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Posted (edited)

Perhaps it's just my own problem.

 

After entering the captive player scene, the player actor is restricted, and triggering the Ostim scene in this situation is likely to cause problems, and the player actor animation cannot be played normally.


But once the restriction position change is triggered, the Ostim scene will be completely normal after that, and the animation can play perfectly.


Perhaps it is possible to avoid using Ostim for the first sex scene, or to trigger the sex scene after a restriction position change has been triggered.

 

The sexlab scene is completely normal in any situation.

Edited by z187719628
Posted

Hello. I installed your mod yesterday and can share my observations. I play a male character. 1) When equipping restraining devices, the camera switches to free flight. Is this supposed to happen? 2) I enabled the "Disable capture by creatures" option in the settings menu, but my character was captured by the Falmer after the Simple Slavery Auction ++. 3) You need to block access to your inventory while restraining devices are equipped, because these devices can be removed through the inventory. 4) In a dialogue with a female outcast, I refused sex, but they used some kind of subjugation potion on me and then raped me, even though the mod description states that sex can be refused. 5) The description states that the "Clairvoyance" spell has been changed, but I don't understand why. Does this spell now collect loot from corpses?

Posted
13 hours ago, dope6653 said:

Thank you so much for your work, the mods are really high quality. Regarding the Captive Player, I use Yamete Kudasai and I would like the Captive Player effect to play when my character is defeated in a Captive Follower location. However, when I select only the location with a 100% chance of defeating the Captive Player, the consequences of Acheron are disabled. To summarize, there is a conflict between the consequences of Acheron (Yamete Kudasai) and the defeat of the Captive Player.

 

Set it to 99%. It's a weird little artifact of how Acheron works.

Posted
On 12/28/2025 at 11:00 PM, edinburg said:

The conditions for the responses to the topic _ddDomDefeatPropositionResPersuade are inconsistent. The first response (stick out your ass for me) is available if the player's Speech is >= SpeechEasy. All other responses are available if the player's Speech is < SpeechEasy. I presume they should all be >= SpeechEasy?

 

You are right, it's an oversight from me. It won't break anything but the dialogue is missing. I will fix it in the next release.

Posted
On 12/29/2025 at 5:09 AM, z187719628 said:

Perhaps it's just my own problem.

 

After entering the captive player scene, the player actor is restricted, and triggering the Ostim scene in this situation is likely to cause problems, and the player actor animation cannot be played normally.


But once the restriction position change is triggered, the Ostim scene will be completely normal after that, and the animation can play perfectly.


Perhaps it is possible to avoid using Ostim for the first sex scene, or to trigger the sex scene after a restriction position change has been triggered.

 

The sexlab scene is completely normal in any situation.

 

There might be an issue with OStim if actor is restrained but I haven't seen it. I can check it out when I have a chance. 

 

Posted
On 12/29/2025 at 7:50 AM, Adolis2019 said:

Hello. I installed your mod yesterday and can share my observations. I play a male character. 1) When equipping restraining devices, the camera switches to free flight. Is this supposed to happen? 2) I enabled the "Disable capture by creatures" option in the settings menu, but my character was captured by the Falmer after the Simple Slavery Auction ++. 3) You need to block access to your inventory while restraining devices are equipped, because these devices can be removed through the inventory. 4) In a dialogue with a female outcast, I refused sex, but they used some kind of subjugation potion on me and then raped me, even though the mod description states that sex can be refused. 5) The description states that the "Clairvoyance" spell has been changed, but I don't understand why. Does this spell now collect loot from corpses?

 

Hi, I haven't played as male myself, but I can answer some of your questions: 1) The camera switch is by design. 2) It could be a bug, unless the falmer were there along with bandits. The situation exists in one of the dungeons. 3) I can check if I can block inventory in this case. 4) Sex can be refused, but not completely avoided if SexLab and it's aggressive animations are installed. However, if you only have OStim installed, then there is no rape, only consensual sex. I can change the description. 5) I modified that spell because sometimes robbers disappear from the game, and I don't want the player to lose all their stuff in that case.

 

Posted

Seems Like a common issue here but im not getting any mcm menu in the game. I have all the requirements listed along with captive followers. Fresh build of the game, only mod im having any issues with sadly. 

Posted
14 minutes ago, darkdesires04 said:

 

Hi, I haven't played as male myself, but I can answer some of your questions: 1) The camera switch is by design. 2) It could be a bug, unless the falmer were there along with bandits. The situation exists in one of the dungeons. 3) I can check if I can block inventory in this case. 4) Sex can be refused, but not completely avoided if SexLab and it's aggressive animations are installed. However, if you only have OStim installed, then there is no rape, only consensual sex. I can change the description. 5) I modified that spell because sometimes robbers disappear from the game, and I don't want the player to lose all their stuff in that case.

 

Thanks for your reply. Another thing I noticed is that I can't change the change button in the settings menu. I wanted the change button and the resistance button to be assigned to different keys, but when I assign a key and close the menu, and then open it again, the change button reverts to the default "V."

Posted
53 minutes ago, darkdesires04 said:

 

如果演员被限制,可能会有OStim的问题,但我没见过。我有机会可以去看看。

 

I did some more tests. When this issue occurred, the player actor seemed to be in a falling state by the system and could not use T to skip time.


And I have also noticed some minor issues, as the FOLLOWER DEFEAT CAPTIVITY in MCM seems to have some problems displaying options correctly.


This mod is excellent, thank you for your work.

QQ_1767100244759.png

Posted
On 12/30/2025 at 1:44 PM, Adolis2019 said:

Thanks for your reply. Another thing I noticed is that I can't change the change button in the settings menu. I wanted the change button and the resistance button to be assigned to different keys, but when I assign a key and close the menu, and then open it again, the change button reverts to the default "V."

 

I am able to change it. That probably means you might have an outdated version of PapyrusUtil or another dependency.

 

Posted
23 hours ago, z187719628 said:

I did some more tests. When this issue occurred, the player actor seemed to be in a falling state by the system and could not use T to skip time.


And I have also noticed some minor issues, as the FOLLOWER DEFEAT CAPTIVITY in MCM seems to have some problems displaying options correctly.


This mod is excellent, thank you for your work.

QQ_1767100244759.png

 

It's a bug in the settings. I will fix it when I get a chance, after New Year's. It used to work. Weird.

 

Posted (edited)

(Trough simple slavery) Works wonderfully for female players most times!

 

I never seem to get any dialog for male player though? The captors come and stand infront of you and trigger an autogreet, but no mod specific dialog ever seems to fire. Only option is to back out of the dialog and get the whatever forced outcome backing out entails. Works fine for females players though.

 

Also hope you can put a few more tags for male players. Looks like if a male player is captured the only animation keyword to be pulled is Femdom, leaving the pool of animations very limited. Women are restricted from using strapons with this tag, or their schlong if you have any futa mods.

Most creatures also do not do anything at all with femdom tag. they just feed you arousal potions and reduce your stats the entire duration and throw you out back to freedom.

 

Requesting a feature where player could select their preferred animation keywords themselves. Or to have a toggle to get rid of gender restrictions entirely. SL Tools let player swap animations at will, but only if sex actually happens, which doesn't if scenario has no tags available (femdom tag in this instance).

 

I also seem to be getting a lot of these:

image.png.ff9075894d1552b43e6b953f37e09ca6.pngimage.png.597e2434e4edb726cfabf954595840fe.png

And often times they just make "silhouettes" with potions appear while nobody physically was around. Never leads to sex, just arousal and stat loss and booting out to freedom.

Edited by PenBoozerX
Posted (edited)

This mod is shaping up very nicely, getting sent to your mod from simple slavery has been wonder this last update. Defeat is buggy for me tho. I switched to Archeon and tried using your defeat mode I am forced to crawl, but I never get fucked. I Mainly tried the defeat out in Skyrim not in a cave or dungeon.  Some road travelers came by and killed all my captors but I was stuck in crawl. Nothing happened after I was crawling just more crawling. No sex, Bondage, simple slavery or transported to to captive location.

 

To clarify:

Being sent to your mod from Simple slavery works, being sent to simple slavery from your mod is not working for me

 

Update: I switched defeat mode to "only in captive locations", I have not been stuck in crawl since. However I always go to Simple slavery. And have not had a chance to test it in a Captive location. 

Edited by Burensc
Posted

There is indeed a problem with Yamete Kudasai and the Captive Player defeat mod. In a future update, would it be possible to disable this defeat mod and trigger Captivity as a consequence of Acheron?

Posted
On 12/31/2025 at 4:00 PM, PenBoozerX said:

(Trough simple slavery) Works wonderfully for female players most times!

 

I never seem to get any dialog for male player though? The captors come and stand infront of you and trigger an autogreet, but no mod specific dialog ever seems to fire. Only option is to back out of the dialog and get the whatever forced outcome backing out entails. Works fine for females players though.

 

Also hope you can put a few more tags for male players. Looks like if a male player is captured the only animation keyword to be pulled is Femdom, leaving the pool of animations very limited. Women are restricted from using strapons with this tag, or their schlong if you have any futa mods.

Most creatures also do not do anything at all with femdom tag. they just feed you arousal potions and reduce your stats the entire duration and throw you out back to freedom.

 

Requesting a feature where player could select their preferred animation keywords themselves. Or to have a toggle to get rid of gender restrictions entirely. SL Tools let player swap animations at will, but only if sex actually happens, which doesn't if scenario has no tags available (femdom tag in this instance).

 

I also seem to be getting a lot of these:

image.png.ff9075894d1552b43e6b953f37e09ca6.pngimage.png.597e2434e4edb726cfabf954595840fe.png

And often times they just make "silhouettes" with potions appear while nobody physically was around. Never leads to sex, just arousal and stat loss and booting out to freedom.

 

I will see if I can add something in the MCM but it gets kind of complicated. These tags are tied with Captive Followers' animations defined in the JSON files. When I was using just tags, it got buggy, and it didn't work out well. The problem is some animations don't have proper tags assigned.

 

A toggle for gender restrictions could maybe work, because there are no restrictions except for males, but this restriction is also in Captive Followers.

 

 

 

 

 

Posted
21 hours ago, Burensc said:

This mod is shaping up very nicely, getting sent to your mod from simple slavery has been wonder this last update. Defeat is buggy for me tho. I switched to Archeon and tried using your defeat mode I am forced to crawl, but I never get fucked. I Mainly tried the defeat out in Skyrim not in a cave or dungeon.  Some road travelers came by and killed all my captors but I was stuck in crawl. Nothing happened after I was crawling just more crawling. No sex, Bondage, simple slavery or transported to to captive location.

 

To clarify:

Being sent to your mod from Simple slavery works, being sent to simple slavery from your mod is not working for me

 

Update: I switched defeat mode to "only in captive locations", I have not been stuck in crawl since. However I always go to Simple slavery. And have not had a chance to test it in a Captive location. 

 

I don't know what happened in your case, other than maybe the scripts got suspended for some reason. I have never been stuck in crawl, and I am using "always enabled" setting. If "only in captive locations" is set then my defeat won't happen except in captive locations, so maybe it is Acheron that is sending you to simple slavery if you don't have another defeat installed.

 

 

Posted
5 hours ago, dope6653 said:

There is indeed a problem with Yamete Kudasai and the Captive Player defeat mod. In a future update, would it be possible to disable this defeat mod and trigger Captivity as a consequence of Acheron?

 

You can always just disable my defeat and then there should be no conflict with Yamate Kudasai. My defeat doesn't work as a consequence of Acheron because it triggers when the player gets defeated, leading to player struggle, not when the player and all followers get defeated. I didn't like the scenario when it triggers when followers get defeated, because I got into situations where I was defeated and followers were stuck in combat. It could only work if "Mid Combat Event Chance" in Acheron is set to 100%, but then that setting may not work with other consequences.

 

Posted
2 hours ago, darkdesires04 said:

 

I don't know what happened in your case, other than maybe the scripts got suspended for some reason. I have never been stuck in crawl, and I am using "always enabled" setting. If "only in captive locations" is set then my defeat won't happen except in captive locations, so maybe it is Acheron that is sending you to simple slavery if you don't have another defeat installed.

 

 

I got my Classic Oblivion mod list trimmed and ready to upload to Mega.

 

I would love it for a skyrim mod dev to play PSE "Player Slave Encounters " it is honestly the absolute best Player slavery and Rape mod for any Bethesda game. So smooth, no laggyness, works like clockwork, it doesn't "Just Work"-TM, it actually works. I could have it uploaded to Mega later tonight and comes with install instructions.

 

I love this captured player mod its shaping up very wonderfully.  I think for non captive locations and where you force the player to crawl, you should basically copy and paste the main sandbox mechanic from Oblivion's PSE mod, and maby a few other features. 

 

I will buy you classic Oblivion on Steam if you promise to play the PSE mod

Posted

sorry if this has been answered before. with this mod, consequences gets turned off in the mcm. Is there a set-up that allows equal chances to have this mod trigger or acherons consequences?

Posted
2 hours ago, Lusciouslochs said:

sorry if this has been answered before. with this mod, consequences gets turned off in the mcm. Is there a set-up that allows equal chances to have this mod trigger or acherons consequences?

 

Set Captive Player to a fraction of however many consequences you want. e.g.: If you have three consequence mods in Acheron and you want them all to have an equal chance of winning, set them and Captive Player to 25%.

Posted
3 hours ago, SkyAddiction said:

 

Set Captive Player to a fraction of however many consequences you want. e.g.: If you have three consequence mods in Acheron and you want them all to have an equal chance of winning, set them and Captive Player to 25%.

But does this disable/circumvent the issue with this mod turning off "consequences" through acheron? with it getting disabled in certain spots, acheron wont fire its events. 

Posted
7 minutes ago, Lusciouslochs said:

But does this disable/circumvent the issue with this mod turning off "consequences" through acheron? with it getting disabled in certain spots, acheron wont fire its events. 

 

The only issues I've had with Acheron events getting "locked out" is when one is set to 100%. If you do that, nothing else will ever fire, priority be damned. It may be that I haven't noticed any other issues because I have my mods set for very specific purposes. I have Captive Player set to 99% in eligible locations, Practical Defeat set to 99% to handle what Captive Player can't, and Yamete Kudasai set to 1% to handle non-humanoid creature defeats.

 

Basically, CP will always fire where it can and PD will cover the rest. Every time. YK will keep me from getting killed by animals even without creature anims, and is the only mod I know of that can work that way.

 

Even before CP came along and I had just PD and YK, I never, ever died with that 99/1% setting. When I was testing it the very first time (back before PD covered creatures), I had PD set to 100% and creatures killed me every single time. Then I set it to 99%, and YK would fire every single time for creatures.

 

The only other potential issue I can see is other Acheron add-ons (and its internal default outcome) being lower priority than CP, PD, or YK. I don't really know because I haven't used any of the smaller ones.

Posted

My Acheron setup is Captive Player 100% only in captive locations, YK Assault 100%, YK Assault Creatures 100%, and all other consequences 0%. As far as I can tell this works perfectly: consequences are enabled, Captive Player always triggers in captive locations, and YK always triggers everywhere else.

 

I did have an issue where Acheron kept calling consequences with the force teleport flag set to true - I don't know if that has anything to do with Captive Player or not, but it was easily solved by setting the start teleport setting to true in the YK yaml files.

 

I will say that Captive Player takes a long time to trigger when I'm defeated - I'll go into crawl and the enemy that defeated me will walk away and sandbox for a good 20-30 seconds before the struggle minigame starts, at which point the enemy will start walking back towards me, and I lose the minigame as soon as they reach me. No idea if this is intended behavior. Personally I'd rather this mod used the new QTE struggle system from Acheron rather than the old SL Defeat style minigame, but it's not that important to me as I'll just accept the imprisonment or reload a save if I don't want to deal with it.

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