I cannot get any captives to follow me. They surrender, I get all the dialogue options, they even draw their weapons when I do, but they won't leave their area. I've changed areas, tried different kinds of factions (necromancers and bandits), dismissed them and re-invited them. They continue to do the "Surrender" motions (hands up, cowering) when I come near.
I had Defeat and it's relative patch on, but I disabled them to install this mod. Could that be it? Do I need to start a new game for it to work right? Honestly I hate the idea of switching back and forth, but Defeat doesn't have a recruitment option and I want an army of hoes.
I just managed to capture my first surrendering bandit and experienced exactly the same. Not sure what to do with her. This is a new play-through, too. The Enemy Captives line "Come on, I'm taking you with me" does not appear, nor does the new captive move from the spot where she surrendered, if I walk off. (Perhaps she Yielded before the 17% beat down?). I have Defeat, the K&S mods, and this Patch is pretty close to the end of the load order. I am using the older (v1.0) of the Defeat Patch as recommended. Can't see any conflicts in SSEEdit. (Update: I got her following at last, by telling her to hang here for now and then re-recruiting her)
I use Defeat + ThrowawaySkyrim's Defeat K&S patch [ https://www.nexusmods.com/skyrimspecialedition/mods/41792 ] version 1.0, the earlier version. I'm in the early stages of a new play-through and this bandit incident was the first fight where I got a Yield. Which had the problem of the bandit not following. However, by telling her to "hang here" and then re-recruiting her, she started following. So honestly I have no evidence if Defeat and this play together OK. Sorry. I guess I'll find out eventually!
I switched to the earlier Defeat patch, started a new game, dismissed the bandit and re-recruited them. They still mope around their area and won't follow.
This was a neat idea and a mod I've been wanting for a long time, but trying to get it to work is too frustrating. I'm tired of messing with it. I give up.
Working well. Endorsed. Incidentally, I was having a problem at first with making this work. Turned out Trainer's Galore by tjhm4 appears to conflict somehow. Once I disabled it everything started working. Before I did that folks would surrender but the dialog wouldn't show up. Tried every load order variation I could think of but only disabling that mod let these patched mods work.
Okay, thanks for the info! Knockout and Surrender says it requires Dynamic Animation Replacer as well as Melee Power Knockback. I imagine that I will be needing those as well or does your patch makes them unnecessary?
I stopped using Dynamic Animation Replacer with Knockout and Surrender and it still works fine; the surrendered NPCs just don't assume the mopey position. I stopped DAR because it appeared to make the Wenches from Immersive Wenches assume the mopey posture when my PC talked to them. At any rate they stopped when I disabled it. Not sure where in my 266 mods that came from, but I found the mopey posture in the wenches annoying and only middlin' satisfying in the defeated. And I'm not currently using it for anything else. But to each their own.
You didn't have to remove DAR as a master file from Knockout and Surrender? I am just worried about how script heavy this whole combination is going to be!
Enemy Captives is pretty script heavy all by itself and it makes permanent changes to npcs. Knockout and Surrender is very light basically nothing and makes no permanent changes to npcs. DAR is not listed as a master because it's not an ESP it's an SKSE plugin so if you remove it nothing bad will happen at least not from these two mods. What will happen is that surrendered people (or people about to collapse from knockout poison) will not walk around with the hunched over animations anymore and that's it.
Faction and set as follower, but also aggression energy relationshiprank and heal rate that I can see in scripts, then it has a onhitevent alias to prevent them from going aggro if you hit them, that's gonna be pinging papyrus. It undoes some of this when when they die though. I'm not saying is bad, but I would call it script heavy. KAS handles all this with vanilla spells instead, calm paralysis and fear so when the spell ends the change is undone and nothing is changed permanently.
edit: defeat is even more script-heavy but from what I can tell everything is written very cleanly so I don't have concerns with that.
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I had Defeat and it's relative patch on, but I disabled them to install this mod. Could that be it? Do I need to start a new game for it to work right? Honestly I hate the idea of switching back and forth, but Defeat doesn't have a recruitment option and I want an army of hoes.
Not sure what to do with her. This is a new play-through, too. The Enemy Captives line "Come on, I'm taking you with me" does not appear, nor does the new captive move from the spot where she surrendered, if I walk off. (Perhaps she Yielded before the 17% beat down?).
I have Defeat, the K&S mods, and this Patch is pretty close to the end of the load order.
I am using the older (v1.0) of the Defeat Patch as recommended. Can't see any conflicts in SSEEdit.
(Update: I got her following at last, by telling her to hang here for now and then re-recruiting her)
I'm in the early stages of a new play-through and this bandit incident was the first fight where I got a Yield. Which had the problem of the bandit not following. However, by telling her to "hang here" and then re-recruiting her, she started following.
So honestly I have no evidence if Defeat and this play together OK. Sorry. I guess I'll find out eventually!
This was a neat idea and a mod I've been wanting for a long time, but trying to get it to work is too frustrating. I'm tired of messing with it. I give up.
Testing pronto.
Incidentally, I was having a problem at first with making this work. Turned out Trainer's Galore by tjhm4 appears to conflict somehow. Once I disabled it everything started working. Before I did that folks would surrender but the dialog wouldn't show up. Tried every load order variation I could think of but only disabling that mod let these patched mods work.
It's a patch to make both work together.
Knockout and Surrender says it requires Dynamic Animation Replacer as well as Melee Power Knockback. I imagine that I will be needing those as well or does your patch makes them unnecessary?
I stopped DAR because it appeared to make the Wenches from Immersive Wenches assume the mopey posture when my PC talked to them. At any rate they stopped when I disabled it.
Not sure where in my 266 mods that came from, but I found the mopey posture in the wenches annoying and only middlin' satisfying in the defeated. And I'm not currently using it for anything else.
But to each their own.
I am just worried about how script heavy this whole combination is going to be!
edit: defeat is even more script-heavy but from what I can tell everything is written very cleanly so I don't have concerns with that.