krzp Posted November 9, 2025 Posted November 9, 2025 Simple Capture View File You character gets captured by the bandits to a random hideout, break out and escape this situation somehow. I've envisioned this as a simple outcome for your Practical Defeats/Deviously Helpless'es/etc, so something like an additional 5-10 minutes of gameplay past a defeat sequence. Requirements: Devious Devices NG 0.4.2 & higher PO3's papyrus extender Having Deviously Helpless Redux isn't required, but might be a good idea due to the nature of the mod . Place the esl-flagged esp somewhere early in the load order, no real need for it to overwrite anything. The only world edits are a few markers, so it should, ideally, be compatible with almost everything. No followers handling as of now, so might not work well if you got them. Integrations: Practical Defeat: (Re)Animated (0.4.9 and up) Alternate Perspective (the optional second file will add an alt start for it) <to be expanded> ... or you can just start this from wherever by typing startquest krbandit in the console. Technical details: There are 10 hand-placed markers around the world. When the quest starts, the mod picks out one at random, calms the bandits by placing the player in their faction, suspends Deviously Helpless if installed, teleports the player to the marker, equips a few relatively easy devices if none were present, then constructs a DDC contraption on the fly & locks the player into it After the player escapes the contraption, the mod starts monitoring the distance from it, and when they reach 3000 units in the outside world (or reach the dungeon exit if it's indoors), the quest shuts down, removes the contraption, removes the player from the bandits faction and unsuspends Helpless - player is on their own now. So the player can either escape the devices near the contraption, loot some weapons (or use what they had before, the mod doesn't touch inventory, this should be done by whatever sends the player to it) and fight out - or sneak out and break out of devices later. Additionally, the first time the character escapes the contraption, mod finds all the bandits around, and assigns the force greet package to them, so they will start running towards the player to express their dissatisfaction once they detect them. Any form of running by the player will trip up detection and alert everyone. If the bandits catch the player - they'll lock on additional devices on the char & lock them back into the contraption. Escaping the bandit camp will be harder this time. This capture-and-return sequence only happens once. On the second escape attempt, mod sets the quest shutdown distance to 500 units (... roughly around the corner in Skyrim's terms), so after a few steps away from the starting point, the quest will shut down, the bandits will either aggro or trigger a DHLP sequence. Possible locations: Spoiler lostknifehideout02, embershardmine01, knifepointrigdeexterior04, BrokenOarGrotto, HaltedStreamCampexterior02, SilentMoonsCampBlacksmith01, CrackedTuskKeepExterior02, RobbersGorgeExterior03, FaldarsToothExterior01, DaintySloadExterior01 Some locations might be harder to sneak out of, than others. Escaping at night is easier. There is a modevent to start this, so it can be soft-integrated into anything: sendModEvent("krBandit_Start") Credits: @Nuascura for the idea and a couple of clever solutions to the problems I ran into @IcicleInn for testing every beta and some implementation ideas @stobor for a number of things I've borrowed from Devious Cidhna's code Devious Devices NG discord members for testing Submitter krzp Submitted 11/09/2025 Category Adult Mods Requirements are listed in the post Regular Edition Compatible No Install Instructions 1
RavnaRiikr Posted November 9, 2025 Posted November 9, 2025 Any chance to implement feature where if player are defeated in the bandit hideout, so they will be captured in the same hideout? The only mod that has this functionality is Dragonborn in Distress, but sadly that mod is discontinued. Because teleportation to the another location does not look very immersive.
IcicleInn Posted November 10, 2025 Posted November 10, 2025 41 minutes ago, Gergar12 said: Is this compatible with Captive Player? Has essentially no interaction with Captive Player, so yes should be compatible. 10 minutes ago, RavnaRiikr said: Any chance to implement feature where if player are defeated in the bandit hideout, so they will be captured in the same hideout? The only mod that has this functionality is Dragonborn in Distress, but sadly that mod is discontinued. Because teleportation to the another location does not look very immersive. The captive Player mod, mentioned above, has some functionality for same-area defeat and capture. Simple Captures on the other hand gives you a dialogue of blacking out and being trussed up somewhere else. 1
DonQuiWho Posted November 10, 2025 Posted November 10, 2025 (edited) 23 minutes ago, RavnaRiikr said: Any chance to implement feature where if player are defeated in the bandit hideout, so they will be captured in the same hideout? The only mod that has this functionality is Dragonborn in Distress, but sadly that mod is discontinued. Because teleportation to the another location does not look very immersive. Couldn't agree more, if it's really simple And the mod you referenced was by far and away the best mod of its kind in LE wrt that type of feature. It presented a far more challenging 'player escape' mechanism than any of its contemporaries. I remember spending 24hr+ hours of gametime trying to escape from that troll under the cliff outside Dawnstar. The player's NPC barely needed to twitch till it was at her again. (assuming, of course, that this time I'm talking about the same Code Serpent mod as you are! - I'm still embarrassed from my last faux pas) However the 'Defeat' mechanic wasn't as good as Goubo's, and the 'Parlay' thing was a bit weird - I don't think you could switch it off) FWIW, I've asked @Bane Master, on the current Defeat 5.3.6 mod thread, if he could find his way to adding this as an outcome to his updated Defeat 5.3.6 (currently the most reliable and expansive out there) and maybe even Deviously Enchanted Chests - maybe dealing with followers by just leaving them in situ at the main encounter, or maybe even passing them off to his Follower Slavery Mod This one is promising and I wish @krzp every success with it Edited November 10, 2025 by DonQuiWho 1
SkyAddiction Posted November 10, 2025 Posted November 10, 2025 I take it there's no bandit spawn? So if the location was recently cleared, there will be no bandits? "Heyyyyy!!! Who the hell tied me up in here?!"
sikamikanico78 Posted November 10, 2025 Posted November 10, 2025 hmmm mcm wont apear mod wont start 1
El_Duderino Posted November 10, 2025 Posted November 10, 2025 This sounds totally awesome! Thanks much, @krzp! My char in my current playthrough is too high level to be caught be bandits, but this will 100% go into my next mod list. Sounds like it'll be great fun! Thanks too for the mod event. Maybe I can try and hook into this in my "Devious Bandits" mod if they don't clash in some way since they mess with the bandit faction. Quote 500 units (... roughly around the corner in Skyrim's terms) This one had me laugh out loud! I have bookmarked that CK Wiki page which converts "units" to more widely known lengths, but your conversion is much easier to remember! 1
IcicleInn Posted November 11, 2025 Posted November 11, 2025 5 hours ago, sikamikanico78 said: hmmm mcm wont apear mod wont start There is no MCM. Mod starts either using the alternate start, a Practical Defeat outcome, or using the console command.
sorrowsmith Posted November 11, 2025 Posted November 11, 2025 23 hours ago, kaydens1234 said: How do you escape? In the one capture I've seen so far, I ended up tied to a post in a cave.... as with most DD furnitures, I hit "E:, chose struggle, and then did the "WASD" mini game to get loose. There was no prompt to hit WASD, but it worked to get me loose from the post. Then it was basically a frantic run out of the cave
sikamikanico78 Posted November 11, 2025 Posted November 11, 2025 8 hours ago, IcicleInn said: There is no MCM. Mod starts either using the alternate start, a Practical Defeat outcome, or using the console command. I tried a new game with alternate start and I didn't get the option I also tried the command in the console and nothing happens
IcicleInn Posted November 11, 2025 Posted November 11, 2025 48 minutes ago, sikamikanico78 said: I tried a new game with alternate start and I didn't get the option I also tried the command in the console and nothing happens startquest krbandit Tested just now and it worked so I'm afraid I don't know what you might be missing. If even force starting the quest isn't working then for whatever reason your game isn't recognizing the quest.
sikamikanico78 Posted November 11, 2025 Posted November 11, 2025 (edited) 1 hour ago, IcicleInn said: startquest krbandit Tested just now and it worked so I'm afraid I don't know what you might be missing. If even force starting the quest isn't working then for whatever reason your game isn't recognizing the quest. yes..it does not.. strange cause i have installed all the requirements practical defet on the other hand work fine...in the mcm of PD the simple cature is grayed out also Edited November 11, 2025 by sikamikanico78
Seeker999 Posted November 11, 2025 Posted November 11, 2025 Looks interesting. I don't use Acheron so can't take advantage of the Practical Defeat integration, but I see a lot of possibilities for this. Talented modders take note ! Semi-seriously, though ... other defeat mods can use it (thanks @DonQuiWho for mentioning it to Bane) a Simple Slavery outcome where, like Kidnapped by Rieklings, the bandits have ambushed the purchaser and taken the new slave as part of the loot. This could be a repeatable outcome since there are multiple locations and bandits respawn A sleep integration. I've used Dangerous Nights before, but sometimes it was a bit buggy. You go to sleep in the wilderness or somewhere and there's a chance you wake up captured. Sneaky bandits didn't even disturb your followers! Again, repeatable. I do have a number of followers. My experience with them and Devious Cidhna's slavery outcomes is that yes they show up, but not usually immediately. I can't remember seeing them in KbyR. I don't know if there's a way to delay them for, say, 24 game hours. I may have to try it with my current followers just to see. how long it takes for them to catch up. Of course, I have OBIS and SDCages so they might be kind of busy before they can actually get to me, lol.
krzp Posted November 12, 2025 Author Posted November 12, 2025 On 11/9/2025 at 9:25 PM, SkyAddiction said: "Heyyyyy!!! Who the hell tied me up in here?!" Ah, yeah, this is indeed a current limitation, as I couldn't think up a simple way to gauge wherever the player cleared the randomly picked location 😁 Nuascura kindly gave me a few ideas, so I'll try looking into it the next time I'm in the mood for some Creation Kit-ing Though, the bandits are respawned at cleared locations after some in-game time by Skyrim itself, so I'm mildly hopeful that this might not happen too often for the majority. 🙂 20 hours ago, Seeker999 said: I do have a number of followers. My experience with them and Devious Cidhna's slavery outcomes is that yes they show up, but not usually immediately. Will be similar here, I'm using the same MoveTo here to port to the quest location, so they'll be left where they were when the quest triggered, and arrive a little later. Will possibly cause a little ruckus in the bandit camp, as I only add the player to the bandit faction, so they will aggro at the followers - so, technically, this can be head-cannoned as them arriving to bail the unlucky player out... 😅 The quest should shutdown anyways when the player reaches the trigger distance, bandits becoming dead in the process won't mess things up I hope. 3
SkyAddiction Posted November 12, 2025 Posted November 12, 2025 8 hours ago, krzp said: Ah, yeah, this is indeed a current limitation, as I couldn't think up a simple way to gauge wherever the player cleared the randomly picked location 😁 Nuascura kindly gave me a few ideas, so I'll try looking into it the next time I'm in the mood for some Creation Kit-ing Though, the bandits are respawned at cleared locations after some in-game time by Skyrim itself, so I'm mildly hopeful that this might not happen too often for the majority. 🙂 It's a 30-day timer if the location gets marked cleared. If you kill everyone but the boss, it's 10 days for the others to respawn, IIRC. I don't actually have a problem with it, I just thought it was funny. I'll use it either way, especially since we don't really have anything else quite like it right now. We've been spoiled with niche mods over the past two months or so, and I'm really enjoying it.
gamer098 Posted November 13, 2025 Posted November 13, 2025 Love the mod concept. Would like to see more furniture options like pillories or x-cross. Retried a bunch of times but never saw those furnitures used, but maybe I got unlucky. On my first time breaking free from the furniture, they always chase me immediately, even before I start moving. The mod description suggests sneaking away should be possible on the first escape, but since they start chasing immediately, my only chance has been to just book it out of there, which only works in some locations. 1
rvhausen Posted November 15, 2025 Posted November 15, 2025 On 11/9/2025 at 6:10 PM, DonQuiWho said: Couldn't agree more, if it's really simple This one is promising and I wish @krzp every success with it Doubly agreed. I love this as defeat outcome, and it would be even better if the furniture could be spawned locally. I figure wherever you crawled to is usually going to be a decent spawn point.
Revis-Linker Posted November 16, 2025 Posted November 16, 2025 I know that the MOD itself doesn't have that function, but it would be useful if there was a function to adjust the device worn during capture. Personally, I'd like to see her making a troubled voice without wearing a gag.
sikamikanico78 Posted November 25, 2025 Posted November 25, 2025 so after the latset update now the mod works...but i have a strange bug the guy that captures my char immidietly dies and i have to resurrect him with console
Raven 54 Posted December 1, 2025 Posted December 1, 2025 I appreciate your time and knowledge to make this mod, I too do not use archeron, I spent an hour real time trying to escape from this freaking post, not fun, when I finally did escape there were no sexual usage or attacks on player, the bandits really just ignored me as I walked around looting everything I wanted. I don't like the fact it takes an act of congress to escape the devices, and while tied some bandits should take advantage of a bound victim, especially a Bimbo who would welcome such advances. Thanks NSFW Spoiler
sen4mi Posted December 8, 2025 Posted December 8, 2025 On 11/12/2025 at 4:47 AM, krzp said: Ah, yeah, this is indeed a current limitation, as I couldn't think up a simple way to gauge wherever the player cleared the randomly picked location 😁 Nuascura kindly gave me a few ideas, so I'll try looking into it the next time I'm in the mood for some Creation Kit-ing I guess one approach would be to start a helper quest with a bandit questalias, and if it's not filled strike that location from the list of bandit locations and pick another one. The "pick another one" should probably be on a (very brief) timer to reduce script load on the system. If this runs out of locations, I guess that would mean you should leave the player alone (or, if they have simple slavery installed, send them there).
j773251a Posted December 11, 2025 Posted December 11, 2025 I’m not able to escape. Broke the lock pick. Trying the WASD struggle game, but I think I’m doing it wrong. Just keeps saying I made a wrong move. Can some one explain how to escape please
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