capture and I can keep the summoned followers, unsummoned unless I need them, for example if I do the BYOH I will use one for my steward. so I have a lot of unique slaves. Edited November 14, 2025 by tonitrulupus
Revdrsyn Posted November 14, 2025 Posted November 14, 2025 9 hours ago, tonitrulupus said: That mod looks kind of cool. I get nothing but ESL followers now. there is only ike 5 I have that are not ESL, I have also started adding on some of https://next.nexusmods.com/profile/nazarethblood/mods?gameId=1704, as long as the original are ESLed and what I do is the enemies I capture and I can keep the summoned followers, unsummoned unless I need them, for example if I do the BYOH I will use one for my steward. so I have a lot of unique slaves. I'm using Captive followers, and coming up on a ritual room with women chained up and some being fucked is some Conan type shit that's fucking awesome. High recommend.
a_random_user Posted November 14, 2025 Author Posted November 14, 2025 11 hours ago, McLovin3 said: But I would say take notes on the stuff that interests you. You probably already do Believe me, I have multiple documents with ideas, ranging from quest ideas to systems to integrations with other mods. Many of which are copied directly from forum posts. New ideas are always welcome, it just might take a while before I get the chance to implement them. 11 hours ago, McLovin3 said: So I was looking at @darkdesires04's Captive Followers and I have to mention the part looking because of the obvious part: It's meant for modlists for large amount of followers. I wound up only keeping a select few follower mods over the years for sentimental value, or at least until I learn the extra steps for eslifying them (Supposedly many follower mods break their face or something when doing so) Anyhoo after thorough reading and a bit of browsing it in the Xedit, the signs were obvious: It has a really good system Several possible spawn points per location, a possibility of nearby hostiles having fun with them, and compatibility for some of the big # of dungeon mods like Forgotten Dungeons and Hammet's Pack 1 (Hoping for Pack 2 and maybe Lost Passages in the future) And I don't wish to compare this system to all the others and their attempts out there atm, but it does look like this is one of the best ones out there for something not meant for normal NPCs Captive Followers is amazing, it is the only reason that my main mod profile went from three followers to 100. I haven't touched it since I've started modding myself. Maybe I should take a look at it again.
tonitrulupus Posted November 14, 2025 Posted November 14, 2025 1 hour ago, a_random_user said: Captive Followers is amazing, it is the only reason that my main mod profile went from three followers to 100. I haven't touched it since I've started modding myself. Maybe I should take a look at it again. I would look at enemy 2 ally as well, naz places clones all over of one of the followers he had setup, you have to fight them and then you can summon them, the placing them is random 3 places, so you can see how he has done his to. May help you come up with your own type of method. 1
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