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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.

 

Posted
1 hour ago, darkdesires04 said:

 

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.

 

Will do

Posted
On 11/13/2025 at 3:15 PM, darkdesires04 said:

 

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.

Hi, DarkDesires. FYI, I figured out the sinking feet issue. When I installed your Captive Player update you mentioned, I noticed I had an Ostim patch for Player Captivity. I'm pretty sure I installed that back in your version 1.1, though I'd forgotten about it. When I installed 1.2, I noticed it and uninstalled thee Ostim patch (especially since I don't need it now that I have Sexlab working together with Ostim).

 

I wasn't able to test it at the time, but I had a chance to test a Player Captivity again with your version 1.3.1 with the Ostim patch not installed, and the feet don't sink through the ground from the Player Captivity.

 

In short, the problem was caused by an incompatibility between the Ostim Patch and your mod. I'm not sure where I got it, but I confirmed your mod was not the issue. Thanks again for sharing your super cool mods :)

Posted
5 hours ago, hiddenf7 said:

Hi, does this mod work for LE? If so, why does it insist on this? (Captive Followers 2.2) It says it doesn't work on LE

 

 

It needs Captive Followers because Captive Followers defines where a follower could be held captive, and this mod uses the same captive furniture as followers.

Posted

@darkdesires04
Heya! Will it be possible to add a toggle to prevent equipment of any hand restraints? At least once the capture starts. Because right now it doesn't use furniture for the PC, well, it does at first, but then the next second it equips any hand restraint and plops you to the floor in a kneeling pose for the rest of the captivity.

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