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Sexy Bandit Captives © [WIP] Support Thread


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Posted
1 hour ago, shardoom said:

I think this maybe happened when you removed your navmesh edits? Look like it needs to be refinalised.

That's Faldor's Tooth and it appears to have a number of edits that Blackbird inherited from the mod SBC was originally based on.  I'm looking into it, I have not removed anything from that area or changed anything, its mostly old edits that neither I or Blackbird made.

 

The area I removed edits from recently was Bthaft which had all the edits removed.

Posted
2 hours ago, xyzxyz said:

How many elf captives did you made? I found only 2 in like 40 captives.

2 Altmer/2 Bosmer/2 Dunmer

 

2 hours ago, shardoom said:

Look like it needs to be refinalised.

May need to be refinalised, but it was a mess to start with.  The navmesh as supplied by Bethesda did not include the side door in Faldar's Tooth.

Posted
24 minutes ago, Blackbird Wanderer said:
3 hours ago, xyzxyz said:

 

2 Altmer/2 Bosmer/2 Dunmer

Let the hunt beginn^^ I usually only enslave former bandit girls, stormcloaks and thalmor but I guess I want to catch them all^^

Posted

An orphaned bedroll sitting on the ground near Gjukar's Monument, just a bit off from the Whiterun-Rorikstead road.  I seem to remember a bandit camp being at that spot at one time from More Bandit Camps.

Posted
5 hours ago, EinarrTheRed said:

That's Faldor's Tooth and it appears to have a number of edits that Blackbird inherited from the mod SBC was originally based on.  I'm looking into it, I have not removed anything from that area or changed anything, its mostly old edits that neither I or Blackbird made.

 

The area I removed edits from recently was Bthaft which had all the edits removed.

 

5 hours ago, Blackbird Wanderer said:

2 Altmer/2 Bosmer/2 Dunmer

 

May need to be refinalised, but it was a mess to start with.  The navmesh as supplied by Bethesda did not include the side door in Faldar's Tooth.

 

Not trying to be picky or judgy guys, just reporting things as I come across them as I rebuild my LO :)

Posted
5 hours ago, shardoom said:

Not trying to be picky or judgy guys, just reporting things as I come across them as I rebuild my LO :)

Like I said, Blackbird inherited a lot of things and sometimes we're still finding them.  Faldor's Tooth got cleaned up last night.  The navmesh edits have been reduced to 3 navmeshes in 2 cells, that was the minimum possible.  A couple pieces of rubble got moved and 2 pieces added to clear the pathing out of the side gate so escaping captives or other NPCs can use it without tripping over stuff needlessly.  A few sloppy bits of missing navmesh were cleaned up (Bethesda ?) and cover edges updated so NPCs hiding from fireballs or dragons know better where to go.  One cell border was re-joined (knitted as I call it) after some edits for the new pathing.  This will make the side gate usable by NPCs (bandits, captives, followers, etc.).  Honestly, its what Bethesda should have done from the beginning IMNSHO (much like the mess at Riftwatch Tower that got cleaned up).

 

That should have everything working the way Blackbird needs while keeping the edits as low impact as possible.  It still needs testing, before release, and should be tested out later today.

Posted
38 minutes ago, EinarrTheRed said:

Like I said, Blackbird inherited a lot of things and sometimes we're still finding them.  Faldor's Tooth got cleaned up last night.  The navmesh edits have been reduced to 3 navmeshes in 2 cells, that was the minimum possible.  A couple pieces of rubble got moved and 2 pieces added to clear the pathing out of the side gate so escaping captives or other NPCs can use it without tripping over stuff needlessly.  A few sloppy bits of missing navmesh were cleaned up (Bethesda ?) and cover edges updated so NPCs hiding from fireballs or dragons know better where to go.  One cell border was re-joined (knitted as I call it) after some edits for the new pathing.  This will make the side gate usable by NPCs (bandits, captives, followers, etc.).  Honestly, its what Bethesda should have done from the beginning IMNSHO (much like the mess at Riftwatch Tower that got cleaned up).

 

That should have everything working the way Blackbird needs while keeping the edits as low impact as possible.  It still needs testing, before release, and should be tested out later today.

 

I don't suppose you tidied up the stairs leading out of Bleak Falls Barrow Delve. If a character is short enough they can literally fall through the floor and out of the world walking up those stairs after defeating the Draugr lord and retrieving the dragon stone.

Posted
4 minutes ago, Balgin said:

I don't suppose you tidied up the stairs leading out of Bleak Falls Barrow Delve. If a character is short enough they can literally fall through the floor and out of the world walking up those stairs after defeating the Draugr lord and retrieving the dragon stone.

Nope, had not heard of that issue.

Posted

v0.98d (LE).

I have tried both New Game or Intro from a mid-save, but the note to start the quest is not present where it should be. (on a shelf on the second floor of the Riverwood Trader, for example?)

No quests are generated either, but even in that state, the Innkeeper and the Steward will give me the option for the SBC quest.

However, all conversations are parallel, and no specific conversation about the location of the prisoner of war occurs in any area.

Posted
8 minutes ago, r235711 said:

v0.98d (LE).

I have tried both New Game or Intro from a mid-save, but the note to start the quest is not present where it should be. (on a shelf on the second floor of the Riverwood Trader, for example?)

No quests are generated either, but even in that state, the Innkeeper and the Steward will give me the option for the SBC quest.

However, all conversations are parallel, and no specific conversation about the location of the prisoner of war occurs in any area.

There shouldn't be any Quests in the Journal at that point, but the notes not appearing, when they appear in other user's games perfectly, makes it seem like there could be a mod conflict in your setup.  Some of them so far have been weird and unpredictable.  Recommend trying a bare-bones test setup and see if that changes anything.

Posted
8 minutes ago, r235711 said:

v0.98d (LE).

I have tried both New Game or Intro from a mid-save, but the note to start the quest is not present where it should be. (on a shelf on the second floor of the Riverwood Trader, for example?)

No quests are generated either, but even in that state, the Innkeeper and the Steward will give me the option for the SBC quest.

However, all conversations are parallel, and no specific conversation about the location of the prisoner of war occurs in any area.

There shouldn't be any Quests in the Journal at that point, but the notes not appearing, when they appear in other user's games perfectly, makes it seem like there could be a mod conflict in your setup.  Some of them so far have been weird and unpredictable.  Recommend trying a bare-bones test setup and see if that changes anything.

 

1 hour ago, Balgin said:

 

I don't suppose you tidied up the stairs leading out of Bleak Falls Barrow Delve. If a character is short enough they can literally fall through the floor and out of the world walking up those stairs after defeating the Draugr lord and retrieving the dragon stone.

SBC currently makes no edits to the BFB interior cells; it's not designed to be another USLEEP! ?

Posted

Took another captive up to Solitude to have Sybille Stentor release her, same non-result.  No topic of conversation available, so I had to take her to Nenya in Falkreath instead.

 

Good news.  Uttering Hills worked perfectly for me, as did Smuggler's Hollow.  You can also add Eltry's note as one of the quest items that disappears from you inventory as soon as you get it.  He gave it to me at the entrance of the Silver-Blood Inn, and it was gone by the time I walked inside.

 

I didn't want his stupid note anyway, so there!

Posted
7 minutes ago, Blackbird Wanderer said:

SBC currently makes no edits to the BFB interior cells; it's not designed to be another USLEEP! ?

That's alright. I expected it only to affect bandit camps (some of which are in caves).

Posted
10 minutes ago, kalador said:

Good news.  Uttering Hills worked perfectly for me, as did Smuggler's Hollow.

\o/

 

10 minutes ago, kalador said:

You can also add Eltry's note as one of the quest items that disappears from you inventory as soon as you get it.  He gave it to me at the entrance of the Silver-Blood Inn, and it was gone by the time I walked inside.

 

I didn't want his stupid note anyway, so there!

Who does?  That Quest is so annoying!  Still, it's a super weird interaction that SBC is causing completely unrelated Quest items to disappear.  No idea what's going on there.

Posted
17 minutes ago, Blackbird Wanderer said:
30 minutes ago, kalador said:

You can also add Eltry's note as one of the quest items that disappears from you inventory as soon as you get it.  He gave it to me at the entrance of the Silver-Blood Inn, and it was gone by the time I walked inside.

 

I didn't want his stupid note anyway, so there!

Who does?  That Quest is so annoying!  Still, it's a super weird interaction that SBC is causing completely unrelated Quest items to disappear.  No idea what's going on there.

 

Is it related to whatever mechanic you are using for Stewards to take back there notes if you try and take them? When they appear you can use E to take but the steward then tells you not to steal there reports and takes it back

Posted

Lost Knife Hideout.  1 captive, Isobel in the tavern area.  Failed to update when I found the captive, failed to update when I got into the main room where the marker is.

 

Camp Aspen Creek is still failing to update after at least five more visits since my last report yesterday.

 

I have not spoken to any of the three captives in these two locations.  I am just going back every now and then to see if I can get these notifications that I have found the locations and the captives so I don't break the chain.

Posted (edited)
1 hour ago, pinky6225 said:

Is it related to whatever mechanic you are using for Stewards to take back there notes if you try and take them? When they appear you can use E to take but the steward then tells you not to steal there reports and takes it back

Maybe; had the same thought this morning.  Will investigate.

[Edit]:  Probably was this.  Applied a Keyword filter which should fix it.

Edited by Blackbird Wanderer
Posted

I'm also getting the "notes not spawning" glitch and I'm using the SE version.

 

If I have to guess, it might be because my game has many scripts going on.

 

Maybe a debug tab in the MCM with a button to respawn the notes? I've always dreamed to drown Belethor in paperwork.

Posted
  • Tested SBC LE with PAHE 7.3.1 and then 8.1.2; in both cases SBC detected paradise_halls.esm without issue (and nothing was changed).
  • Tested SBC SSE with PAHE 8.1.2 and SBC detected paradise_halls.esm without issue.
  • If anyone is having problems with this, double-check the filename in your load order is paradise_halls.esm.  If it isn't, the SKSE\plugins\SexyBanditCaptives.json file will need to be edited to point to the correct filename.

image.png

Posted

0.98d LE

 

Hi @Blackbird Wanderer.

First of all thanks for the great job you've done, Can't wait to see all the features added in the period when the mod wasn't available for download.

A small hiccup happened after I removed the previous version, cleaned the save file and installed the actual version, namely the checkbox next to "Paradise Halls" item (... -> Information -> Detected Mods (Automatically Refreshes)) is empty despite I have PAHE 8.1.1 installed and paradise_halls.esm activated in the list of plugins. I tried to restart PAHE through its MCM menu but with no avail. All other plugins I had were detected correctly at once.

 

What could be the reason and how to fix it? Is it mandatory to start a new game to update from 0.972 to 0.98d?

Posted
17 minutes ago, StepanBo said:

0.98d LE

 

Hi @Blackbird Wanderer.

First of all thanks for the great job you've done, Can't wait to see all the features added in the period when the mod wasn't available for download.

A small hiccup happened after I removed the previous version, cleaned the save file and installed the actual version, namely the checkbox next to "Paradise Halls" item (... -> Information -> Detected Mods (Automatically Refreshes)) is empty despite I have PAHE 8.1.1 installed and paradise_halls.esm activated in the list of plugins. I tried to restart PAHE through its MCM menu but with no avail. All other plugins I had were detected correctly at once.

 

What could be the reason and how to fix it? Is it mandatory to start a new game to update from 0.972 to 0.98d?

See previous post above.  If you're still not detecting and the filename is verified, then it's a mystery as to why not.  No game restart is needed to upgrade, but a clean save is mandatory.  The Function checking for paradise_halls.esm is only checking for its presence in your load order.  No idea why just that one seems to fail.  In the end it's a minor impact, but fixing it is a priority just on principle.  Suggest trying a new game just to see what happens, and enter that new game not from an old game, but from a fresh start of the program.

Posted

.98d LE.  Whatever happened that made those three camps not react when I arrived, I think SBC is no longer functioning.  I've been to every hold at least once and no one has any new sightings.  Stewards will occasionally say that they've heard something, but then pause and say "Thats all I know", having not shown me a report or anything.  I've started raiding all bandit camps I can find to see if there's any captives already placed but so far I haven't found any.  I've rescued 55 so far, so there should be almost 40 left.  When .98e comes out I'll start over and be more careful about not advancing if things aren't updating.

Posted
3 minutes ago, Naps-On-Dirt said:

.98d LE.  Whatever happened that made those three camps not react when I arrived, I think SBC is no longer functioning.  I've been to every hold at least once and no one has any new sightings.  Stewards will occasionally say that they've heard something, but then pause and say "Thats all I know", having not shown me a report or anything.  I've started raiding all bandit camps I can find to see if there's any captives already placed but so far I haven't found any.  I've rescued 55 so far, so there should be almost 40 left.  When .98e comes out I'll start over and be more careful about not advancing if things aren't updating.

I had already made one complete run through every inn in the game without getting a single new report.  I was just about ready to give up on my second run through all of the innkeepers when I finally got another new report.  I had a regular route set up to check them, and was just fast traveling around checking the innkeepers for anything new.

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