Jump to content

Recommended Posts

Posted

Ok. According to FSM, to get the follower to end up with you, it would need to be correctly notified by Simple Slavery++. I asked the SS++ creator, and they said that they *could*, but that it would be a lot of work as it would require extra outcomes. So unless FSM ever enables a feature where the mod doesn't work automatically, its a soft incompatibility with that feature on this mod.

Posted (edited)
3 hours ago, j0hnxmarst0n said:

So unless FSM ever enables a feature where the mod doesn't work automatically

You can already do this in FSM by disabling the Simple Slavery Integration in the MCM so no incompatibility

Edited by Bane Master
Posted (edited)
23 hours ago, Bane Master said:

You can already do this in FSM by disabling the Simple Slavery Integration in the MCM so no incompatibility

This is true, but if SS++ gives me one of the other three outcomes that I have enabled, the follower would end up sandboxing near me the whole time lol

 

Edit: Now that I think about it, it could disrupt the immersion a bit but it could work by manually sending them to FSM through the MCM when one of the other outcomes is given in order to get the functions of this one to work. I'll give it a shot.

 

Edit 2: Disabling the plugin connection via FSM's MCM completely removes the follower from any SS++ actions causing them to sandbox around the room the entire time and *not* get sent to captive player after the auction. Not sure what that's about, unless SS++ is also relying on FSM having the connection active in order to handle anything with the followers. Which mod is it that's supposed to put them in the cage and then alongside the platform with you, FSM or SS++? All in all, looks like this method might not work, hoping that Darkdesires can weigh in on how they have the followers handled through SS++

 

Thanks to everyone for working together and trying to figure this out, though. It's not *super* important to me, but it would be a really cool feature of the defeat aspect if you guys can get it working in tandem!

Edited by j0hnxmarst0n
Posted
On 11/20/2025 at 6:22 AM, j0hnxmarst0n said:

This is true, but if SS++ gives me one of the other three outcomes that I have enabled, the follower would end up sandboxing near me the whole time lol

 

Edit: Now that I think about it, it could disrupt the immersion a bit but it could work by manually sending them to FSM through the MCM when one of the other outcomes is given in order to get the functions of this one to work. I'll give it a shot.

 

Edit 2: Disabling the plugin connection via FSM's MCM completely removes the follower from any SS++ actions causing them to sandbox around the room the entire time and *not* get sent to captive player after the auction. Not sure what that's about, unless SS++ is also relying on FSM having the connection active in order to handle anything with the followers. Which mod is it that's supposed to put them in the cage and then alongside the platform with you, FSM or SS++? All in all, looks like this method might not work, hoping that Darkdesires can weigh in on how they have the followers handled through SS++

 

Thanks to everyone for working together and trying to figure this out, though. It's not *super* important to me, but it would be a really cool feature of the defeat aspect if you guys can get it working in tandem!

 

I am not sure why your follower wasn't sent to captivity from the auction in your test. Right now, the captive player mod scans the auction cell and sends all followers to captivity after the auction unless FSM does that beforehand. I will test it myself and fix it if I see the issue.

Posted (edited)

Great mod thanks @darkdesires04!

 

Some suggestions I have if you are interested in suggestions:

- More physical punishment for defiant player (whip, beat up, etc)

- Handling of re-capture in case of escape

- Have captors punish / torture player based on number of NPCs killed. To my knowledge no mod does this and this could be a very nice feature.

- Upon defeat + a few hours, a captor tells you they have received reinforcements (take all npcs killed by the player in the cell and resurrect + spawn them at Dongeon entrance). This avoids being enslaved by a single dude and corpses everywhere

- Emulate passing of time to suggest a few weeks of capture, force pass time + message box (you were abused without rest for X days before putting you back on the cross) + some sexlab events without animation to add compatiblity for Fertility mode / cum overlays / wear and tear. Currently it feels like they own you for 1 day before release

- Menial tasks for player: cleaning spots with a broom, washing clothes, cooking, mining, chopping wood, servicing X guards. This would both bring variety and provide opportunities for escaping

 

Great mod dev keep it up!

Edited by Nopseudo
Posted
5 hours ago, Nopseudo said:

Great mod thanks @darkdesires04!

 

Some suggestions I have if you are interested in suggestions:

- More physical punishment for defiant player (whip, beat up, etc)

- Handling of re-capture in case of escape

- Have captors punish / torture player based on number of NPCs killed. To my knowledge no mod does this and this could be a very nice feature.

- Upon defeat + a few hours, a captor tells you they have received reinforcements (take all npcs killed by the player in the cell and resurrect + spawn them at Dongeon entrance). This avoids being enslaved by a single dude and corpses everywhere

- Emulate passing of time to suggest a few weeks of capture, force pass time + message box (you were abused without rest for X days before putting you back on the cross) + some sexlab events without animation to add compatiblity for Fertility mode / cum overlays / wear and tear. Currently it feels like they own you for 1 day before release

- Menial tasks for player: cleaning spots with a broom, washing clothes, cooking, mining, chopping wood, servicing X guards. This would both bring variety and provide opportunities for escaping

 

Great mod dev keep it up!

 

I will keep these ideas in mind if I expand the mod. Thanks for your feedback.

 

Posted
On 11/21/2025 at 8:28 AM, darkdesires04 said:

 

I am not sure why your follower wasn't sent to captivity from the auction in your test. Right now, the captive player mod scans the auction cell and sends all followers to captivity after the auction unless FSM does that beforehand. I will test it myself and fix it if I see the issue.

So I tested it again, and took the extra step of checking the MCM to show me a list of captives. Turns out that it absolutely may have sent them to captivity the first time, but what it showed from the two tests that I ran was that they were sent to a completely different dungeon than the one that I was in. If its intended to place them with us, it failed 3/3 times, and I saw them placed into two separate locations 2/3 times.

Posted (edited)
4 hours ago, j0hnxmarst0n said:

So I tested it again, and took the extra step of checking the MCM to show me a list of captives. Turns out that it absolutely may have sent them to captivity the first time, but what it showed from the two tests that I ran was that they were sent to a completely different dungeon than the one that I was in. If its intended to place them with us, it failed 3/3 times, and I saw them placed into two separate locations 2/3 times.

 

Ok, then that's fine then. They are not intended to be placed in the same dungeon. The reason is that it would be too constraining to find and narrow down potential captive locations only to dungeons where your followers could be placed right be your side in captivity. This is assuming you already have 100+ followers already held captive, which is the way I play the game.

 

 

 

Edited by darkdesires04
Posted

Hi, just tried to start a player captive event via simple slavery, however, for some reason, the player was killed by the captor at the moment she was sold . Could you please tell me some possible reason for this? Thank you very much! 

Posted
11 minutes ago, 1amthesenate said:

Hi, just tried to start a player captive event via simple slavery, however, for some reason, the player was killed by the captor at the moment she was sold . Could you please tell me some possible reason for this? Thank you very much! 

 

Maybe, but I need more info. Does it happen all the time? Who killed you? In which location did this happen?

 

Posted
36 minutes ago, darkdesires04 said:

 

Maybe, but I need more info. Does it happen all the time? Who killed you? In which location did this happen?

 

Hmmm, sorry I don't really have much information. The player was killed before the simple slavery black screen loading ended, I don't really got the chance to see what really happened or where. The only information I have is that I was killed by vampires. Thank you very much!

Posted
14 minutes ago, 1amthesenate said:

Hmmm, sorry I don't really have much information. The player was killed before the simple slavery black screen loading ended, I don't really got the chance to see what really happened or where. The only information I have is that I was killed by vampires. Thank you very much!

 

It could be that it's happening because I set the captor-captive relationship to friend instead of ally, and vampires are too aggressive and attack captives who are friends. But I am not sure if that's the case. I will double check when I am captive with vampires.

 

Posted (edited)
2 hours ago, darkdesires04 said:

It could be that it's happening because I set the captor-captive relationship to friend instead of ally, and vampires are too aggressive and attack captives who are friends. But I am not sure if that's the case. I will double check when I am captive with vampires.


I have noticed that sometimes the captors are aggressive towards the player after the player spawns into the dungeon, and it can take a few seconds for the calm effect to stop combat.

 

If the player is very low level or has low health, the captors can kill the player before the calm effect stops combat.

 

My workaround to avoid this problem is to use the console to raise my health stat: player.modav health 1000

 

 

 

Edited by Herowynne
Posted
2 hours ago, darkdesires04 said:

 

It could be that it's happening because I set the captor-captive relationship to friend instead of ally, and vampires are too aggressive and attack captives who are friends. But I am not sure if that's the case. I will double check when I am captive with vampires.

 

Thank you very much!I shall keep testing.

Posted
10 minutes ago, Herowynne said:


I have noticed that sometimes the captors are aggressive towards the player after the player spawns into the dungeon, and it can take a few seconds for the calm effect to stop combat.

 

If the player is very low level or has low health, the captors can kill the player before the calm effect stops combat.

 

My workaround to avoid this problem is to use the console to raise my health stat: player.modav health 1000

 

 

 

Thank you very much!In this case I might just use other way to start the event instead of simple slavery.

Posted
On 11/23/2025 at 5:57 AM, darkdesires04 said:

 

Ok, then that's fine then. They are not intended to be placed in the same dungeon. The reason is that it would be too constraining to find and narrow down potential captive locations only to dungeons where your followers could be placed right be your side in captivity. This is assuming you already have 100+ followers already held captive, which is the way I play the game.

 

 

 

Oh, ok. That's still a pretty unique outcome so I guess I'll wait for FSM and SS++ to update before I try that out, fully. Thanks!

Posted

I'm not sure I understand how this mod's Acheron integration works. Normally, when a mod has a bridge to Acheron, I'd see that mod as an event outcome in Acheron's MCM and could then balance its chances against other mods with Acheron bridges. Captive Player appears to use defeat settings in its own MCM instead - is this some kind of reverse integration?

 

Trying to figure this out because I'm experiencing strange behavior wherein Naked Defeat gets triggered through Acheron and Captive Player somehow gets triggered at the same time, resulting in both scenarios overlapping. Can't tell if this is an issue with Acheron or an issue with Captive Player's strange Acheron integration.

Posted (edited)
On 12/1/2025 at 2:50 AM, ronincaido said:

The struggle when you are defeated is hard, is there a way to make it possible ?

 

Hm, that's hard coded. I could make it easier, but the current difficulty is set to what I prefer. If it was easier then it would increase the chance of the defeat scene not starting because you struggled out of it. Maybe there could be an MCM for it.

 

Edited by darkdesires04
Posted
On 12/1/2025 at 7:31 AM, SorinFire said:

is there a way to edit the sextags without going through editing the script itself, finding every source file is a hassle.

 

Well technically in AnimsAggressive.json and AnimsConsensual.json you can put any animation you prefer under any tag. Otherwise, there is no way to edit them unless you edit the script. It's only one function GetRandomTag in Captive Followers file ddCaptiveFollowers.psc, used by both player and followers. 

 

Posted (edited)

Hey I've got a compatibility issue with your mod.

If I ragdoll the player actor from a magic spell, it'll apply your _ddCaptiveDefeatWounded (Wounded) magic effect seemingly permanently. 

 

Event OnEffectStart(Actor akTarget, Actor akCaster)

    akCaster.PushActorAway(akTarget, 1.5)

    if akTarget == Game.GetPlayer()
         Debug.SendAnimationEvent(akTarget, "Ragdoll") ;
    endif
EndEvent

 

 

It's not much of a problem for my mod specifically since I can just manually remove your magic effect. I'm more concerned it might be triggering other systems in your mod, or potentially being a major issue with combat related mods. 

Edited by asdt123123
Posted
On 12/4/2025 at 6:22 AM, asdt123123 said:

Hey I've got a compatibility issue with your mod.

If I ragdoll the player actor from a magic spell, it'll apply your _ddCaptiveDefeatWounded (Wounded) magic effect seemingly permanently. 

 

Event OnEffectStart(Actor akTarget, Actor akCaster)

    akCaster.PushActorAway(akTarget, 1.5)

    if akTarget == Game.GetPlayer()
         Debug.SendAnimationEvent(akTarget, "Ragdoll") ;
    endif
EndEvent

 

 

It's not much of a problem for my mod specifically since I can just manually remove your magic effect. I'm more concerned it might be triggering other systems in your mod, or potentially being a major issue with combat related mods. 

 

Yes I see the effect is permanent but it doesn't do anything unless the player is in the wounded faction. The rank is above zero for for a few minutes, and then it is set to zero. I can also remove the spell once the faction rank goes to zero, so it's not confusing.

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...