Skyrim
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whatever

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giamel

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About this mod

Subdue, capture, keep and punish enemy enemies for being hostile adversarial foes because they are bad guys and need to be schooled in the ways of discipline. Bandits need attitude adjustments for having the audacity to think they could attack or kill you. Provide Skyrim with a correctional facility or just be a bad ass bounty hunter.

Permissions and credits
Changelogs



Recompense to Miss 37BFC <--------------------------------> Demonstration of Incapacitation (Naptime)


Concept video for Capture & Marriage <--------------------------------> Demonstration of Bounties


Early Demo video for Capture <--------------------------------> Demonstration of Can't remember


Demostration of can't remember <--------------------------------> Demonstration of Captive using a broom








Hopefully this version will mark the end of me working solo on this project. Allowing for this version to be put in stasis. I'm crossing my fingers in case you can't see me. I made this choice because I want this to be the fallback version in case something ends up not being backwards compatible due to my extremely advanced futuristic use of Bubblicious and Duck Tape when it comes to scripting. I'll be working on a new branch of the mod with mko543, a real honest to goodness educated programmer who enjoys the mod as well.

What does this mod do?
Capture NPCs! Turn them in to a guard for a bounty to get paid. Collect them and have them sandboxing around your house or city. Have them fight for you. Marry them and love or hate them.

How can I get them? Go beat the snot out of them until they cry uncle. Then tell them they will now be carrying all the stuff you don't want to carry.

Enemy NPCs will enter Naptime or yield at or less of the YieldHealthThreshhold you specify in the MCM. Default value is 15% health. They will yield for 60secs and beg to be forgiven when they yield or wake depending what you have chosen in the MCM. During those 60 secs you should inform them that they are now your captive and will do your bidding. Alternatively NPCs at 100% health may be captured by using a vanilla calm spell or the special cheat spell in the MCM. Simply inform them of their new career in servitude to you. In all yielding situations after 60 secs if not addressed NPCs will resume normal operations and attack if they are naturally hostile. After being captured the NPC will regen 1 health point every 24secs until full.

Bounty
A rudimentary bounty system is in place that enables you to bring your captives to a standard guard and get paid for your efforts.
bounty price = (25 septums) * (level of captive) + (some random change)
a) put the captives on their knees or tell them about paying the piper
b) speak to a guard
c) inform the captive of their fate.


Incapacitation - Code name Naptime
If enabled once an enemy's health reaches the YieldHealthThreshhold they will take a nap for 24secs for every point of health they are below the threshold slider. I.E. say you beat an enemy down to 45 health-points from their max of 100 health points and your slider is set to .50 or 50%, they will have a Naptime of 120 seconds while their health regenerates. At which point you may help yourself to their weapons and armor. Once they exceed their slider's 50% or 50.1, they will regain consciousness and commence to yield for 60secs. You may also use a healing spell to expedite their consciousness.

Rebelliousness
Captives fully healed, unbound or not carrying 10 pieces of wood have a slight chance to rebel and attack the player or currently allied NPCs with the player.

Recompense
If by some chance you do something to your captive that causes animosity towards you. You have the opportunity to make amends by giving them (right now its 5K gold until I can think of something else). During this time that you have truly offended them and they have animosity toward you they will not progress in any stages as another captives will that doesn't have animosity toward you. Recompense may be initiated by selecting "Look, I know I wronged you" within the sub category of Other aspects & orders for you". Right now alone this mod isn't capable of truly offending a captive but others out there are.

Leveling & Marriage
Once your captive has reached stages3 and is in good standing with the player the dialogue "It's time. I need you strong. Things must be done." will appear in the subcategory of "Other aspects & orders for you". This will permit your captive to level along side you as you level and be eligible for Marriage, However they will still be mortal and could die in battle. In order for them to utilize leveling you will also need the skse plugin "ConsoleUtil.dll"(SE)(LE) mod. If you don't have it you may still marry, but leveling for them won't work.

Names
You may request the names of your captives immediately once they've been cloned. I was hesitant to offer this because there is an engine bug that renders objects and NPCs untargetable if a name is dynamically changed under certain conditions as far as I know. The bug presents itself when your captives are given names then you switch to another framework to handle them I.E. a follower framework or My Home is Your Home. However recently I found a SKSE plugin by doticu that fixes this issue for SE users. I would not recommend using this names feature if your not using SE with the above plugin. If you find something that works for other versions please let me know. I've added about 2000 lore friendly, race and gender specific names collected from Jaxon's real names mod.


Cloned NPCs

If you plan on keeping an NPC permanently You'll want to make sure you clone them if you can. Cloning prevents leveled-list NPCs from changing to other NPCs as you level. Cloning will also prevent radiant quest NPCs from being erased when changing cells. When cloning an NPC their appearance will remain the same but their armor may be reissued.

These NPCs weren't intended to be captured by Bethesda just killed or be destroyed after they made an appearance to play some role never to be seen again. So there are oddities that come along w/ capturing them. Radiant quest NPC such as the thief that attempts to mug you on the road or the woman that escapes from bandits and marks the location on your map then runs off into the horizon, once out of sight these NPCs scripts are set to destroy them. Once captured and left somewhere as soon as you leave them by themselves they will be destroyed. When you return they will no longer exist. Cloning simply duplicates the NPCs base form with out any scripts attached so they will remain in the world as well as allowing the original NPC to complete its purpose and be destroyed.

Other NPCs are spawned out of leveled-lists which says when the player enters the area spawn these NPCs that are equivalent to the player's level. If you were to capture one of these NPCs and leave them at your house while you went out leveling, when you returned they may be another NPC issued from that leveled-list equivalent to your new level and have a different appearance. Once cloned a duplicate of the original reference will be created and the original will be destroyed allowing for the dungeon or fort to be marked as cleared on your map and preventing them from changing.


Captive Stages
Your captives will graduate and increase in stages as you play the game. They will gain respect and affinity for you as you become stronger. "One must provide for himself before providing for others." Captives were meant to open up more role-playing avenues for the player. So don't expect to acquire a captive and they become stage4 instantaneously. I'm hesitant to go into too much detail about this subject because I'd like not to ruin any possible surprises that may make things in general more interesting for everyone using the mod. As of now your captives have 4 stages of attitude toward the player.
Stage1) Resentment and desire to be free of their capture.
Stage2) Acceptance and coping for being in the situation.
Stage3) affection and loyalty toward the player.
Stage4) wahBam.. LOVER!

BeastMaster
Just go watch the video. I've only used this feature while testing.

Quick Points:
  • Certain dialogue will only be available depending on the current situations and posture of the NPC.
  • 5 captives can follow, 5 captives can stand still, 5 captives can wander around, 5 captives can guard the letter for a total of 20.
  • more than 5. I hand off captives to (My Home is Your Home 2plus)(LE/SE) which can accommodate up to 250 captives and followers.
  • If any of the captives exceed any of the 5 slots they will either return to their spawned location, cloned location or MHIYH designated location.
  • Bound (any posture) or carrying 10 or more pieces of wood will prevent captives from rebelliousness.
  • Guard bounty dialogue will only appear when a captive is bound and kneeling.
  • Bound NPCs travel slowly. They travel on foot and will not teleport to you when you fast travel. You may have to wait a few hours in game if you are waiting on them to get to you.
  • Captives stay bound for 5mins. Animations can reset if player leaves area and returns. Though the captives will still be considered bound and dormant.

Current Dialogue This is the Dialogue as of v.230214
Dialogue prior to capture Unbound NPC
  • I should just finish you..
Now you will obey me.. or die. > You. Come with me. Understand? proceeds to capture -> on to dialogue post capture
[] Now, what have you got that I want? gives access to equipment and inventory precapture state
Let's keep you safe and restrained. -or- I've got nothing to tie you up with have you? /  allows restraining for 5mins. requires 2 leather strips
[] I came to kill you, but have since changed my mind. clones NPC. completes quests, Sets new spawn point, makes unaggressive for 60secs
[] a taunt to exit dialogue and let 60 sec timer expire Taunt only available for selection while NPC is in bleedout state.
[] Disabled by a MCM toggle. "Minimal Dialogue"

Dialogue prior to capture Bound NPC
  • I should just finish you..
Now, you will obey me.. or die. > You. Come with me. Understand? proceeds to capture -> on to dialogue post capture
Let's see what gifts you brought me. Inventory access
Stay still! I will set you free... untie
I came to kill you, but have since changed my mind. clones NPC. completes quests, Sets new spawn point, makes unaggressive for 60secs

Dialogue Post capture Bound NPC - kneeling
  • Listen to me...
Show me what you're carrying Inventory access
About your outfit.. access to equipped items
Get up! Get on your feet! Bound NPCs travel slower than unbound NPCs
Stay still and I will set you free.. untie
[] What is our relationship? Stage test (fail safe option) This should start automatically. Each should announce their current stage(cheating)
Ok, we're done here.
[] Enabled by MCM Toggle "Captive stage diagnostic"

Dialogue Post capture Bound NPC - standing
  • Listen to me...
Stand right here and don't move a muscle
Show me what you're carrying
About your outfit..
Get down on your knees!
Stay still and I will set you free..
[] What is our relationship? Stage test (fail safe option) This should start automatically. Each should announce their current stage(cheating)
Ok, we're done here.
[] Enabled by MCM Toggle "Captive stage diagnostic"


Dialogue post capture Unbound NPC
  • Al right, listen...
1. You.. Come with me. Understand? - (follows player) up to 5 NPCs at once. Automatically disables Teammate which can be enabled if desired.
A) You may hang around, here but stay out of trouble. - (loiter- large radius) up to 5 NPCs at once
B) Stand right here and don't move a muscle. - (stand on that spot) up to 5 NPCs at once
2. I want you to. command mode. Go there, attack that, steal that
3. Show me what you're carrying items besides equipped items
4. On your knees. You need to be restrained. (appears if you have leather strips) Ties NPC captive. Permits for payout bounty to any guard.
5. Other aspects & orders for you.
A) Look, I know I wronged you / "It's time. I need you strong. Things must be done." Recompense and Marriage
B) Go find and protect the letter with your life - (seeks out player placed ***"Letter of Dire Urgency" and Loiter- small radius) up to 5 NPCs at once
C) About your outfit access to equipped items
1) Take that off... removes specific equipped items individually from common slots and drops it on the ground
2) Put this on Equips articles immediately but will be superseded by outfit when changing cells

D) About your fighting tactics. sets *AI data below
1) You should think for yourself / You should mimic and think like me toggles NPC in/out as a Player **Teammate.
2) You should handle encounters by.. aggression settings 0 thru 3
3) You should use a fighting style of.. Confidence settings 0 thru 4
4) When you see others fighting.. assistance settings 0 thru 2
5) Your morality should be that you'll commit.. Morality settings 0 thru 3

E) You are excused..
1) For now. Until I come looking for you again. releases NPC as friendly. Returns to spawn point.
2) For good. When next we meet I won't be so kind. releases NPC as enemy to return to spawn point. Depending on confidence may fight or flee.
3) You.. Come with me. Understand?

F) I want you close. I have plans for you. clones captive NPC so they keep their appearance.
G) Tell me your name. randomly selects a lore friendly, race and gender specific name for your captive.
H) []What is our relationship? personality stage test
6. Assist me in combat from now on / Don't assist me in combat same as 5D1. toggles **Teammate. Main topic for quick access. not related to 5D4
[] Enabled by MCM Toggle "Captive stage diagnostic"



* AI data - for a deeper understanding check out the two links found here AIDATA and SetPlayerTeammate Note: You can tweak 5D2,5D3,5D4 to offer something similar to the captive being a TeamMate.

** TeamMate - an NPC that sneaks or draws their weapon as the player does. Must be within so many feet of each other. Automatically attacks anything attacking the player or the player is attacking. "predictable and robotic" I'm pretty sure enabling the TeamMate setting will override most AI data.

*** "The Letter of Dire Urgency" can be found on the fireplace mantel of the Riverwood trader. The letter must be placed in an Interior/Exterior cell for the selected protectors to find it. Not in a container.
Otherwise it's protectors will remain at the last place it was found. If picked up and moved the protectors will look for it again.

Be warned that capturing quest NPCs will possibly break quests if not completed. Captured NPCs are not automatically set to be **TeamMates like vanilla followers when captured which I find to be predictable and robotic. captured NPCs sometime seem to have their own personalities in some situations But, I'll leave those situations for you to discover.

With other Mods
To see dialogue from other follower mods such as "Sleep for me Now", "Dance for Me", "MHIYH" ETC.. enable the NPC as a TeamMate through dialogue.
Such as "Assist me in combat"

A tremendous thx to h38f82mf because the core of this mod is his mind scripts and I haven't the programing skill nor the aptitude to create them.