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Posted
8 hours ago, Gudulba said:

Would it maybe make sense to merge the two mods Captive Player and Captive Followers into one mod with one ESP? If it's even possible. The advantage would be to save one precious ESP slot.

 

It's not worth it, because there is also a disadvantage. Some people have only OStim installed, they don't care about Captive Player, but still want to install Captive Followers.

 

 

Posted

does this mod disable consequences in acheron? i noticed the option disabled in the mcm and the mod says "other mods will turn this off" trying to figure if its this, and disables it on every load game. 

Posted
10 hours ago, pingbi146 said:

would be nice for a mass calm debug option


Relationship Dialogue Overhaul (RDO) has that feature: go to RDO’s MCM Stop Combat page and click the Calm Spell option.

Posted (edited)
16 hours ago, Lusciouslochs said:

does this mod disable consequences in acheron? i noticed the option disabled in the mcm and the mod says "other mods will turn this off" trying to figure if its this, and disables it on every load game. 

 

It disables consequences and enables them as you change location, based on a condition. If you are in a captive location and defeat is on and captive defeat chance is met, then they are disabled, otherwise they are enabled. If defeat is off, then it does nothing as far as acheron consequences.

Edited by darkdesires04
Posted
On 11/3/2025 at 1:53 PM, sticky-keys said:

Would it be possible to make some of the injuries optional via the MCM?

 

It could be done, but why. Which injuries are you thinking of?

Posted
On 10/26/2025 at 3:11 PM, darkdesires04 said:

 

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

apologies for the late replay, still happens though.

Posted

when I get captured it goes to a load screen then I have a black screen but can hear everything going on around me. its like my character is blindfolded. how can i fix this?

Posted

Congrats on making a great mod! Seems very polished so far. A few requests for future updates:

1. Getting defeated in exterior should send you to corresponding location (e.g. FortgreenwaldExterior01 sends to FortGreenwald)

2. Separate acheron values for unhandled locations (i.e. I want captive player to handle 90% of defeats in a location it is designed for but 0% in locations it is not)

3. A way to adjust percentages for SS vs prison outcomes

Posted
On 11/6/2025 at 3:08 AM, Neotronix said:

when I get captured it goes to a load screen then I have a black screen but can hear everything going on around me. its like my character is blindfolded. how can i fix this?

 

It should work. Maybe the problem is that the script that removes the blindfold effect didn't execute foy you, for some reason. I would need to see the papyrus log for errors, or you can check it yourself to see if there is anything there. Maybe typing simse 0 in the console would resolve it.

 

 

Posted
On 11/6/2025 at 3:23 PM, blueberryisold said:

V button not working, and i just died when killed, no knock down, already turned off naked defeat

 

Try configuring another key. If it doesn't work I wouldn't know why. Maybe a conflict in the mods.

Posted (edited)
21 hours ago, modpeon said:

Congrats on making a great mod! Seems very polished so far. A few requests for future updates:

1. Getting defeated in exterior should send you to corresponding location (e.g. FortgreenwaldExterior01 sends to FortGreenwald)

2. Separate acheron values for unhandled locations (i.e. I want captive player to handle 90% of defeats in a location it is designed for but 0% in locations it is not)

3. A way to adjust percentages for SS vs prison outcomes

 

Thanks for the feedback. I am still polishing this mod and fixing issues as I encounter them.

 

1. So as far as being taken captive in forts, it can't be done unfortunately. That's because enemies in forts spawn only when you actually walk in through the fort entrance.

2. I could add separate acheron MCM values for unhandled locations in the next release.

3. As far as prison chance it's already there. If not released and prison chance is 30%, for example, then SS is 70%. It's one or the other, so there is no reason for two MCM options. The chance of being released or not is not MCM configurable, because captives decide that based on affinity and luck. Higher affinity increases chance of being released by captors, but usually reduces resolve. Higher resolve increases chance of struggling free and escaping.

 

 

Edited by darkdesires04
Posted

Is there a way to add an option to disable the permanent health debuff the mod adds, or at least a way to just make it temporary.

Posted

Is there any specific way to increase number of actors participating in one animation? (i see there is limit of 3 actors, i want to use animations for 4/5 actors) 

Posted (edited)
On 11/8/2025 at 12:24 AM, darkdesires04 said:

 

Thanks for the feedback. I am still polishing this mod and fixing issues as I encounter them.

 

1. So as far as being taken captive in forts, it can't be done unfortunately. That's because enemies in forts spawn only when you actually walk in through the fort entrance.

2. I could add separate acheron MCM values for unhandled locations in the next release.

3. As far as prison chance it's already there. If not released and prison chance is 30%, for example, then SS is 70%. It's one or the other, so there is no reason for two MCM options. The chance of being released or not is not MCM configurable, because captives decide that based on affinity and luck. Higher affinity increases chance of being released by captors, but usually reduces resolve. Higher resolve increases chance of struggling free and escaping.

 

 

 

Actually for #2 there is already an MCM config option:

[Only In Captive Locations] - defeat is enabled only in captive locations.

 

Edited by darkdesires04
Posted
2 hours ago, ttpt said:

Is there a way to add an option to disable the permanent health debuff the mod adds, or at least a way to just make it temporary.

 

I am not sure, which debuff is that? The only permanent health debuff that I can think of is the one I put in Nerfed Followers when followers are resurrected.

 

 

 

Posted
2 hours ago, conneox said:

Is there any specific way to increase number of actors participating in one animation? (i see there is limit of 3 actors, i want to use animations for 4/5 actors) 

 

The current limit is 4 actors in captivity, and 3 actors in defeat scenes.  It would be an enhancement in the script, I can do in a future release.

 

Posted
6 hours ago, darkdesires04 said:

 

Actually for #2 there is already an MCM config option:

[Only In Captive Locations] - defeat is enabled only in captive locations.

 

Yeah I noticed that after I upgraded to the newest version, 2 of my 3 requests were already there. It is like you are a mind reader!

 

I also noticed that upgrading brought out two possible mod incompatiblities. 

1. Deviously Helpless - this broke captive scenarios in "interesting" ways. I ended up just disabling DH. 

2. OAR aroused idles caused a situation where I was stuck forver in captivity. Also disabled.

 

With those two mods disabled, I have not seen new issues. 

Posted
11 hours ago, darkdesires04 said:

 

I am not sure, which debuff is that? The only permanent health debuff that I can think of is the one I put in Nerfed Followers when followers are resurrected.

 

 

 

 

After a captive event, before being sent into prison overhaul, I got a notification saying I had lost an amount of health permanently. I assume it's from this mod, since in the description it says

 

Quote

2. If you don't escape, your captors will decide your fate. You will suffer a permanent penalty, losing one of your stats by a small amount. If you were a submissive sex slave, the penalty will be milder and your captors could let you go. Otherwise they could send you again to Simple Slavery, or prison. Overall, whichever outcome happens,  it's always better to escape  without getting killed, if possible.

 

Prison overhaul similarly has an option to lower skills but it can be turned off entirely, losing health is different and it's not a stat you can recover. In any case I'm not a fan of permanent stat loses, but I do enjoy temporary stat loses.

Posted
On 11/9/2025 at 11:03 PM, ttpt said:

 

After a captive event, before being sent into prison overhaul, I got a notification saying I had lost an amount of health permanently. I assume it's from this mod, since in the description it says

 

 

Prison overhaul similarly has an option to lower skills but it can be turned off entirely, losing health is different and it's not a stat you can recover. In any case I'm not a fan of permanent stat loses, but I do enjoy temporary stat loses.

 

Actually, right I did put that in there. I forgot about it. If you don't escape, you could lose stats permanently. All right, I guess I could add an MCM option so that you don't have to lose stats if you fail to escape.

 

 

Posted
2 hours ago, darkdesires04 said:

Actually, right I did put that in there. I forgot about it. If you don't escape, you could lose stats permanently. All right, I guess I could add an MCM option so that you don't have to lose stats if you fail to escape.

 

You could also switch it to XP loss. I'm not terribly invested either way, though I can see the utility of having the option.

Posted

Im having problems with the enslavement not working. I get a message that it will take a few seconds and then never activates. Once I got bound in a Flamer cave and they attacked me. 

 

I am using simple slavery to get captured, I tried the defeat but was buggy and never liked Archeon. So currently only simple slavery sends me to Captivity 

Posted
34 minutes ago, Burensc said:

Im having problems with the enslavement not working. I get a message that it will take a few seconds and then never activates. Once I got bound in a Flamer cave and they attacked me. 

 

I am using simple slavery to get captured, I tried the defeat but was buggy and never liked Archeon. So currently only simple slavery sends me to Captivity 

 

I don't know off the top  of my head why they would attack you. I will post an update to the mod with defeat improvements and fixes, and a few more MCM options, but no changes to captivity.

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