Jump to content

Recommended Posts

Posted
3 minutes ago, darkdesires04 said:

 

When the player is taken captive.

Are there any mod conflicts or load order specifications? As this does not seem to occur for me at any point.

Posted
13 hours ago, Poodledee said:

Are there any mod conflicts or load order specifications? As this does not seem to occur for me at any point.

 

I would recommend to load Captive Player after its dependencies. Other than that, the only thing I can think of that might conflict are dungeon overhaul mods, or mods like Spectator Crowds that interfere with sex scenes.

 

 

Posted (edited)

Finally got around to testing the mod. We don't really have a mod like this and it has a lot of potential. These improvements come to mind:

1. Add MCM options for what type of NPCs you can get enslaved by from SS++, and what restraints you can be equipped with.

2. Add real whipping that leaves whip marks, as in SD+ and Punishing Lashes. MCM option for how long punishment scenes last. Whipping scenes are very short right now.

3. Skooma Whore integration, which takes drugs from skooma whore and lets you configure how heavy the blur effect is.

I'm not getting the dialogue to start captive from the statue of Mara, despite waiting and the MCM of Captive Followers showing 5 captured followers. Maybe you can to remove some of the conditions for the dialogue.

Edited by Omnishade
Posted

Hey there , love the mod idea (haven’t tried it yet as you’re about to read why). Basically I’m 99% sure this mod and the captive followers mod breaks babodialouge , as the mod menu disappears. Anyway to fix this / know why ? 

Posted (edited)

so i tried the mod but i dont think it works for me...it never starts after i am defeted with archeon neither i get an option to start as captive in alternative start...

could there be a conflict with deathaftermath??

 

so updated some files and started a new game this time this mod works and i started as a sleve... but when i am getting defeted by archeon i just teleport to a nearby location i am not getting enslaved...  any ideas why?

Edited by sikamikanico78
Posted

when i get captured I'm teleported to a captive location just fine, but I am instantly set as not captive in the MCM, and gives me the message "you are free of restraints."
this also makes the captors aggressive, how do i fix this?

Posted
On 10/22/2025 at 4:28 AM, sikamikanico78 said:

so i tried the mod but i dont think it works for me...it never starts after i am defeted with archeon neither i get an option to start as captive in alternative start...

could there be a conflict with deathaftermath??

 

so updated some files and started a new game this time this mod works and i started as a sleve... but when i am getting defeted by archeon i just teleport to a nearby location i am not getting enslaved...  any ideas why?

The Acheron defeat-to- Captive Player only works within dungeons that are designated for captives.  I've had it work in Stony Creek Cave.  Haven't tested elsewhere

Posted
48 minutes ago, IcicleInn said:

The Acheron defeat-to- Captive Player only works within dungeons that are designated for captives.  I've had it work in Stony Creek Cave.  Haven't tested elsewhere

oh i see...thanks!!

i thought it worked everywere and you get teleported to a dungeon or something... now lets see how to get it working on my save...cause it works only with a new game :/

Posted
On 10/21/2025 at 9:50 PM, firefriendxx said:

Hey there , love the mod idea (haven’t tried it yet as you’re about to read why). Basically I’m 99% sure this mod and the captive followers mod breaks babodialouge , as the mod menu disappears. Anyway to fix this / know why ? 

 

Sorry, they are probably not compatible...

Posted
On 10/25/2025 at 10:36 PM, Owan1 said:

when i get captured I'm teleported to a captive location just fine, but I am instantly set as not captive in the MCM, and gives me the message "you are free of restraints."
this also makes the captors aggressive, how do i fix this?

 

Try downloading the latest version and let me know if it still happens.

Posted
On 10/21/2025 at 1:50 PM, firefriendxx said:

Hey there , love the mod idea (haven’t tried it yet as you’re about to read why). Basically I’m 99% sure this mod and the captive followers mod breaks babodialouge , as the mod menu disappears. Anyway to fix this / know why ? 

try mcm kicker 
this said, you also might have too many mods that have a mcm too...
that said are you using acheron??? and if so is it compatible with babodialogue

Posted
5 hours ago, FoxerGods said:

is there a way to treat a male character as female in this mod? i tried changing the gender with sexlab but it didnt work

 

Not in the current release. That would be an enhancement, requiring script changes and an MCM config. Since the mod depends on Captive Followers, the changes would actually have to be done in both mods.

 

Posted
7 hours ago, sfdrake said:

try mcm kicker 
this said, you also might have too many mods that have a mcm too...
that said are you using acheron??? and if so is it compatible with babodialogue

i am using both at the same time... i also tried mcm kicker...it have never helped me with any mod

Posted

@darkdesires04 Regarding this new feature:

  • followers that find themselves in the Riften Slave Market along with you, will be taken captive if you get taken captive when sold


Does this feature work with Follower Slavery Mod?

 

After the auction, FSM sends followers into slavery. Which system wins?

 

 

Posted
On 8/2/2025 at 3:07 PM, darkdesires04 said:

Creature toggle is not necessary. If you don't have MNC then creatures won't have sex with you, but you can still escape. Otherwise, if you have MNC, but don't want to have sex with certain creatures, you can just disable their animations in SexLab. I don't know what's going on with the blur effect, though. It goes away for me.

 

I've been trying out this mod a bit more to see if I can find a place for it in my playstyle but I still find the lack of configurability in this mod makes it too difficult right now. I'm not very interested in setting up creature animations. As a result getting sent to a creature location is very boring and I end up just saving/reloading until I get a non-creature location which is of course quite tedious.

Would love to be able to include it as when I do get a nice human location, it's great. But I think until a toggle to avoid creature locations is added, I'll have to put this one aside.


Having MCMs for which restraints can be equipped as well as what is the intended struggle mechanic (vanilla DD vs this mod's custom struggle) would make it play a lot more smoothly as well.

Posted
2 hours ago, Herowynne said:

@darkdesires04 Regarding this new feature:

  • followers that find themselves in the Riften Slave Market along with you, will be taken captive if you get taken captive when sold


Does this feature work with Follower Slavery Mod?

 

After the auction, FSM sends followers into slavery. Which system wins?

 

 

 

I didn't know FSM did that, and when I played with a follower, it didn't work. So in the case of both trying to do it, I think FSM will win because as soon as the captive follower leaves the captive location captivity ends.

 

Posted (edited)
39 minutes ago, SkyAddiction said:

@darkdesires04

 

Do Captive Player and Practical defeat play nice together now? I'm close to finalizing my new LO and Captive Player is a part of it - just trying to determine if I should keep or leave out Practical Defeat this time.

 

I don't think you need Practical Defeat any more because the defeat scenario I made does the same thing, except it integrates with captivity, unlike Practical Defeat. Just in case, you can keep both and test it to see which works better for you.

 

Edited by darkdesires04
Posted
1 hour ago, gamer098 said:

 

I've been trying out this mod a bit more to see if I can find a place for it in my playstyle but I still find the lack of configurability in this mod makes it too difficult right now. I'm not very interested in setting up creature animations. As a result getting sent to a creature location is very boring and I end up just saving/reloading until I get a non-creature location which is of course quite tedious.

Would love to be able to include it as when I do get a nice human location, it's great. But I think until a toggle to avoid creature locations is added, I'll have to put this one aside.


Having MCMs for which restraints can be equipped as well as what is the intended struggle mechanic (vanilla DD vs this mod's custom struggle) would make it play a lot more smoothly as well.

 

I guess could add a feature that limits where the player can be sent to captivity to humans only, in the next release. As far as struggle, you can pick whichever struggle mechanic you want as you are held captive. I don't think you need an MCM for that.

 

Posted
2 minutes ago, darkdesires04 said:

 

I guess could add a feature that limits where the player can be sent to captivity to humans only, in the next release. As far as struggle, you can pick whichever struggle mechanic you want as you are held captive. I don't think you need an MCM for that.

 

 

I would highly appreciate that. Thank you.

 

Yes, an MCM for which struggle type to use is not strictly needed, I just find it strange and unintuitive to have to press the key multiple times to get to the one I want to use. Definitely a minor issue compared to my other requests.

Posted
15 minutes ago, darkdesires04 said:

I don't think you need Practical Defeat any more because the defeat scenario I made does the same thing, except it integrates with captivity, unlike Practical Defeat. Just in case, you can keep both and test it to see which works better for you.

 

Thanks. I'll run with Captive Player alone for this one and see how it goes.

Posted
On 10/20/2025 at 2:19 PM, darkdesires04 said:

 

I would recommend to load Captive Player after its dependencies. Other than that, the only thing I can think of that might conflict are dungeon overhaul mods, or mods like Spectator Crowds that interfere with sex scenes.

 

 

 

It loads after Captive Followers but when a sex scene is supposed to occur the captor just stands there or walks away and my character is free of the contraptions. 

The Mod still lists me as ''captive'' so the captors dont get aggresive either.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...