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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.

Posted
12 hours ago, edinburg said:

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.

 

You're right, that works now. I wonder when it changed - I never saw anything about it in the patch notes for Acheron or any of its dependent mods.

Posted
19 hours ago, SkyAddiction said:

 

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.

so the problem i guess im not illustrating well is this mod, in order to call its events in "captive locations" it turns "consequences" in acherons first page off (so no outcomes will occur, say for example embershard mine, near the location and youll notice acheron will suddely have its mcm setting changed) Id want Captive player to not "always" play in these locations, but have a chance to alongside Acherons outcomes. 

Posted
1 hour ago, Lusciouslochs said:

so the problem i guess im not illustrating well is this mod, in order to call its events in "captive locations" it turns "consequences" in acherons first page off (so no outcomes will occur, say for example embershard mine, near the location and youll notice acheron will suddely have its mcm setting changed) Id want Captive player to not "always" play in these locations, but have a chance to alongside Acherons outcomes. 

 

But I don't think it does? Because I don't have any MCM changes ever, And I don't have any barred choices in said MCM. Ever. And Acheron-dependent events fire whenever their conditions say to do so. Is it maybe environment or location overhaul mods? Is it mod load order?

So we're having radically different experiences with superficially similar builds... I really don't know what to tell you. 

Posted
13 minutes ago, SkyAddiction said:

 

But I don't think it does? Because I don't have any MCM changes ever, And I don't have any barred choices in said MCM. Ever. And Acheron-dependent events fire whenever their conditions say to do so. Is it maybe environment or location overhaul mods? Is it mod load order?

So we're having radically different experiences with superficially similar builds... I really don't know what to tell you. 

the author has confirmed that what i mentioned is a function of the mod though. 

 

Posted

So because it does this, despite changing the percentage for this mod to defeat from 100% to allow an acheron event, the outcomes/consequences will never play (as ive tested and found to be true, as the PC will just lie defeated for some time, and then stands back up, proceeding with the capture part of this mod) Image provided illustrates upon being at afforementioned location (one of this mods captive spots) it does indeed disable and change the mcm of acheron. ScreenShot142.thumb.png.0cf71e508e35065218eb319dc7b7707c.png

Posted
9 minutes ago, Lusciouslochs said:

the author has confirmed that what i mentioned is a function of the mod though. 

 

4 minutes ago, Lusciouslochs said:

So because it does this, despite changing the percentage for this mod to defeat from 100% to allow an acheron event, the outcomes/consequences will never play (as ive tested and found to be true, as the PC will just lie defeated for some time, and then stands back up, proceeding with the capture part of this mod) Image provided illustrates upon being at afforementioned location (one of this mods captive spots) it does indeed disable and change the mcm of acheron. 

 

Okay, you have NO consequences enabled, but creature defeat and killmoves enabled, as well as defeat notifications and Hunter's Pride on followers enabled?

None of that affects this mod or any other Acheron-based mod. You need to show the Events tab. That's what truly determines what happens to you. I haven't looked at the code for Captive Players, but CP runs at least at 1 T in that group, and that's the priority you need to adjust. Note that CP doesn't have a modifier in that group, which is why I assume it has a higher priority - it probably has a higher priority and tries to fire first always.

Posted
10 minutes ago, SkyAddiction said:

 

 

Okay, you have NO consequences enabled, but creature defeat and killmoves enabled, as well as defeat notifications and Hunter's Pride on followers enabled?

None of that affects this mod or any other Acheron-based mod. You need to show the Events tab. That's what truly determines what happens to you. I haven't looked at the code for Captive Players, but CP runs at least at 1 T in that group, and that's the priority you need to adjust. Note that CP doesn't have a modifier in that group, which is why I assume it has a higher priority - it probably has a higher priority and tries to fire first always.

i feel like theres miscommunication or misunderstanding happening...im saying consequences is enabled, but this mod disables (as confirmed by the author in the post i linked for you) under the parameters the author dictated in the afforementioned post. I have consequences enabled (YK, PD, and simplle outcomes) but none of those will play if the first page "consequences" is turned off (as illustrated above). If i move locations away from a captive spot designated by this mod, it re-enables. If i set Defeat to 0% in this mods mcm, it also re-enables the consequences in acherons mcm (just as the author explained) 

Posted (edited)

and if you have an actual captive players event listed in acherons mcm, can you show a screenshot? the author has stated they did not add an actual acheron outcome event into acherons consequences. As indicated here and a few other times. The acheron support that was added in 1.1 was to allow "capture" after an event. 

 

Edited by Lusciouslochs
Posted
7 minutes ago, Lusciouslochs said:

i feel like theres miscommunication or misunderstanding happening...im saying consequences is enabled, but this mod disables (as confirmed by the author in the post i linked for you) under the parameters the author dictated in the afforementioned post. I have consequences enabled (YK, PD, and simplle outcomes) but none of those will play if the first page "consequences" is turned off (as illustrated above). If i move locations away from a captive spot designated by this mod, it re-enables. If i set Defeat to 0% in this mods mcm, it also re-enables the consequences in acherons mcm (just as the author explained) 

 

Possibly miscommunication - I'm not trying to engage with you disingenuously. Basically, I'm not experiencing the problems you are at all. Not sure why, but it's not a thing for me.

 

4 minutes ago, Lusciouslochs said:

and if you have an actual captive players event listed in acherons mcm, can you show a screenshot? the author has stated they did not add an actual acheron outcome event into acherons consequences. As indicated here and a few other times 

 

 

This is what I'm trying to state - I think CP has a higher priority than 1, and I can't screenshot that. Basically, it chooses to go first and wins every time, but in the background. It's not a traditional Acheron mod in that it doesn't submit its outcomes to Acheron. It doesn't give us anything. So, logically, it has to have higher priority if it doesn't submit to the hierarchy of other Acheron mods. Thus, it's nonsensical for me when people complain about issues as I don't experience them with the same general variables.

 

I'm trying to help, but I think I'd have to spend some time looking through the scripts, but I don't have that right now. That's the best I have to offer at the moment. :classic_sad:

Posted
2 minutes ago, SkyAddiction said:

 

Possibly miscommunication - I'm not trying to engage with you disingenuously. Basically, I'm not experiencing the problems you are at all. Not sure why, but it's not a thing for me.

 

 

This is what I'm trying to state - I think CP has a higher priority than 1, and I can't screenshot that. Basically, it chooses to go first and wins every time, but in the background. It's not a traditional Acheron mod in that it doesn't submit its outcomes to Acheron. It doesn't give us anything. So, logically, it has to have higher priority if it doesn't submit to the hierarchy of other Acheron mods. Thus, it's nonsensical for me when people complain about issues as I don't experience them with the same general variables.

 

I'm trying to help, but I think I'd have to spend some time looking through the scripts, but I don't have that right now. That's the best I have to offer at the moment. :classic_sad:

oh i didnt think it was out of malice, and im glad you arent experiencing it. Another user the other day also mentioned this, and the author further confirmed why this mod wouldnt work as an "acheron outcome" here: 

ultimatley, this seems to be an intended feature, but the wording of the mcm made it seem like changing this mods "defeat" to anything other than 100% would allow acheron to kick in, which it cant with it changing outcomes to off. However, i couldnt get this mods defeat to trigger without outright killing the PC and restarting from last save 😅 so maybe leaving it at 0% to allow acheron to handle defeat, have an outcome occur, and then follow up with captivitiy through this mod. 

Posted
31 minutes ago, Lusciouslochs said:

oh i didnt think it was out of malice, and im glad you arent experiencing it. Another user the other day also mentioned this, and the author further confirmed why this mod wouldnt work as an "acheron outcome" here: 

ultimatley, this seems to be an intended feature, but the wording of the mcm made it seem like changing this mods "defeat" to anything other than 100% would allow acheron to kick in, which it cant with it changing outcomes to off. However, i couldnt get this mods defeat to trigger without outright killing the PC and restarting from last save 😅 so maybe leaving it at 0% to allow acheron to handle defeat, have an outcome occur, and then follow up with captivitiy through this mod. 

 

The crazy thing is I haven't changed my Acheron outcomes, but CP fires exactly relative to what it's set. It's nuts, but it works like clockwork for me despite what appears to be similar mods and settings.

Posted (edited)
13 hours ago, SkyAddiction said:

 

The crazy thing is I haven't changed my Acheron outcomes, but CP fires exactly relative to what it's set. It's nuts, but it works like clockwork for me despite what appears to be similar mods and settings.

i guess a 1 to 1 comparison would be, with defeat in CP set to 50-100% at a captive location (embershard mine being a good place to test) as you get close or directly before the mine entrance, in the acheron menu, do you notice consequences being unselected/disabled? if no, thatd be what im curious about. If yes, then its working as seemingly intended by the authors confirmation and me and another user's accounts lol. Cause yes i dont change my acheron outcomes or settings at all, but this mod will per intention. 

 

for further clarity, the pics below illustrate outcomes are registered and active, but consequnces is disabled as im close to embershard mine. The following illustrate once im far enough away from a "designated capture location" it re-enables (im not the one turning it on or off, its automatic from this mod) 

ScreenShot144.png

ScreenShot145.png

ScreenShot146.png

ScreenShot148.png

ScreenShot147.png

Edited by Lusciouslochs
Posted

Its circumventable by setting Defeat to 0% in CP and stil have capture set to anything above 0% for Acheron to play out one of its outcomes, and then for this mod to follow up and have its capture take over after the fact (given the proper captive location per settings) 

Posted (edited)
6 hours ago, Lusciouslochs said:

Its circumventable by setting Defeat to 0% in CP and stil have capture set to anything above 0% for Acheron to play out one of its outcomes, and then for this mod to follow up and have its capture take over after the fact (given the proper captive location per settings) 

 

You should ask darkdesires04 directly. BTW, what mod gives you a direct-to-SS++ outcome from Acheron?

Edited by SkyAddiction
Posted (edited)

I figured out how my character got stuck in Crawl... if I am totally defiant the Bandits will not do anything to me in crawl, they wont fuck me drag me off. They will just follow me around as I crawl around and nothing will ever happen. Not sure whats causing it.

 

I am told to crawl to a good location but i dont see a key to end the crawl and tell the mod I found a good location or a time limit to end the crawl.

 

Update: I got stuck in Crawl with being compliant too.

Edited by Burensc
Posted

I think I am experiencing a similar issue as above.

I set Captive Player to only trigger in available locations at a 100%.
In Acheron, I have it Practical Defeat (human) to 100% and Yamete (creatures) 100%.

I tested it a couple times in front of white river watch.

As a test, I set Captive Player to always trigger and disabled the other two. Acheron has the consequences disabled.
When I get defeated, my character just curls up into a ball and the HP recovers until I can stand up.
As the next test, I ran inside the white river watch, same thing.

When I revert it back to the original set up of only trigger in available locations, and the chances for PD and Y.
When I get defeated outside, Practical defeat triggers correctly against the bandit (funny enough only 1 out of the 2 actually works for me haha)
When I run inside the cave, it triggers PD but it never triggers something from Captive Player for some reason, no matter how much I lower the PD or Y chances.

I think this set up worked a couple of version back, if I remember correctly, but I might be wrong.

Best Regards

Posted

No any kins sexlab scenes are working. What did i forget?

 

Spoiler

#Mod_Name,#Mod_Version
"DLC_separator",""
"DLC: HearthFires",""
"DLC: Dragonborn",""
"DLC: Dawnguard",""
"Creation Club: ccQDRSSE001-SurvivalMode",""
"Creation Club: ccBGSSSE037-Curios",""
"Creation Club: ccBGSSSE025-AdvDSGS",""
"Creation Club: ccBGSSSE001-Fish",""
"Creation Club: _ResourcePack",""
"Fores New Idles in Skyrim SE - FNIS SE","7.6.0.0"
"FNIS Creature Pack SE 7.6","7.6.0.0"
"RaceMenu Anniversary Edition v0-4-19-16","0.4.19.16"
"XP32 Maximum Skeleton Special Extended","f5.06"
"Unofficial Skyrim Special Edition Patch - USSEP","4.3.6.0c"
"Alternate Start - Live Another Life - SSE","4.2.5.0"
"Address Library for SKSE Plugins","11.0.0.0"
"SkyUI_5_2_SE","5.2.0.0SE"
"Tecnical_separator",""
"PapyrusUtil SE - Modders Scripting Utility Functions","4.6.0.0"
"powerofthree's Papyrus Extender","6.3.0.0"
"powerofthree's Tweaks","1.15.1.0"
"JContainers SE","4.2.9.0"
"Fuz Ro D-oh - Silent Voice","2.5.0.0"
"Mfg Fix","1.6.1.0"
"Auto Audio Switch","1.0.3.0"
"Body_separator",""
"Baka Haeun UNP","3.34.0.0"
"BodySlide and Outfit Studio","5.7.1.0"
"Animation Queue Fix","1.0.1.0"
"Paired Animation Improvements","1.0.2.0"
"Open Animation Replacer","2.3.6.0"
"SexLab_separator",""
"SexLabFrameworkAE_v166b","d2026.1.3.0"
"ZaZ Animation Pack+ UUNP HDT V.8.0+SE2023","d2026.1.3.0"
"Devious Devices for SE-AE-VR","5.2.0.0"
"Schlongs of Skyrim SE","1.1.4.0"
"SexLabArousedSSELoose-29","d2026.1.3.0"
"Devious Devices NG","0.4.0.0"
"DD NG 0.4.1 + 5.2 BHUNP","d2026.1.3.0"
"Billyy's SLAL Animations 9.8","9.8.0.0"
"Anubs Animation Pack 02.2023","2.2023.0.0"
"Hammet's Dungeon Pack 1 SE","f3.02"
"Hammet Dungeon Pack 2 SE","2.0.0.0"
"Skooma Whore SE v1.01","d2026.1.4.0"
"Simple Slavery Plus Plus 6.3.27 [SE]","d2026.1.3.0"
"Captive Followers","2.3.0.0"
"Captive PlayerV1.4","d2026.1.3.0"
"BodySlide output",""

 

Posted (edited)
11 hours ago, Thormix said:

No any kins sexlab scenes are working. What did i forget?

 

  Hide contents

#Mod_Name,#Mod_Version
"DLC_separator",""
"DLC: HearthFires",""
"DLC: Dragonborn",""
"DLC: Dawnguard",""
"Creation Club: ccQDRSSE001-SurvivalMode",""
"Creation Club: ccBGSSSE037-Curios",""
"Creation Club: ccBGSSSE025-AdvDSGS",""
"Creation Club: ccBGSSSE001-Fish",""
"Creation Club: _ResourcePack",""
"Fores New Idles in Skyrim SE - FNIS SE","7.6.0.0"
"FNIS Creature Pack SE 7.6","7.6.0.0"
"RaceMenu Anniversary Edition v0-4-19-16","0.4.19.16"
"XP32 Maximum Skeleton Special Extended","f5.06"
"Unofficial Skyrim Special Edition Patch - USSEP","4.3.6.0c"
"Alternate Start - Live Another Life - SSE","4.2.5.0"
"Address Library for SKSE Plugins","11.0.0.0"
"SkyUI_5_2_SE","5.2.0.0SE"
"Tecnical_separator",""
"PapyrusUtil SE - Modders Scripting Utility Functions","4.6.0.0"
"powerofthree's Papyrus Extender","6.3.0.0"
"powerofthree's Tweaks","1.15.1.0"
"JContainers SE","4.2.9.0"
"Fuz Ro D-oh - Silent Voice","2.5.0.0"
"Mfg Fix","1.6.1.0"
"Auto Audio Switch","1.0.3.0"
"Body_separator",""
"Baka Haeun UNP","3.34.0.0"
"BodySlide and Outfit Studio","5.7.1.0"
"Animation Queue Fix","1.0.1.0"
"Paired Animation Improvements","1.0.2.0"
"Open Animation Replacer","2.3.6.0"
"SexLab_separator",""
"SexLabFrameworkAE_v166b","d2026.1.3.0"
"ZaZ Animation Pack+ UUNP HDT V.8.0+SE2023","d2026.1.3.0"
"Devious Devices for SE-AE-VR","5.2.0.0"
"Schlongs of Skyrim SE","1.1.4.0"
"SexLabArousedSSELoose-29","d2026.1.3.0"
"Devious Devices NG","0.4.0.0"
"DD NG 0.4.1 + 5.2 BHUNP","d2026.1.3.0"
"Billyy's SLAL Animations 9.8","9.8.0.0"
"Anubs Animation Pack 02.2023","2.2023.0.0"
"Hammet's Dungeon Pack 1 SE","f3.02"
"Hammet Dungeon Pack 2 SE","2.0.0.0"
"Skooma Whore SE v1.01","d2026.1.4.0"
"Simple Slavery Plus Plus 6.3.27 [SE]","d2026.1.3.0"
"Captive Followers","2.3.0.0"
"Captive PlayerV1.4","d2026.1.3.0"
"BodySlide output",""

 

Animation que fix should be below sexlab and probably below a few other framework related stuff, (maby even lower than ZAZ).

 

SexLab_separator probably be lower on the load order than Sexlab framework AE too. Im not sure exactly what SexLab_separator is or does but Sexlab should be your first Sexlab mod in the load order.

 

Did you run FINIS or just install it?

Edited by Burensc
Posted

SexLab_separator is just MO2 seperator so you can group mods under one tittle.

Need to try to move that quaque to blow. Yes i did run FINis.

Posted

I have a problem: when the player character is captured and transported to a compatible area, she doesn’t start out bound to the ZAZ device. Instead, she only appears with some handcuffs or a yoke. Is there any solution?

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