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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.

 

Posted (edited)

Have you ever played Oblivion (2006) with adult mods?

 

The best player slavery mod I ever played was PSE or "player slave encounters" for Oblivion. I think instead of losing a skill or stat you should have defiant players on a leash system like that mod.

 

There is an LE mod called Devious Framework with a similar leash mechanic but it was buggy on SE/AE.

 

It would be great to have more options for defiant slaves than "turn hostile" or lose a stat. Make escaping difficult and suffering while waiting for the opportunity. 

 

If you want my mod list for Oblivion I could find a way to send it to you. Its 30gb so I might need to strip down a few things. 

 

 

-----

 

Also any chance of getting your defeat to work for Babo Dialogues? Right now it only works with Defeat Baka edition and Batte fuck. I can still use your mod for simple slavery but it would be nife to have an alternative to the aging Baka defeat mod 

Edited by Burensc
Posted
13 hours ago, blaprd said:

Does this mod work with prison alternative?

 

It doesn't conflict, but now that you mention it, I will try to add support in the next release so that if you are sent to prison the prison alternative scene triggers.

 

Posted
On 12/6/2025 at 12:31 PM, Burensc said:

Have you ever played Oblivion (2006) with adult mods?

 

The best player slavery mod I ever played was PSE or "player slave encounters" for Oblivion. I think instead of losing a skill or stat you should have defiant players on a leash system like that mod.

 

There is an LE mod called Devious Framework with a similar leash mechanic but it was buggy on SE/AE.

 

It would be great to have more options for defiant slaves than "turn hostile" or lose a stat. Make escaping difficult and suffering while waiting for the opportunity. 

 

If you want my mod list for Oblivion I could find a way to send it to you. Its 30gb so I might need to strip down a few things. 

 

 

-----

 

Also any chance of getting your defeat to work for Babo Dialogues? Right now it only works with Defeat Baka edition and Batte fuck. I can still use your mod for simple slavery but it would be nife to have an alternative to the aging Baka defeat mod 

 

That sounds like a good idea. I will think about it. I don't quite get how the leash system would work, though.

 

If I run a playthrough with Babo Dialogoes, I will see if I can make it compatible. I don't have it installed in my current playthrough.

 

 

 

Posted (edited)
1 hour ago, darkdesires04 said:

 

That sounds like a good idea. I will think about it. I don't quite get how the leash system would work, though.

 

If I run a playthrough with Babo Dialogoes, I will see if I can make it compatible. I don't have it installed in my current playthrough.

 

 

 

Get the Oblivion loverslab up and running properly. If you are just testing MO2 will work but if your planning a full playthrough of Oldblivion then I would recommend OBMM as your main mod manager with Wrybash as a secondary mod manager for bash patches. MO2 will have alot more CTD than OBMM and Wrybash. But MO2 will also do archive invalidate much faster and easier on install 

 

For testing nude bodies you don't need anything special if your just testing. Just make sure your males and females can be installed with a FOMOD 

 

The main tricky part of the install for Oldblivion is you need to install your bodies, then Growlf universal skeleton, then open the game make sure the nude bodie and bounce boobs work then let the loverslab skeleton override the the Growlf skeleton... I spent an Obscene amount of time because I tried to go straight to the lovers skeleton without understanding i had to override the Growlf skeleton. 

 

PSE and the lovers framework is required obviously but it will work better with LoversRapers. You could test the leash system straight out of the starter dungeon. Just crank the difficulty run up the road towards Alswel and run into one of those Kajit bandits. I think PSE gives them a special weapon to knock the player out but they are really tough on my mod list. You will see the leash system work. A nother way would be to sleep outdoors  with the PSE set to 100%. Then you get caught by a slaver who walks you across part of the map to the slave camp or the boat to the slave camp. Probably the best way to watch the leash in action and stress test.

 

Probably takes a afternoon to a day to track the proper mods and test it. The testing to see the leash would be about 30 min to an hour.

 

Just let me know if you want my mod list I could get it below 20gb and send you a mega link if you don't want to build your own list.

Edited by Burensc
Posted

I think a great small addition would be some more MCM options to customize your experience.

Such as: 

-Chance of being locked in furniture or DD items slider.

-Perhaps sliders on wich DD items can be used by the captor.

-Sliders for the small events such as: sex, whipping, roam around, drugged, etc.

The leash mechanic stated above also sounds very appealing.

The mod is already near perfect but i think this would enchance it a lot :D

Posted
On 12/8/2025 at 12:31 PM, darkdesires04 said:

That sounds like a good idea. I will think about it. I don't quite get how the leash system would work, though.

 

I've never seen a working leash system in Skyrim, and given how popular it would be, if it could be done we'd probably have one by now.

 

The closest you're likely to get is either a choking collar like SD+, or a follower package continuously casting a spell on the player but using a rope texture of some kind. So, you'd need a follower, a suitable animation, a spell, a rope texture and possibly a mesh, an attachment of some kind, and a way to target the attachment.

 

I suspect the reason Deep Blue Frog used the collar in SD+ is because all the alternatives are a mess.

  • 2 weeks later...
Posted

Firstly - thank you for the great mod.  This has the best mechanism and the balance for immersion - gameplay, such that it feels like a real consequence while not being too inconvenient.

 

I'm having trouble with one thing, and wanted to get your guidance.  The mod works perfectly when dealing with human - but when it comes to creatures (e.g., Falmer, Giants, Draugrs), it doesn't seem to work out when it comes to sex.  Defeat and stripping work perfectly fine, but then it shows the message "[Falmer/Giant/Draugr] is not interested in you" and so eventually they will just let me run for it.

 

I do have MNC and SL, etc. setp-up so creature sex does work when I use other methods such as Matchmaker or Yamete Kudasai.  I do use p+ also, though I'm not sure if that is relevant.  Thank you in advance for any pointers.

Posted (edited)

Getting a blank menu for Followers Defeat Captivity. Tried with NFF installed, but still not seeing the "Disabled", "Restrain All", nor the "Restrain By Config" options. No conflicts listed in MO2, so I'm not sure what could be causing this. Everything else works fine.

EDIT: Managed to find a workaround by clicking on the Defeat dropdown at the top, exiting out the menu that appears, then clicking on Follower Defeat Captivity. The menu will populate with the Defeat dropdown's options, but upon selecting one you'll receive the correct options. As for whether it now functions as intended I'm not sure.

 

blankmenu.PNG.c9b8117ffe78ed6ca8c815996fb45494.PNGworkaround.PNG.eb6a86059eef1ddec59a44a54dbde409.PNG

 

On another note, do these options still work without NFF? This way followers are placed in captivity in the same place along with you--no dismissal needed.

 

 

 

Edited by gbbbbdgghdh
Posted
On 8/2/2025 at 11:01 PM, darkdesires04 said:

 

There is no such toggle, because I didn't want to see male followers having sex with male captors, and there is no way I would test that. So, I here, I removed the restriction for you in Captive Followers file, but it's untested. Captive Player uses the same file.

ddCaptiveFollowers.pexFetching info... ddCaptiveFollowers.pscFetching info...

There has been a few updates to this mod since these files. Will they still work at overriding gender restrictions or will overriding current version files with these break everything? If so, could I request updated version, or a small tutorial on how to self-remove the restrictions from future updates?

Posted
1 hour ago, PenBoozerX said:

There has been a few updates to this mod since these files. Will they still work at overriding gender restrictions or will overriding current version files with these break everything? If so, could I request updated version, or a small tutorial on how to self-remove the restrictions from future updates?

 

The old patch won't work. Here's the new patch for Captive Followers version 2.3. Basically, in the future if there is a new release of Captive Followers, all you have to do is diff the few lines of code I changed and apply them. Anyway, besides that I will also have some time during Christmas and New Year holidays to update Captive Player. So there will be a new update of Captive Player, but this restriction is in Captive Followers.

 

 

 

 

 

ddCaptiveFollowers.pex ddCaptiveFollowers.psc

Posted
On 12/23/2025 at 1:47 AM, gbbbbdgghdh said:

Getting a blank menu for Followers Defeat Captivity. Tried with NFF installed, but still not seeing the "Disabled", "Restrain All", nor the "Restrain By Config" options. No conflicts listed in MO2, so I'm not sure what could be causing this. Everything else works fine.

EDIT: Managed to find a workaround by clicking on the Defeat dropdown at the top, exiting out the menu that appears, then clicking on Follower Defeat Captivity. The menu will populate with the Defeat dropdown's options, but upon selecting one you'll receive the correct options. As for whether it now functions as intended I'm not sure.

 

blankmenu.PNG.c9b8117ffe78ed6ca8c815996fb45494.PNGworkaround.PNG.eb6a86059eef1ddec59a44a54dbde409.PNG

 

On another note, do these options still work without NFF? This way followers are placed in captivity in the same place along with you--no dismissal needed.

 

 

 

 

The only reason NFF is required is for dismissal of followers, since there is no guarantee the followers will be placed along you if a location is chosen where there is no room for a follower.

 

 

Posted (edited)
On 12/20/2025 at 8:44 PM, kk0722 said:

Firstly - thank you for the great mod.  This has the best mechanism and the balance for immersion - gameplay, such that it feels like a real consequence while not being too inconvenient.

 

I'm having trouble with one thing, and wanted to get your guidance.  The mod works perfectly when dealing with human - but when it comes to creatures (e.g., Falmer, Giants, Draugrs), it doesn't seem to work out when it comes to sex.  Defeat and stripping work perfectly fine, but then it shows the message "[Falmer/Giant/Draugr] is not interested in you" and so eventually they will just let me run for it.

 

I do have MNC and SL, etc. setp-up so creature sex does work when I use other methods such as Matchmaker or Yamete Kudasai.  I do use p+ also, though I'm not sure if that is relevant.  Thank you in advance for any pointers.

 

If you see this message then maybe you are missing the Creature Framework file CreatureFramework.esm or the creature animations are not installed or creatures are disabled in SexLab. I don't know if p+ is the problem. I am using this function to get the animations: GetCreatureAnimationsByRaceGendersTags

 

 

Edited by darkdesires04
Posted (edited)
On 12/11/2025 at 4:18 PM, loonetrooper said:

I think a great small addition would be some more MCM options to customize your experience.

Such as: 

-Chance of being locked in furniture or DD items slider.

-Perhaps sliders on wich DD items can be used by the captor.

-Sliders for the small events such as: sex, whipping, roam around, drugged, etc.

The leash mechanic stated above also sounds very appealing.

The mod is already near perfect but i think this would enchance it a lot :D

 

I am just updating this mod now. So, right now I have divided the captivity into three possible main scenarios with equal chance: regular, contraption, and orgy (gangbang). Maybe I will add more. The other smaller events happen randomly. So I think these settings would be great, but one issue is that they depend on external factors, so would captivity still work as expected if a user sets most of them to zero and leaves a few on which can't execute for a scene? By external dependency, I mean, for example, whipping is not always available. A troll can't whip you. Same thing for gangbang. A number of males is needed for the scene, if captive is female. So I will think about it for a future release.

 

 

 

Edited by darkdesires04
Posted
18 hours ago, darkdesires04 said:

 

I am just updating this mod now. So, right now I have divided the captivity into three possible main scenarios with equal chance: regular, contraption, and orgy (gangbang). Maybe I will add more. The other smaller events happen randomly. So I think these settings would be great, but one issue is that they depend on external factors, so would captivity still work as expected if a user sets most of them to zero and leaves a few on which can't execute for a scene? By external dependency, I mean, for example, whipping is not always available. A troll can't whip you. Same thing for gangbang. A number of males is needed for the scene, if captive is female. So I will think about it for a future release.

 

 

 

Sounds good! looking forward to the update.

Posted (edited)

Sorry for the off-topic, but who are these girls? If those are followers, are they available for download anywhere?

Spoiler


5.jpg.cf51c060c984fa18080011156bcebb05.jpg

 

Edited by Abbendis
Posted

Can you please elaborate how this is intended to fire? Needs a follower to be captured for the player to be captured alongside them, or is Acheron needed to make this work? I am asking, because ingame it tells you its needs Acheron, which is only listed as a recommended mod.

Posted
10 minutes ago, Emerald982 said:

Can you please elaborate how this is intended to fire? Needs a follower to be captured for the player to be captured alongside them, or is Acheron needed to make this work? I am asking, because ingame it tells you its needs Acheron, which is only listed as a recommended mod.


There is an Alternate Start Live Another Life add-on which allows you to choose a Captive Player destination from the Mara statue.

 

Captive Player is also a possible auction outcome for Simple Slavery++
 

Neither of those require Acheron.

Posted

When I get knocked down by a dragon shout my PC is wounded with slowed effect which I have tracked to this mod, I didn't realise this was a injury mod as well is there a way to shorten the time of the penalty as it makes gameplay difficult with other injury mods installed?. thank you

Posted

Sorry forgot to add, I had the defeat option set to 'only in captive location' but the injury had happen a few times now not in captive location.

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