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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.

Posted

Hey I tried the mod on a new save, it's pretty fun but I noticed some oddities.

  1. Initialization: got captured ater attacking bandits. so far so good
  2. Managed to struggle against restraints -> freed myself
  3. People around turn hostiles and there is not much chance to escape. I'm in a pit with enemies all around me and only one escape at the upper floor. not sure this is by design, but I really don't see how you can escape lol.
  4. Enemies attack me, defeat me in the pit repeatedly. No Yamete/Practical defeat event. they just don't care until I get back up.
  5. After several rounds like this I reach the door and exit the dungeon (naked with people chasing me). Not so hard considering I also have Devious Training which slows me down as hell, but most enemies just try to hit me and are somewhat very clumsy + they don't care when I'm down and crawling
  6. Once I'm outside: a necromancer gets into dialogue about being a slave etc. But I get chain defeated by Practical Defeat from nearby enemies so I stopped there

Wondering if this sounds like a normal sequence with this mod? I guess there must be some incompatibilities with my setup.

I didn't get a crash though and it was quite fun though buggy. Thanks for making that mod!

 

I have Devious Bandit Overhaul installed, but my captors were necromancers so I doubt the weirdness was due to a conflict with DBO.

I also have Acheron Yamete and Practical Defeat but somehow these were not triggered inside the dungeon.

 

Posted
13 hours ago, angrykiwi said:

@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.

 

No sorry that won't work. Hand restraints are needed in some captive scenes because if there is misalignment with furniture, the scene defaults to hand restraints.

Posted (edited)
9 hours ago, Xepa said:

Acheron events wont appear for this mod

 

They should appear if you are in a non captive location or if defeat is disabled.

 

If defeat is enabled, captive scenes won't touch Acheron events. Only defeat might disable Acheron events if enabled and you are in captive location. But once you leave the location Acheron events should work. This is assuming you have enabled defeat as "Only in Captive Locations" and set the defeat chance to 100%.

 

I double checked the code. There is a bug in it. To disable my defeat you will have to set the chance to zero for now, until I fix it in the next release so that if defeat is set to "Disabled" the defeat chance is ignored. I will post an update in version 1.3.2 with the fix.

 

 

 

Edited by darkdesires04
Posted (edited)
7 hours ago, Fraying9981 said:

Hey I tried the mod on a new save, it's pretty fun but I noticed some oddities.

  1. Initialization: got captured ater attacking bandits. so far so good
  2. Managed to struggle against restraints -> freed myself
  3. People around turn hostiles and there is not much chance to escape. I'm in a pit with enemies all around me and only one escape at the upper floor. not sure this is by design, but I really don't see how you can escape lol.
  4. Enemies attack me, defeat me in the pit repeatedly. No Yamete/Practical defeat event. they just don't care until I get back up.
  5. After several rounds like this I reach the door and exit the dungeon (naked with people chasing me). Not so hard considering I also have Devious Training which slows me down as hell, but most enemies just try to hit me and are somewhat very clumsy + they don't care when I'm down and crawling
  6. Once I'm outside: a necromancer gets into dialogue about being a slave etc. But I get chain defeated by Practical Defeat from nearby enemies so I stopped there

Wondering if this sounds like a normal sequence with this mod? I guess there must be some incompatibilities with my setup.

I didn't get a crash though and it was quite fun though buggy. Thanks for making that mod!

 

I have Devious Bandit Overhaul installed, but my captors were necromancers so I doubt the weirdness was due to a conflict with DBO.

I also have Acheron Yamete and Practical Defeat but somehow these were not triggered inside the dungeon.

 

 

Thanks for the feedback, this is a normal scenario for your setup, except that if you struggle free and enemies turn hostile and attack you, the Practical Defeat or the mod's defeat should have triggered. So I checked my code, and there is a bug in it that was blocking Practical Defeat in your case as you were escaping. I will post an update for you, version 1.3.2

 

 

 

 

 

Edited by darkdesires04
Posted
1 hour ago, darkdesires04 said:

 

Thanks for the feedback, this is a normal scenario for your setup, except that if you struggle free and enemies turn hostile and attack you, the Practical Defeat or the mod's defeat should have triggered. So I checked my code, and there is a bug in it that was blocking Practical Defeat in your case as you were escaping. I will post an update for you, version 1.3.2

 

 

 

 

 

 

thanks, to be specific: I have Acheron + Yamete + Practical Defeat

Posted
1 hour ago, Fraying9981 said:

 

thanks, to be specific: I have Acheron + Yamete + Practical Defeat

 

I fixed it and uploaded a new version for you, but I don't have your setup so I can't really test.

 

Let me know if it still doesn't work. Just make sure you change your location in the game after upgrading. If you are in a dungeon just leave it and come back, or walk around if outside to a new location, before testing.

 

 

Posted
6 hours ago, darkdesires04 said:

 

No sorry that won't work. Hand restraints are needed in some captive scenes because if there is misalignment with furniture, the scene defaults to hand restraints.

Ah, so it is a failsafe, so now i wonder what causes that, heel height, character height or there are other conditions? Since so far it would always revert to hand restraints, even if the character was placed in the furniture with no visible issues.

Posted
45 minutes ago, angrykiwi said:

Ah, so it is a failsafe, so now i wonder what causes that, heel height, character height or there are other conditions? Since so far it would always revert to hand restraints, even if the character was placed in the furniture with no visible issues.

 

I don't know. Most of the time it works, sometimes it doesn't.

 

Posted
10 hours ago, darkdesires04 said:

 

They should appear if you are in a non captive location or if defeat is disabled.

 

If defeat is enabled, captive scenes won't touch Acheron events. Only defeat might disable Acheron events if enabled and you are in captive location. But once you leave the location Acheron events should work. This is assuming you have enabled defeat as "Only in Captive Locations" and set the defeat chance to 100%.

 

I double checked the code. There is a bug in it. To disable my defeat you will have to set the chance to zero for now, until I fix it in the next release so that if defeat is set to "Disabled" the defeat chance is ignored. I will post an update in version 1.3.2 with the fix.

 

Related but minor: Setting defeat to 100% seems to disable Acheron defeat outcomes. Setting defeat to 99% completely eliminates this issue. I couldn't figure out why my character kept dying until I made the change.

Posted
59 minutes ago, SkyAddiction said:

 

Related but minor: Setting defeat to 100% seems to disable Acheron defeat outcomes. Setting defeat to 99% completely eliminates this issue. I couldn't figure out why my character kept dying until I made the change.

 

Hm, I don't see anything in my mod that would cause such behavior at a first glance. Anyway, I will keep it in mind.

 

Posted (edited)
2 hours ago, darkdesires04 said:

Hm, I don't see anything in my mod that would cause such behavior at a first glance. Anyway, I will keep it in mind.

 

It might be Acheron. I can read papyrus, but Acheron is way out of my rusty-assed coding league.

 

@darkdesires04 It's Acheron.

 

I was trying to see if I could get Yamete Kudasai to work for creature defeat without creature sex (it does), and it exhibits the exact same behavior. If any outcome is set to 100%, I'd get killed by creatures no matter the YK setting. If no outcome is set higher than 99%, YK would be selected for creatures 100% of the time, no matter YK's actual setting. This works for all Acheron mods.

Edited by SkyAddiction
Posted
8 hours ago, darkdesires04 said:

 

I fixed it and uploaded a new version for you, but I don't have your setup so I can't really test.

 

Let me know if it still doesn't work. Just make sure you change your location in the game after upgrading. If you are in a dungeon just leave it and come back, or walk around if outside to a new location, before testing.

 

 

 

thanks should i do a clean save = remove previous CP version, save, resaver, then activate new version of CP?
All of it outside a dungeon like you said

Posted
On 11/15/2025 at 7:21 PM, 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.

 

Alright, finally got around to testing. FSM doesn't interfere with this mod, at all, but it also doesn't send your followers into captivity with you. I'm guessing the FSM creators would have to add captive followers as the only outcome for followers when they player receives the captive player outcome from simple slavery. I'll ask over there, but it likely won't get done by them any time soon. But, at least I can confirm total compatibility.

 

I do have a request outside of this, though. It would be cool if the items stolen by the captors stay in their inventories until you can go back to get them (similar to Raider Pet in FO4), as it's possible to be sent into a slavery loop if you can't escape, and that will cause the Robbed quest to fail causing all of the items to be lost.

Posted

Im already using Defeat, Death alternative, and Sanguines Debauchery. If I disable YOUR Defeat option they kind of work together but SD and Captive player have a soft interference which causes alot of lag and often a resumption of combat. Any chance of getting a patch for SD?

Posted
3 minutes ago, Burensc said:

Im already using Defeat, Death alternative, and Sanguines Debauchery. If I disable YOUR Defeat option they kind of work together but SD and Captive player have a soft interference which causes alot of lag and often a resumption of combat. Any chance of getting a patch for SD?

 

I think I had the same problem. forgot to mention i had SD installed too.

 

But yeah in my previous story in the post above, I didn't have graphic lag but script lag + combat resuming/stopping

Posted
2 minutes ago, Fraying9981 said:

 

I think I had the same problem. forgot to mention i had SD installed too.

 

But yeah in my previous story in the post above, I didn't have graphic lag but script lag + combat resuming/stopping

Yeah my lag wasn't graphics or skipping frame rate but just waiting forever for Animations or NPCs to decide to come over and do stuff

Posted

Hmmm... I've gotten this mod to work through Simple Slavery (and it works great!), but I can't seem to get it to work with Acheron. Is there anything special I need to do? I make sure I am in an area with capture equipment and such. I've tried to surrender but that doesn't seem to do anything. Does the surrender button need to be the same as Acheron's surrender button or should it be bound to something else?

 

I read some other posts and I have set the chances to 99% since there seems to be an issue with them at 100%.

Posted
9 hours ago, Fraying9981 said:

 

thanks should i do a clean save = remove previous CP version, save, resaver, then activate new version of CP?
All of it outside a dungeon like you said

 

You can just replace the previous CP version, and no need for resaver. Just make sure your load order stays the same. It's just a small script change.

 

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