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Posted

Love the idea for this mod and it does work well in my experience, but I spend half the time looking at a black screen. It seems to last 10-15 second every time there's a transition. Is there any way to turn this off ?

Posted

hi hello ..i love the mod i want it to work so bad but aftre the black screen the game crash .. did i miss something i instl everything..

also i have the crash report if it help

 someone help me..

Posted

Hi, when i first played skyrim i gotten in a defeat situation with the three Aragonien cannibals from the "Forgotten City" mod, they drugged me, made me crawl around, fucked me and i could give them money i found to have them like me more, i dont know if this was the Mod that did it, would that be possible to find out?

Posted

any ideas for what would be causing the mod not to load in at all, trying to download for simple slavery, but for some reason can't get it to work. I have all the required mods.

Posted
On 9/19/2026 at 8:37 AM, no_way said:

Any way to have practical defeat/yamete pass you to this through acheron?

 

Without you updating the scripts of those mods, it wont' work. The only other way would be if those mods send the player to simple slavery and then from simple slavery you become captive through the auction.

Posted (edited)
3 hours ago, spartan47889 said:

any ideas for what would be causing the mod not to load in at all, trying to download for simple slavery, but for some reason can't get it to work. I have all the required mods.

 

Maybe you don't have the latest Captive Followers version 2.5 and its requirements.

Edited by darkdesires04
Posted
On 9/9/2026 at 9:57 PM, themodleyfool said:

Love the idea for this mod and it does work well in my experience, but I spend half the time looking at a black screen. It seems to last 10-15 second every time there's a transition. Is there any way to turn this off ?

 

I can take a look at it. Maybe I can add an MCM for it.

Posted (edited)
6 hours ago, darkdesires04 said:

 

Maybe you don't have the latest Captive Followers version 2.5 and its requirements.

I am running the game on 1.6.1170.0

I have:

 

PapyrusUtil AE SE - Scripting Utility FUnctions 4.6

Papyrus Extender 6.5.2

powerofthree's Tweaks 1.17.1

Papyrus Tweaks NG 3.0 4.1.0

JContainers SE 4.3.0

Fuz Ro D'oh 2.5

ZAZ 8.0 CBBE SE Rev 2

Open Animation Replacer 3.2.1

 

and running Captive FollwersV2.5 and CaptivePlayerV1.8

Edited by spartan47889
Posted (edited)
20 hours ago, darkdesires04 said:

 

I can take a look at it. Maybe I can add an MCM for it.

 

That would be awesome. Thanks for replying. I think everyone appreciates that you continue to support and update the mod.

Edited by themodleyfool
Posted
21 hours ago, darkdesires04 said:

 

Without you updating the scripts of those mods, it wont' work. The only other way would be if those mods send the player to simple slavery and then from simple slavery you become captive through the auction.

What about directly from Acheron?

Posted (edited)
On 9/22/2026 at 4:39 PM, spartan47889 said:

I am running the game on 1.6.1170.0

I have:

 

PapyrusUtil AE SE - Scripting Utility FUnctions 4.6

Papyrus Extender 6.5.2

powerofthree's Tweaks 1.17.1

Papyrus Tweaks NG 3.0 4.1.0

JContainers SE 4.3.0

Fuz Ro D'oh 2.5

ZAZ 8.0 CBBE SE Rev 2

Open Animation Replacer 3.2.1

 

and running Captive FollwersV2.5 and CaptivePlayerV1.8


They are the same as mine so honestly I don't know. But does Captive Followers work? If you hit the restrain button, are the followers restrained? If that doesn't work, Captive Player won't work.

 

Edited by darkdesires04
Posted (edited)
9 hours ago, themodleyfool said:

 

That would be awesome. Thanks for replying. I think everyone appreciates that you continue to support and update the mod.

 

Glad to help, I haven't played Skyrim for about 4 months, but now I will try a new game and improve the mod. So when I briefly looked at it, the black screen is there because the player is being setup and sometimes it takes time, while sometimes it doesn't. I will see if it makes sense to shorten it or as an MCM option.

 

Edited by darkdesires04
Posted (edited)
9 hours ago, no_way said:

What about directly from Acheron?

 

No that won't work unless you modify the scripts or use the Captive Player defeat handling. Here's how it works: Directly from Acheron, defeat is triggered when player and all followers are downed. That won't work for Captive Player. In this defeat system, the trigger is when the player is downed, after which the followers continue fighting and the player has a chance to get up. Then, when you are defeated, for the player to be taken captive the defeat scripts are supposed to recognize who defeated you, release all your followers and make them captive and also run SendModEvent("CaptivePlayer") to make the player captive. Other mods don't do that, they have their own defeat and consequence mechanic.

Edited by darkdesires04
Posted
44 minutes ago, darkdesires04 said:


They are the same as mine so honestly I don't know. But does Captive Followers work? If you hit the restrain button, are the followers restrained? If that doesn't work, Captive Player won't work.

 

Should Captive Followers appear on the MCM, bc I don't see it there, so I can't see the keybind. I tried loading without captive player, but still don't see it. 

Posted
11 minutes ago, spartan47889 said:

Should Captive Followers appear on the MCM, bc I don't see it there, so I can't see the keybind. I tried loading without captive player, but still don't see it. 

 

Yes it should be there in the MCM. If it's not, it means something is conflicting or these required mods are outdated, but you listed them as updated. 

 

PapyrusUtil SE

Powerofthree's Papyrus Extender

powerofthree's Tweaks

Papyrus Tweaks NG

JContainers

Posted

I'm using the defeat mod from baka, I have all of the requirements and the MCM shows up.

 

I can surrender, but towards the end of the crawl sequence the game CTD's.

 

The crash log shows me that iHUD is the main culprit,  so naturally I uninstalled iHUD doing the troubleshooting thing. But now it says that their are no enemies to surrender to and I just stand there. I've tried a few different changes to defeat and disabled it entirely. It only CTD's when I surrender with iHUD installed. The rest of the time it just won't go into the surrender sequence. 

 

Thank you, and I hope that you continue to update the mod. For now I will leave it installed, but I'll try to make it just dormant until the next update. Thank you again. 

Posted
14 hours ago, darkdesires04 said:

 

No that won't work unless you modify the scripts or use the Captive Player defeat handling. Here's how it works: Directly from Acheron, defeat is triggered when player and all followers are downed. That won't work for Captive Player. In this defeat system, the trigger is when the player is downed, after which the followers continue fighting and the player has a chance to get up. Then, when you are defeated, for the player to be taken captive the defeat scripts are supposed to recognize who defeated you, release all your followers and make them captive and also run SendModEvent("CaptivePlayer") to make the player captive. Other mods don't do that, they have their own defeat and consequence mechanic.

I think it might be grammar or language barrier, but I can understand what you’re saying sorry

Posted
On 9/23/2026 at 6:50 PM, spartan47889 said:

Should Captive Followers appear on the MCM, bc I don't see it there, so I can't see the keybind. I tried loading without captive player, but still don't see it. 

If you updated Papyrus Tweaks NG recently then downgrade to 4.1.1 version instead. New update seems to break both Captive Followers and Captive Player leading to MCM issues and crashes.

Posted (edited)
On 9/25/2026 at 9:23 PM, Glamour Mask said:

  

 

Do these files still work under v2.5 and remove the gender restrictions for Captive Player as well?

 

No, they won't work for version 2.5. I started a new game myself and I am playing with the Captive Player mod. As I play the game, I am making a few changes, removing the fading in many scenes and maybe I could also add a few more features. I should be making a release of both Captive Followers and Captive Player in a couple of weeks or next month at the latest. So... I can add this option as an MCM option. Then you won't have to patch it every time. It won't be well tested by me, but it should work. The only thing this option will do is bypass the restriction that males can't have sex with males, although I created these mods for a bisexual female player.

Edited by darkdesires04
Posted

I second the suggestion to make the sex restriction bypassable in the MCM.  I would also suggest that for same sex scenes the bandit/whathaveyou is in the aggressor's position and the player is the recipient.  When I used the patch earlier, the male player was always dominant which doesn't quite fit the story of Captive Player.    

Posted
17 hours ago, darkdesires04 said:

 

No, they won't work for version 2.5. I started a new game myself and I am playing with the Captive Player mod. As I play the game, I am making a few changes, removing the fading in many scenes and maybe I could also add a few more features. I should be making a release of both Captive Followers and Captive Player in a couple of weeks or next month at the latest. So... I can add this option as an MCM option. Then you won't have to patch it every time. It won't be well tested by me, but it should work. The only thing this option will do is bypass the restriction that males can't have sex with males, although I created these mods for a bisexual female player.

 

That would be great!

 

And yes, I know you created the mod with a female PC in mind.

But that shouldn't stop players of male PCs from having the same experience.

If the the dialogue doesn't fit, so what?

Players will either overlook it or just make their own dialogue patch.

If everything in terms of mechanics works with a female PC, shouldn't it theoretically work with a male PC as well?

It's not your mod that does animation and gender tag matching, but Sexlab, right?

Posted (edited)
6 hours ago, Glamour Mask said:

 

That would be great!

 

And yes, I know you created the mod with a female PC in mind.

But that shouldn't stop players of male PCs from having the same experience.

If the the dialogue doesn't fit, so what?

Players will either overlook it or just make their own dialogue patch.

If everything in terms of mechanics works with a female PC, shouldn't it theoretically work with a male PC as well?

It's not your mod that does animation and gender tag matching, but Sexlab, right?


It's both. If the tag is "FFM" for example, and the player is female, then the Captive Followers mod specifically finds a female and a male to fit the scene. Well unless I take this restriction out with the MCM option, but I don't know how Sexlab would react in that case, if for example, now the scene was setup with two males and a player female and the tag is "FFM". Also if the player is male, there are contraptions like pillory and wooden horse. Will that even work for male players? I am not sure how devious devices handle it, never tried it.

 

Edited by darkdesires04

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