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Posted
19 hours ago, Omnishade said:

"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.

 

That's right, you don't have to start a new game. And as far as compatibility with SL Defeat, it won't be compatible, unless in the future someone writes a compatibility patch for Acheron and SL Defeat.

Posted
On 9/3/2025 at 9:28 PM, Plaguetard2.0 said:

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)

 

I am not sure, but I am releasing a new version soon anyway so just wait for that and it should work.

Posted
5 hours ago, loversusers said:

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.

 

Right now it's not possible to enslave only followers, but it's a good idea. As far as OStim aggressive animations, some of them have been ported but it's not worth spending time to integrate them when you can just use SexLab.

 

The list of scanned locations is in the CaptiveFollowers.esp file, which you can edit usind SSEEdit. You can interrupt the sex animation when you click on the follower, but I haven't written anything to auto interrupt when the player gets close. There is no auto enslavement trigger to enslave followers after a certain day passes while you wander around Skyrim. It could be added, but I haven't thought about it.

 

Posted
6 hours ago, darkdesires04 said:

 

That's right, you don't have to start a new game. And as far as compatibility with SL Defeat, it won't be compatible, unless in the future someone writes a compatibility patch for Acheron and SL Defeat.

 

I see. Do you think it would cause increased script load have both SL Defeat and Acheron in the same game if you turn off Defeat when you want the Captive Player scenario? I don't have any other use for Acheron.

Posted
7 hours ago, darkdesires04 said:

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.

 

Smart. There's definitely space for something like that, especially building off Acheron which is rock-solid.

Posted (edited)
1 hour ago, Omnishade said:

 

I see. Do you think it would cause increased script load have both SL Defeat and Acheron in the same game if you turn off Defeat when you want the Captive Player scenario? I don't have any other use for Acheron.

 

If for example you don't use Acheron defeat consequences, and instead use SL Defeat for defeat, and from the auction house trigger Captive Player scenes, the only thing that might increase script load in this case is the fact that SL Defeat uses OnHit event. So I would recommend Bane's version because he put a spamGuard in there to reduce the script load, and it works OK. The mods that I found script heavy are Stress and Fear and Advanced Nudity Detection.

 

Edited by darkdesires04
Posted (edited)
16 hours ago, darkdesires04 said:

 

Right now it's not possible to enslave only followers, but it's a good idea. As far as OStim aggressive animations, some of them have been ported but it's not worth spending time to integrate them when you can just use SexLab.

 

The list of scanned locations is in the CaptiveFollowers.esp file, which you can edit usind SSEEdit. You can interrupt the sex animation when you click on the follower, but I haven't written anything to auto interrupt when the player gets close. There is no auto enslavement trigger to enslave followers after a certain day passes while you wander around Skyrim. It could be added, but I haven't thought about it.

 

 

Acheron is an option so it is not required correct?  I'm on VR and Acheron doesn't work for VR

How does the mod start player and follower captivity using just simple slavery ++?

do i need a defeat mod since im trying to avoid using yamete redux

 

I think this mod adds the cleanest way to complete the loop, even if forced player captivity, which im not a fan of.

 

But this gets me to use more updated to mods instead of going through the rabbit hole of using yamete redux and fms to captive followers (only solution i can find for ostim only setup)

 

I suppose since i wont be setting up SL, which mean aggressive dialogue will just lead to no animation?

 

Edited by loversusers
more detail
Posted
10 hours ago, loversusers said:

 

Acheron is an option so it is not required correct?  I'm on VR and Acheron doesn't work for VR

How does the mod start player and follower captivity using just simple slavery ++?

do i need a defeat mod since im trying to avoid using yamete redux

 

I think this mod adds the cleanest way to complete the loop, even if forced player captivity, which im not a fan of.

 

But this gets me to use more updated to mods instead of going through the rabbit hole of using yamete redux and fms to captive followers (only solution i can find for ostim only setup)

 

I suppose since i wont be setting up SL, which mean aggressive dialogue will just lead to no animation?

 

 

I designed it so that aggressive dialogue still leads to a consensual animation, if using only OStim.

 

Posted

I clearly don't understand how this mod works. I am never getting spoken to by anyone as the mod suggests I should be. Tried trough alternate start and auction house about 20 times.

I get strung up, and wait. Sometimes the mod ejects me from the furniture on its own time without me pressing anything, just yeets me out of it and I am "freed". I'd wait for longer if I could but I usually get the boot in a few minutes without anything happening. Tried on both male and female player character, and got captured by both sexes too. Nobody is interested in talking with my character. What am I doing wrong?

 

If I escape and get beat up, I usually get some extra restrains and tattoos on me, then get teleported outside and get a message "your captors were merciful and let you go" or something along those lines. Never ever have I been put back in the furniture. They decide to let me go every time. Bros at the slave market are wasting a lot of money buying and dragging me across Skyrim, just to let me go immediately :P 

 

A lot of the times I have been spawned into a furniture, but for some reason I lose hp and get defeated by empty space and fall on the ground immediately after being put in a furniture and once again become freed.

Posted (edited)
16 hours ago, darkdesires04 said:

 

I designed it so that aggressive dialogue still leads to a consensual animation, if using only OStim.

 

last question.

 

when your mentioned simple slavery ++ or (acheron - no-go for VR)

you really mean need to also find another mod that sends the player (along with followers if any) to the simple slavery auction house correct?

or does captive player has this built-in, sorry it wasn't very clear to me.

Edited by loversusers
typo
Posted
17 minutes ago, loversusers said:

you really mean need to also find another mod that sends the player (along with followers if any) to the simple slavery auction house correct?

You need a mod that sends the player (and followers) to simple slavery via defeat etc.

Posted (edited)
40 minutes ago, gegging said:

You need a mod that sends the player (and followers) to simple slavery via defeat etc.

alright thank you for the reply.

 

looks like i will go back to try yamete redux again, since it sort of works last time i tried for one of those old mods.

and it is ostim and vr compatible

Edited by loversusers
typo
Posted

turns out i have another question.

not mentioned so most likely not implemented

 

is it possible after auction house sequence for follower to be sold to a different captor?

so the followers and player end up in different locations

Posted

Some oddities:  Am defeated in a Captive Player Zone, Acheron triggers, get sent to captivity.  So far so good.

 

Placed in ZAZ suspension.   Suddenly screen blacks out and am placed standing under where I was suspended.  DDs are equipped and go into kneeling mode.  Struggle a few times, Fades to black, placed in a DD contraption, fail struggle out, but then it allows me to access the Contraption submenu from DDNG and I struggle free.   (Oddity 1, transitions between phases almost at random sometimes.  Struggle is a bit non intuitive.  Do I press the button and wait?  or do I spam it?)

 

Return to Captive Player Zone later.  DDC (Strappado Gallows) is still there.  (Oddity 2: Does not remove DDCs)

Posted

Minor quibble using the alternate start "I am captive" choice... when I use the bed, I am sent to captivity, everything works as expected in captivity, I escape or get released, all as expected.  The minor quibble is that the quest "Second Chance" still shows that I need to use the bed.... so if I go back to Abandoned fort, go into the cell and use the bed, I once again get placed in captivity, and so on.  The "Second chance" quest never completes. I'm currently treating this as a feature, placing my character in captivity whenever I wish.

Posted
On 10/13/2025 at 6:31 AM, loversusers said:

turns out i have another question.

not mentioned so most likely not implemented

 

is it possible after auction house sequence for follower to be sold to a different captor?

so the followers and player end up in different locations

 

Maybe, I haven't thought about it.

Posted
5 hours ago, sorrowsmith said:

Minor quibble using the alternate start "I am captive" choice... when I use the bed, I am sent to captivity, everything works as expected in captivity, I escape or get released, all as expected.  The minor quibble is that the quest "Second Chance" still shows that I need to use the bed.... so if I go back to Abandoned fort, go into the cell and use the bed, I once again get placed in captivity, and so on.  The "Second chance" quest never completes. I'm currently treating this as a feature, placing my character in captivity whenever I wish.

 

I am not sure why that would happen. I can test it when I have time. 

Posted (edited)
8 hours ago, sorrowsmith said:

The minor quibble is that the quest "Second Chance" still shows


Yes, when choosing the Captive Player option at the Mara statue, that Alternate Start quest never completes and stays in the quest journal indefinitely.

 

 

Edited by Herowynne
Posted

How does the Captive Player "chance of captivity" probability interact with Acheron?

 

If the Chance of Captivity is set to 100%, does that mean none of the other Acheron events will happen because the player automatically goes to CP captivity? So say, if I want a chance of some of the Acheron events I have, I migth put Chance of Capitivity to 70% or 50% or whatever, and then the other events will have a chance to occur?

 

Also, is there any advantage to surrender in Acheron (as opposed to fight until you're defeated) with regards to Captive Player scenarios, or does that not impact how things go?

 

Posted
18 hours ago, Anunya said:

How does the Captive Player "chance of captivity" probability interact with Acheron?

 

If the Chance of Captivity is set to 100%, does that mean none of the other Acheron events will happen because the player automatically goes to CP captivity? So say, if I want a chance of some of the Acheron events I have, I migth put Chance of Capitivity to 70% or 50% or whatever, and then the other events will have a chance to occur?

 

Also, is there any advantage to surrender in Acheron (as opposed to fight until you're defeated) with regards to Captive Player scenarios, or does that not impact how things go?

 

 

If you set the captivity chance to 60%, for example, then all other Acheron consequences combined will have a chance of 40%. So, in Acheron, each consequence has a chance of its own, which will be calculated only 40% of the time when captivity does not happen, in this example.

 

I am not sure how surrender in Acheron works. I wrote my own, for captivity, but  I haven't released it yet.

 

 

 

Posted
1 hour ago, darkdesires04 said:

 

If you set the captivity chance to 60%, for example, then all other Acheron consequences combined will have a chance of 40%. So, in Acheron, each consequence has a chance of its own, which will be calculated only 40% of the time when captivity does not happen, in this example.

 

 

Thank you, that makes sense. I will configure my MCM accordingly.

 

I'm looking forward to playing a game with Captive Player / Captive Follower in my list.

 

1 hour ago, darkdesires04 said:

 

I am not sure how surrender in Acheron works. I wrote my own, for captivity, but  I haven't released it yet.

 

Cool. Looking forward to trying it out whenever the time comes :) 

Posted

Please remove the captive followers requirement in the next update. There is no need for it if you only want this for the player and have no follower mods. Then it's just an extra esp.

Posted
1 hour ago, Omnishade said:

Please remove the captive followers requirement in the next update. There is no need for it if you only want this for the player and have no follower mods. Then it's just an extra esp.

 

It must be there as a dependency, because the player captive locations and ZAZ furniture are the same as the ones used by captive followers.

 

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