darkdesires04 Posted October 28, 2025 Author Posted October 28, 2025 13 hours ago, loonetrooper said: 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. I am not sure what it could be. There might be something wrong with the dependencies you have installed or another mod interfering. Make sure you have the latest papyrus mods: PapyrusUtil SE Powerofthree's Papyrus Extender powerofthree's Tweaks Papyrus Tweaks NG JContainers
loonetrooper Posted October 28, 2025 Posted October 28, 2025 3 hours ago, darkdesires04 said: I am not sure what it could be. There might be something wrong with the dependencies you have installed or another mod interfering. Make sure you have the latest papyrus mods: PapyrusUtil SE Powerofthree's Papyrus Extender powerofthree's Tweaks Papyrus Tweaks NG JContainers Turns out i had an old version of Papyrus! It finally works, thanks you! Now it really is the greatest captive mod out there Excellent work
firefriendxx Posted October 28, 2025 Posted October 28, 2025 On 10/26/2025 at 6:10 PM, darkdesires04 said: Sorry, they are probably not compatible... They are actually ! I had some other issue (I can’t remember what it was) but now all my mods work perfectly fine !
firefriendxx Posted October 28, 2025 Posted October 28, 2025 On 10/27/2025 at 12:31 AM, 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 Acheron and yamete kudasai are compatible with babodialouge yes. I ended up fixing my issue, I think I somehow missed a required mod to install.
Gudulba Posted October 30, 2025 Posted October 30, 2025 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.
darkdesires04 Posted October 30, 2025 Author Posted October 30, 2025 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.
Lusciouslochs Posted November 2, 2025 Posted November 2, 2025 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.
pingbi146 Posted November 2, 2025 Posted November 2, 2025 The bandits/whoever get aggressive after any other scene plays, no way to calm them down, if no direct fix, would be nice for a mass calm debug option
Herowynne Posted November 2, 2025 Posted November 2, 2025 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.
darkdesires04 Posted November 2, 2025 Author Posted November 2, 2025 (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 November 2, 2025 by darkdesires04
sticky-keys Posted November 3, 2025 Posted November 3, 2025 Would it be possible to make some of the injuries optional via the MCM?
darkdesires04 Posted November 4, 2025 Author Posted November 4, 2025 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?
Owan1 Posted November 5, 2025 Posted November 5, 2025 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.
Neotronix Posted November 6, 2025 Posted November 6, 2025 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?
blueberryisold Posted November 6, 2025 Posted November 6, 2025 V button not working, and i just died when killed, no knock down, already turned off naked defeat
modpeon Posted November 7, 2025 Posted November 7, 2025 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 1
darkdesires04 Posted November 7, 2025 Author Posted November 7, 2025 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.
darkdesires04 Posted November 7, 2025 Author Posted November 7, 2025 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.
darkdesires04 Posted November 7, 2025 Author Posted November 7, 2025 (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 November 7, 2025 by darkdesires04
ttpt Posted November 9, 2025 Posted November 9, 2025 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.
conneox Posted November 9, 2025 Posted November 9, 2025 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)
darkdesires04 Posted November 9, 2025 Author Posted November 9, 2025 (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 November 9, 2025 by darkdesires04
darkdesires04 Posted November 9, 2025 Author Posted November 9, 2025 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.
darkdesires04 Posted November 9, 2025 Author Posted November 9, 2025 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. 1
modpeon Posted November 9, 2025 Posted November 9, 2025 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.
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