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Posted (edited)
On 9/1/2025 at 12:20 AM, Dendriah said:

d is the only thing that actually triggers events on defeat so i am not sure but i might remove this mod for now because its just overwriting everything and my list doesnt have that happening 

 

On 8/29/2025 at 3:47 PM, 40Karats said:

Have 100% acheron defeat chance in the Captive Player MCM and I tried getting captured via Acheron but doesn't seem to work. I don't think the mod was properly integrated with Acheron; see Yamete Kudasai for example, the defeat chance slider is in the Acheron MCM, not the dependent mod's MCM.

 

Personally I'd like to see continued support for Acheron since I think it's way more responsive/robust than any other defeat mod to actually register defeats.

 

You could also maybe consider having your own simple way to get captured without having to rely on external defeat mods, eg chance to get kidnapped when sleeping.

 

If you are having issues with defeat, just set "Player Defeat Captivity Chance" to 0 and it will ignore defeat. You can still become captive from SimpleSlavery++

 

All right I see I have a bug in there, which is if you set it to 0 it might still trigger, because it wasn't properly cleared. So I will fix it in the next release, but for now just go to any town or village location and set it to 0 there to turn it off, or set it to zero at the beginning of the game.

 

 

Edited by darkdesires04
Posted

So, I was starting a new character and added the addition for the LAL addon. When I attempt to start as a Captive... I use the bed, screen goes black, I hear "What is that" from... someone, and then it stays black (clearly crashing, just not CTD).

 

Any ideas? I don't have to start with the mod, obviously, was just curious. All other LAL starts work fine (Well, I used 8 of them, I didn't go through my whole list)

Posted

No scenes start when the player is captured by the bandits at Robber's Gorge. Getting captured by the Forsworn at Deepwood Redoubt seems to work mostly fine, but my game freezes after agreeing to fight your captors with another prisoner.

Posted
On 9/5/2025 at 2:19 AM, duck_phooey said:

No scenes start when the player is captured by the bandits at Robber's Gorge. Getting captured by the Forsworn at Deepwood Redoubt seems to work mostly fine, but my game freezes after agreeing to fight your captors with another prisoner.

 

There must be a mod conflict or a setup issue, since there is nothing special about agreeing to fight the captors. All it does is free you and the follower and the captors attack when that happens.

Posted
On 9/5/2025 at 2:19 AM, duck_phooey said:

No scenes start when the player is captured by the bandits at Robber's Gorge. Getting captured by the Forsworn at Deepwood Redoubt seems to work mostly fine, but my game freezes after agreeing to fight your captors with another prisoner.

 

Maybe it's not related to the location, since the same code runs for all locations. I played the scene at Robber's Gorge and it worked fine.

Posted (edited)

Can you please make it compatible with original Death Alternative?? I refresh the mcm of death alternative and it seems it does not appared in the options on death

Edited by Jack005
Posted
On 9/7/2025 at 8:12 AM, Jack005 said:

Can you please make it compatible with original Death Alternative?? I refresh the mcm of death alternative and it seems it does not appared in the options on death

 

No sorry, I am in the middle of my own game and I don't have Death Alternative. But what you can do is just turn off defeat captivity and become captive from Simple Slavery.

Posted (edited)

If everything is installed correctly, we should be able to see this mod from Simple Slavery MCM and set it's variable 0 or 1 for it to have it as auction outcome, right?

Cause I think I have all required mods installed correctly and don't see it.
If it ain't supposed to, it's good as is
But if it's supposed to show on MCM...
Think i'll have to start from scratch  unggggg

Edited by fsnsaber
type'o
Posted

On the topic of acheron defeat's compatibility. I'm using Practical Defeat (Re)Animated version and when defeated you just go straight to capture by Captive Player with no defeat mod outcomes. I've even tried to lower the chance of captivity to 10% and apparently it's still like 100% or else I should go gambling with that luck, tried this 3 times. So it would appear that maybe adding Capture Player to Practical Defeat outcome would solve this issue. I'm going to wait for any reply on this sort of problem for a moment and then try to research some scripting if nobody going to find any solution, because this mod is just a great idea that is perfectly made, keep up the good work! 

Posted

I really want to mod to work for me but it doesnt. I have all the requirements installed for both Captive Follower and Captive player. But every time I send my PC to the Slavery Hall, it's stays there and doesnt take me to a dungeons or whatever. I use Ostim, so no DD.

 

So my question is, do I have to have Acheron, make it send my PC to Simple Slavery Hall? 

Posted

Hag's End seems like a location that needs to be excluded? I got sent there with the Captive Start and escaping involves going through Deepwood Redoubt, which has an Expert locked door in the way that you're meant to open with a key when going through the normal way. Seems very easy to get trapped here without lockpicks.

Posted (edited)
On 9/16/2025 at 9:26 PM, loobloo said:

I really want to mod to work for me but it doesnt. I have all the requirements installed for both Captive Follower and Captive player. But every time I send my PC to the Slavery Hall, it's stays there and doesnt take me to a dungeons or whatever. I use Ostim, so no DD.

 

So my question is, do I have to have Acheron, make it send my PC to Simple Slavery Hall? 

 

You will probably need to install SexLab even if you don't use it. I might have missed a few checks when I thought it could work without SexLab, and I haven't really tested this case. You can also try saving the game in the Slavery Hall, and reload the save, if it's the first time you are there, coming from the prison cell.

 

 

Edited by darkdesires04
Posted
On 9/16/2025 at 3:10 AM, sdsdsxd said:

On the topic of acheron defeat's compatibility. I'm using Practical Defeat (Re)Animated version and when defeated you just go straight to capture by Captive Player with no defeat mod outcomes. I've even tried to lower the chance of captivity to 10% and apparently it's still like 100% or else I should go gambling with that luck, tried this 3 times. So it would appear that maybe adding Capture Player to Practical Defeat outcome would solve this issue. I'm going to wait for any reply on this sort of problem for a moment and then try to research some scripting if nobody going to find any solution, because this mod is just a great idea that is perfectly made, keep up the good work! 

 

I tried it out too. There seem to be a few issues, so turn off the captive defeat for now. I fixed it locally but I am not ready to release it yet. I wasn't happy with Practical Defeat so I created my own defeat and integrated it with Captive Player. I will release it after I run a playthrough and test it more.  

Posted
On 9/19/2025 at 5:19 AM, Mud said:

Hag's End seems like a location that needs to be excluded? I got sent there with the Captive Start and escaping involves going through Deepwood Redoubt, which has an Expert locked door in the way that you're meant to open with a key when going through the normal way. Seems very easy to get trapped here without lockpicks.

 

I will check it out if I am there. Thanks for letting me know.

Posted
On 9/25/2025 at 6:18 AM, darkdesires04 said:

 

I tried it out too. There seem to be a few issues, so turn off the captive defeat for now. I fixed it locally but I am not ready to release it yet. I wasn't happy with Practical Defeat so I created my own defeat and integrated it with Captive Player. I will release it after I run a playthrough and test it more.  

After actually using it, I am even more certain that it is a very, very good mod. I tried to create a mod like this a year ago, but because I didn't have any scripting knowledge, I only used ck to create and copy a few poor scenes.
But at the same time, I would like to tentatively ask:
1. Can it happen after Practical Defeat, as described by the previous player?  
2. Can players be allowed to freely choose the probability of 'robbery'? (What I mean is, please allow to keep the player's clothes as I need them to trigger VSU dressing up)
3. Seeing that you are about to create a new 'Defeat Mod', what kind of mod will it be? Just excited about it.
 

Posted (edited)
On 9/29/2025 at 3:39 AM, guliguliradish said:

After actually using it, I am even more certain that it is a very, very good mod. I tried to create a mod like this a year ago, but because I didn't have any scripting knowledge, I only used ck to create and copy a few poor scenes.
But at the same time, I would like to tentatively ask:
1. Can it happen after Practical Defeat, as described by the previous player?  
2. Can players be allowed to freely choose the probability of 'robbery'? (What I mean is, please allow to keep the player's clothes as I need them to trigger VSU dressing up)
3. Seeing that you are about to create a new 'Defeat Mod', what kind of mod will it be? Just excited about it.
 

 

Thanks, I am glad we finally have a working captive mod. The only way to become captive after Practical Defeat is through simple slavery, not directly. I guess I can add a robbery chance setting in the MCM, and default it to 100%. You can set it lower for your playthrough. The defeat I am creating will be like the others, but one difference is that I am nerfing followers and enslaving them as a result of defeat. They are way too powerful right now. With just 3 followers I could clear dungeons easily, even with "Follower Death and Injury Chance" mod. So... locally I uninstalled that mod, and I created my own mod that nerfs followers so they get injured and wounded, and integrated it with my own defeat that enslaves them. Now finally dungeons are fun to play and a challenge. Followers get hurt, die, and get robbed and enslaved. I will release it all, after I am done playing and fixing bugs.

 

 

Edited by darkdesires04
Posted
1 hour ago, darkdesires04 said:

after Practical Defeat is through simple slavery

Great, I got what I wanted. The reason is that I have practical defeat and VSU patches that can automatically apply DD devices to my character after ending the sexlab animation (the meshes I modified myself have DD scripts). Moreover, if robbery is not triggered, there is no need to use Zaz devices.
So, if possible, I hope your 'New Defeat Mod' can be compatible with VSU and also use furniture animations, so I won't hesitate to try it out. I never use followers, so I pay more attention to PC functionality.

Posted

Having an issue,

Installed everything, loaded followers into Captive Follower - they seem to work, but I am not getting enslaved. Auction happens - and then nothing, if I use alternative start, I get fade-to-black and then nothing. 

Any ideas what's wrong?

Posted (edited)
3 hours ago, skyrimfan692 said:

Having an issue,

Installed everything, loaded followers into Captive Follower - they seem to work, but I am not getting enslaved. Auction happens - and then nothing, if I use alternative start, I get fade-to-black and then nothing. 

Any ideas what's wrong?


Sounds like you don't have one of the various mods list in the Simple Slavery mod page that are destination mods after the auction completes. If you don't have one of them installed then nothing happens. Under SSP mod page open up "enslavement mods" and use one.
 

 

 

Edited by gooser
Posted
3 hours ago, skyrimfan692 said:

Auction happens - and then nothing

After the auction, open the console command window.  Simple Slavery prints the name of the enslavement mod that it chose.  If it's Captive Player, that's useful information for darkdesires04.  Be sure to mention here that SS++ tried to start Captive Player.  Otherwise, the problem is likely with whatever enslavement mod was chosen (maybe you have it installed but it's not active for various reasons).  If there's no console output from Simple Slavery, something failed during the auction, so please post that in the SS++ support topic and I'll try to help.

Posted (edited)

In MCM menu mod shows that "Total Available" captive location is 1
Is that ok or I've messed up during installation?

UPDATE FOR ANYONE WHO FACED THE SAME ISSUE
Yeah, figured out that mod scans locations first and usually it does take time. 
In my case - 5 ish minutes and it was done when I was writing this post

Edited by Partel
Solved
Posted
On 9/30/2025 at 7:58 AM, darkdesires04 said:

The defeat I am creating will be like the others, but one difference is that I am nerfing followers and enslaving them as a result of defeat. They are way too powerful right now. With just 3 followers I could clear dungeons easily, even with "Follower Death and Injury Chance" mod. So... locally I uninstalled that mod, and I created my own mod that nerfs followers so they get injured and wounded, and integrated it with my own defeat that enslaves them. Now finally dungeons are fun to play and a challenge. Followers get hurt, die, and get robbed and enslaved. I will release it all, after I am done playing and fixing bugs.

 

Is this intended to be a full Defeat replacement, or more of something like an Acheron add-on? Defeat mods are notorious for excluding things like fall or trap damage, or including them but requiring a SL scene that hangs forever because there are no valid targets. It's the kind of thing that's caused me to abandon damn near every defeat mod, and when there's a solid base to create from (e.g.: Acheron or Bane's Defeat sub-mod) I have to question why it's being done.

 

I'm asking because I'm always trying to find that missing link between game reload and consequence which finally eliminates the former, and you're so goddamn close to hero status with just two relatively lightweight mods. It'd be a shame if you're trying to remake the whole wheel at 90% completion.

Posted (edited)

"A new game is not required if upgrading from 1.0."

Does that mean you don't need to start a new game if you download any version after that?

 

Any plans on SL Defeat Compatibility? I do believe that's the most popular defeat mod, but I could be wrong.

Edited by Omnishade
Posted (edited)

there are a few aggressive animation ported for ostim on loverslab.  is it really not possible to trigger aggressive animation using only ostim?

 

what happens if player and a group of 2 or more followers, let's say 6 to 10 are captured in defeat by defeat mod, and then sold to auction house

 is it possible to only enslave followers but not the player?

 

 

What's missing in my load order playstyle is there is no way to have followers enslaved into captive followers easily (just by playing), in order to achieve the following loop.

 

1. captive follower enslave unmet followers at new game start (is there a list of locations where they are scanned.  some of my followers are in hall of the dead or temples etc)

2. player rescue followers (new captive followers actually has chance to see follower abused so more incentive to save them)

 - can you interrupt the animation when you barge into them in caves

3. some day wandering in skyrim player and followers defeated, or just followers defeated, but player run away

4. only followers enslaved again and redistribute to captive followers

5. player goes to new caves and attempt to rescue the followers again.

Edited by loversusers
add more detail
Posted
On 10/10/2025 at 7:42 AM, SkyAddiction said:

 

Is this intended to be a full Defeat replacement, or more of something like an Acheron add-on? Defeat mods are notorious for excluding things like fall or trap damage, or including them but requiring a SL scene that hangs forever because there are no valid targets. It's the kind of thing that's caused me to abandon damn near every defeat mod, and when there's a solid base to create from (e.g.: Acheron or Bane's Defeat sub-mod) I have to question why it's being done.

 

I'm asking because I'm always trying to find that missing link between game reload and consequence which finally eliminates the former, and you're so goddamn close to hero status with just two relatively lightweight mods. It'd be a shame if you're trying to remake the whole wheel at 90% completion.

 

It's a replacement of defeat, integrated with Captive Player and Acheron, so you won't have to install another defeat mod in order to experience "defeat sex". However, it will be compatible with all other Acheron defeat and consequence mods. You don't have to use it if you want to use just player captive scenes.

 

 

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