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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.

Posted (edited)
1 hour ago, darkdesires04 said:

 

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.

Im using Defeat (newly updated bane), SD, and Death Alternative 

 

But I was not using Defeat when I tested this mod with Archeon 

Edited by Burensc
Posted

Updated the the enslavement sequence says its starting but wont actually start until I change cells. I was able to get away after killing my "owner" then the sequence started after my owner died. 

Posted

Hi, DarkDesires. I ran into a problem I'm wondering if you might recognize and point to how to recover from it. I started a new playthrough, got pulled into Captive Player on defeat, eventually escaped and played for a long time then noticed my feet were sinking into the ground.

 

I spent countless hours trying to fix that and couldn't, though I did notice if I went into a save point before the Captive Player event, my feet didn't sink into the ground.

 

On testing from that before-point, I did a few more Captive Player events and noticed every time the Captive Player situation was leaving me with my feet up to the ankles in the ground. And I'm unable to figure out how to fix that other than disabling Captive Player events and starting over from before my first capture.

 

Do you have any idea what might be causing this? None of my other mods that call up furniture bondage or devious devices do this (including your Circle of Lust).

 

Also, with regard to dropping max health, I definitely would like an option for that not to happen because I play with extreme difficulty and never put any points into max health. So I'm already at only around 100 max health and can't afford to let that drop. Thanks :)

Posted
18 hours ago, Karna5 said:

Hi, DarkDesires. I ran into a problem I'm wondering if you might recognize and point to how to recover from it. I started a new playthrough, got pulled into Captive Player on defeat, eventually escaped and played for a long time then noticed my feet were sinking into the ground.

 

I spent countless hours trying to fix that and couldn't, though I did notice if I went into a save point before the Captive Player event, my feet didn't sink into the ground.

 

On testing from that before-point, I did a few more Captive Player events and noticed every time the Captive Player situation was leaving me with my feet up to the ankles in the ground. And I'm unable to figure out how to fix that other than disabling Captive Player events and starting over from before my first capture.

 

Do you have any idea what might be causing this? None of my other mods that call up furniture bondage or devious devices do this (including your Circle of Lust).

 

Also, with regard to dropping max health, I definitely would like an option for that not to happen because I play with extreme difficulty and never put any points into max health. So I'm already at only around 100 max health and can't afford to let that drop. Thanks :)

 

I honestly don't know anything about the sinking feet, but as far as the max health issue I can upload a new version for you right now.

Posted
On 11/4/2025 at 11:43 PM, darkdesires04 said:

 

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

The main one I'm thinking of is the injury that applies the 50% slowed effect

Posted

Is there any way to restrict which locations the PC can be sent to?  I have been using the Alternate Perspective Simple Slavery start to be captured, and too often I find that I am captured in a dungeon that is populated by enemies way too strong to escape (particularly Falmer caves) at level 1.   I can usually get out of Forts or Forsworn camps just fine.     

Posted (edited)
1 hour ago, ccgraumann said:

Is there any way to restrict which locations the PC can be sent to?  I have been using the Alternate Perspective Simple Slavery start to be captured, and too often I find that I am captured in a dungeon that is populated by enemies way too strong to escape (particularly Falmer caves) at level 1.   I can usually get out of Forts or Forsworn camps just fine.     

 

I could maybe restrict it, but I think it should stay as is. It's part of the game. If the enemies are too strong just don't resist them and hope they release you.

Edited by darkdesires04
Posted
2 hours ago, sticky-keys said:

Never mind, just saw the update. Thanks for the change :thumbsup:

 

Oh, I don't remember changing that, however...  I added an option so you don't have to permanently lose health, stamina or magicka.

Posted

Does being sold to this outcome via the auction house overwrite/overrule Follower Slavery Mod trying to send your follower to one of it's holdings? Deciding if updating is worth it.

Posted (edited)
13 hours ago, j0hnxmarst0n said:

Does being sold to this outcome via the auction house overwrite/overrule Follower Slavery Mod trying to send your follower to one of it's holdings? Deciding if updating is worth it.

 

I think the follower slavery mod has priority in this case without any issues, but I haven't actually tested this situation. If there is a conflict I will fix it just by adding a line that skips follower handling in the auction house if follower slavery mod is installed.

Edited by darkdesires04
Posted
41 minutes ago, darkdesires04 said:

 

I think the follower slavery mod has priority in this case without any issues, but I haven't actually tested this situation. If there is a conflict I will fix it just by adding a line that skips follower handling in the auction house if follower slavery mod is installed.

 

I often find that FSM doesn't send all of the followers I have into slavery even with chances set to 100%, so maybe don't have it completely skip the auction if FSM is installed. Also if the chance for an FSM outcome of the auction isn't 100% some followers could be sent with the player

Posted

after the latest update the mod works for me!

 

also.. can you make this work with defeat as well ot other defeat or surrender mods??  archeon is very glitchy for me and cant register events to happen when you are defeted other than the default

Posted
1 hour ago, sikamikanico78 said:

after the latest update the mod works for me!

 

also.. can you make this work with defeat as well ot other defeat or surrender mods??  archeon is very glitchy for me and cant register events to happen when you are defeted other than the default

 

Becoming captive directly as a consequence of defeat can't really work with other defeat mods, because other mod authors would need to modify their defeat code to make it work. I would rather not create patches for their mods. That's why I created my own defeat. Using other defeat mods you can still become captive if you end up in the auction house after defeat.

 

 

 

Posted
21 minutes ago, darkdesires04 said:

 

Becoming captive directly as a consequence of defeat can't really work with other defeat mods, because other mod authors would need to modify their defeat code to make it work. I would rather not create patches for their mods. That's why I created my own defeat. Using other defeat mods you can still become captive if you end up in the auction house after defeat.

 

 

 

usually i end in the auction after defeat or after captive...it works vise vrsa also? good to know...cause  usually after auction i was getting free

Posted

Hi there, great mod and great work indeed!Though if possible,I'm hoping to know how well does this mod work with any of the survival mods such as Ineed or sunhelm?Would the player just die from need or the captor offer the player what they need to survive?Thank you very much!

Posted
2 hours ago, 1amthesenate said:

Hi there, great mod and great work indeed!Though if possible,I'm hoping to know how well does this mod work with any of the survival mods such as Ineed or sunhelm?Would the player just die from need or the captor offer the player what they need to survive?Thank you very much!

 

They should work fine. However, I am using Survival Mode Improved - SKSE because it's faster and doesn't overload the script engine.

 

Posted
On 11/14/2025 at 8:03 AM, darkdesires04 said:

 

I think the follower slavery mod has priority in this case without any issues, but I haven't actually tested this situation. If there is a conflict I will fix it just by adding a line that skips follower handling in the auction house if follower slavery mod is installed.

I'll give it a try later on and report back. I'm hoping that it might actually work in sync and overrule FSM if the outcome for the player is this mod.

Posted
49 minutes ago, j0hnxmarst0n said:

I'll give it a try later on and report back. I'm hoping that it might actually work in sync and overrule FSM if the outcome for the player is this mod.

 

Thanks, but wait, before you test, upgrade to the the latest version 1.3.1 that I uploaded just now. I checked my code and there was a bug in it, in regard to scanning followers in the auction house. But now it should be fixed.

 

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