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DAC v0.1.1-alpha
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v0.1.1-alpha
Updating from v0.1.0 is save-safe. End or cancel any active captivity first.
Biggest changes
Restraints genuinely lock. They were cosmetic before — now they are properly locked DD restraints.
Improved performance in big battles. Still don't recommend jumping into fights with 20+ NPCs at once; DAC will still work, but slower.
Follower items get taken too. Also fixed several issues with follower handling modes.
Captive Player Patch is now shipped in the FOMOD. Received permission from the author.
New
- Followers' gear can be taken — new MCM toggle "…and your followers' gear" under Captor takes your gear. Off by default. Only applies to followers actually captured alongside the player; one still fighting keeps their gear until they go down.
- New SkyrimNet action:
DAC_ReturnGearTo— a captor can hand one named prisoner their belongings back. Works for the player too, without ending the captivity. - A follower defeated by a different bandit is credited to that bandit. Their gear goes to whoever actually defeated them. Falls back to the player's captor whenever it cannot be certain.
- "Get back your stuff" now recovers the whole group's belongings, not just the player's. Returned followers are nudged into re-equipping.
- "Currently Captured" OFF is now a full teardown — returns everyone's gear, removes restraints without needing the key, destroys the captor's key and frees followers.
Fixed
- Followers pacified after the capture are now robbed too — the strip ran once, so latecomers got nothing.
- Followers defeated before the player are now captured — the check only ran once the player was already captive, so anyone already down was permanently ineligible.
- Followers captured in "keep fighting" mode were never robbed — that only happened on the "captured with you" path.
- Captured followers now stand up, disarmed and out of combat, instead of lying in bleedout.
- "Keep fighting" now actually keeps them fighting — pacifying the room was ending the captors' fight with the followers as collateral, and nothing restarted it. WIP
- Captor search radius
0("whole cell") pacified nobody. - Captor resolution now samples hostility before the room is pacified — the old test was reading a state that had just been cleared, so "nearest hostile" rarely meant hostile.
- Devious Devices detection checked the wrong plugin (Assets rather than Integration).
Performance
- Watchdog reduced from three cell walks per tick to one; follower checks use a small tracked list instead of scanning every actor present.
- Freezing the room and picking the captor merged into a single pass — previously two full scans back to back, before the confirmation prompt could even appear.
- Hit handling throttled to 250 ms — it ran once per incoming blow, many times a second against a dozen attackers.
- Removed a redundant AI package evaluation per pacified actor (22 per capture on a big fight).
- Removed a double evaluation in the truce scan — every filter test was running twice per actor.
- Filters reordered cheapest-first, and the expensive humanoid check now runs only on viable candidates rather than everyone in the cell.
Leash Framework Patch
Only relevant if you use this patch.
- Proper master switch. Leash you on capture OFF now also stops NPCs being offered the four leash actions, so an AI captor cannot rope the player either.
- New "Remove all leashes" button — cuts every rope, the player's and their followers', for when one is applied at an awkward moment. Does not end the captivity.
- Followers captured after the player are now leashed too — the patch never heard about them, due to a malformed mod event.
- Followers are roped to whoever actually captured them, matching where their gear went. WIP
Under the hood
- Per-victim item manifests, so one captor can hold several people's belongings separately. The player's manifest keeps its original keys, so no save migration is needed.
- New decorator
dac_holds_gear; spoken names resolve against that captor's own victims only, so a fuzzy match cannot hand over a stranger's gear. - New global
DAC_StripFollowers.
Known issues
Base mod
- Recovery can miss items granted very early in a new game, before the load order settles.
- Cancelling a captivity while wearing real DD locks is untested since restraints began locking properly.
- In "keep fighting" mode, a fight between the captors and surviving followers does not always resolve on its own.
Leash Framework Patch
- The leash collar can still be unequipped by hand.