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Sexy Bandit Captives © [WIP] Support Thread


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Posted
42 minutes ago, Blackbird Wanderer said:

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.

Thanks a lot, I saw it right after I posted my question. Really fast and amazing support :)

I did the fresh start, waited until all mods were registered in MCM and had a look in SBC menu. The checkbox for "Paradise Halls" was empty (checkboxes for other mods I have were filled). I saved the game, then loaded the save file and had a look in SBC menu again. The checkbox was still empty.

This is how PAHE looks in my list of plugins in Mod Organizer 2:

pic1.JPG.a69720401e3b154817c48e1ce4b0ace5.JPG

And here is what I have in Sexy Bandit Captives\SKSE\Plugins\SexyBanditCaptives.json:

pic2.JPG.f109fe825525fac03210fb00ce258c4d.JPG

For me both the names look the same, Thus I assume I have nothing to edit in JSON to fix the issue.

Posted
20 minutes ago, GerdWagner said:

Shouldn't every Innkeeper have a new dialog option after reading and taking the Curious Note (Seek information from an innkeeper.)?

Yes, but only when it's possible.  That objective was supposed to be suppressed during the first two Quests when there's nothing to report anyway.  People kept chasing around looking for new information when there wasn't any to be had.  Changed in v0.98e (forthcoming).

 

3 minutes ago, StepanBo said:

The checkbox for "Paradise Halls" was empty (checkboxes for other mods I have were filled). I saved the game, then loaded the save file and had a look in SBC menu again. The checkbox was still empty.

This is how PAHE looks in my list of plugins in Mod Organizer 2:

pic1.JPG.a69720401e3b154817c48e1ce4b0ace5.JPG

And here is what I have in Sexy Bandit Captives\SKSE\Plugins\SexyBanditCaptives.json:

pic2.JPG.f109fe825525fac03210fb00ce258c4d.JPG

For me both the names look the same, Thus I assume I have nothing to edit in JSON to fix the issue.

Excellent report, and it's spawned an idea to just check for that one individually instead of in the sequence of 19 where it's next-to-last.  Thanks!

 

48 minutes ago, Naps-On-Dirt said:

Whatever happened that made those three camps not react when I arrived, I think SBC is no longer functioning.

Agree.  Hopefully the dialogue backup in v0.98e prevents this from happening.

 

44 minutes ago, kalador said:

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.

Be aware of the 20 hour cooldown.  You reset it every time to talk to them.

Posted

Getting close to v0.98e release with the following changes:

Spoiler
  • Regenerated dialogue sound files causing Giraud and FemaleKhajiit CTDs
  • Altered Faction relationship for bandits and Captives to preclude fratricide
  • Applied Captive "rest" AI Package to a RefAlias vice an ActorOverride to eliminate corpse-greet behavior with dead bandits
  • Cleaned ESP edits to:
    • DialogueFollower (changed how script called on it to be passive)
    • ImperialRace (not needed once Actor generated)
    • NordRace (not needed once Actor generated)
  • Removed Sofia and Recorder follower features until a voice solution can be applied
  • Find Khajiit caravan leader script rebuilt / restructured to be simpler
  • Innkeeper SBC dialogue suppressed during The Plot Thickens and Read Between the Lines
  • Deleted 1000 Septim add from testing in Solitude helper dialogue script / changed to correct 20 hour delay
  • Navmesh fixes around BthalftExterior and FaldarsToothExterior cells
  • Built auxiliary start sequence for cases where opening agreement message does not appear
    • Player go to Riverwood Trader, far corner behind counter to trigger
  • Fixed Quest sequences so Player may take Captive straight to Nenya/Sybille/Falion and bypass blacksmiths and other mages
  • Fixed several script sequences causing (harmless but frequent) Papyrus log errors
  • Built dedicated PAHE detection (trial)
  • Fixed disappearing inventory item issue
  • Adjustments to Last Bandit stats
  • Regenerated NIF/DDS files for Breya & Daighre to fix brown face issues

 

Posted
1 hour ago, Blackbird Wanderer said:

Yes, but only when it's possible.  That objective was supposed to be suppressed during the first two Quests when there's nothing to report anyway.  People kept chasing around looking for new information when there wasn't any to be had.  Changed in v0.98e (forthcoming).

So far I've seen the dialog option only once, but then my freed lady was stuck with Nenya and was tested by her again and again. Could not get her away from there then.
After that I restarted 3 times and so far the dialog option didn't come up again, no matter which Innkeeper I visited.

Posted (edited)
17 hours ago, Blackbird Wanderer said:

Excellent report, and it's spawned an idea to just check for that one individually instead of in the sequence of 19 where it's next-to-last.  Thanks!

One more detail (maybe it could be a clue).At the commentary field (at the bottom of MCM menu) I see a name of a resource file for each entry (regardless of I have this mod installed or not), for instance:

Spoiler

 

pic1.JPG.15948b801333492b77174fca71ce1597.JPG

 

pic3.JPG.1c0b1402aa81fb1c00f1758ef05bbc35.JPG

For each except PAHE:

Spoiler

 

pic2.JPG.664d6bcc93a4a6046027f91d07b5e016.JPG

 

 

Tomorrow I will run the game with only SBC, PAHE and their dependencies and see if it will change something in the mod behavior.

Edited by StepanBo
Put pictures in spoilers
Posted
3 hours ago, StepanBo said:

Tomorrow I will run the game with only SBC, PAHE and their dependencies and see if it will change something in the mod behavior.

Sounds good.  Please edit your post and put large graphics in spoilers.  The site is slow and open graphics on a page make the page even slower to load.

Posted
On 4/9/2022 at 3:37 PM, Blackbird Wanderer said:

Yeah, don't do that.  The script is supposed to make it impossible on the first one.  Will investigate.

98d LE

Oops. I subjugated her too. First 2 tries failed, the 3rd one was the charm. I was wondering what to do about investigating the 'vision'. I thought it was just a matter of asking the right court wizard. I guess I'll have to back-track a few saves.

 

I don't know if this is because of the above, but went past a camp, and the bandits aggroed on my slave trolls. I just sat on a ridge and watched them wreak havok, but my follower Sofia started taking pot-shots at them, which drew a couple my way. When they got about 20 feet away from me and Sofia, CTD. So that bug that's been reported about CTDs when approaching a camp might not be the camp, but the bandits. I have Deadly Wenches running, so it replaces some bandits. Maybe that's the issue? IDK. Just thought I'd pass this along as an FYI.

 

Speaking of Sofia, am I supposed to be able to exclude her from being a potential captive in the MCM? Her mod is detected(unlike PAHE, which I have, but the box isn't ticked, which makes me nervous), But that's the only thing. She was at the stable, like she should be, thus her being my follower.

 

And might I say: "Holy crap! Those camps are tough as hell." I had to summon a Hentai Creature(Werebear) to deal with the indoor part of the camp. Two bandit chiefs and a Deadly Wench necromancer. Granted, I was under 20th lvl., but I had Sofia and a frost troll with me. We didn't stand a chance. lol My guess is that they're designed to be a tough fight, but adding in the Deadly Wench mod is making it even tougher. Those necromancers don't F around.

 

Well, regardless, thanks for bringing this back, and all the work you and others have put into it.

Posted
30 minutes ago, rcy68 said:

When they got about 20 feet away from me and Sofia, CTD. So that bug that's been reported about CTDs when approaching a camp might not be the camp, but the bandits.

The source of the reported CTD approaching camps was meshes not properly converted, and that was solved with v0.98d, so that's probably not the cause.  Can't say it isn't SBC, but it may not be.

 

32 minutes ago, rcy68 said:

Speaking of Sofia, am I supposed to be able to exclude her from being a potential captive in the MCM? Her mod is detected(unlike PAHE, which I have, but the box isn't ticked, which makes me nervous), But that's the only thing. She was at the stable, like she should be, thus her being my follower.

No, that portion of script is muted for now.  The detection algorithm still runs, but she'll never be a Captive.  That muted script would bring up a dialogue when either SBC runs or SBC starts and Sofia's mod is detected for the first time.  It asks you if you want to include her with the Captives, and then if you free her, harnesses the owning mod to add her as a follower.  The same thing was built for Recorder, but was also suppressed until voicing can be worked out, if it can.  The XVASynth learning tool has been released so it may be in the realm of the possible eventually.  Super low priority for now.

 

36 minutes ago, rcy68 said:

And might I say: "Holy crap! Those camps are tough as hell." I had to summon a Hentai Creature(Werebear) to deal with the indoor part of the camp. Two bandit chiefs and a Deadly Wench necromancer. Granted, I was under 20th lvl., but I had Sofia and a frost troll with me. We didn't stand a chance. lol My guess is that they're designed to be a tough fight, but adding in the Deadly Wench mod is making it even tougher. Those necromancers don't F around.

Yes, Deadly Wenches can be a bit OP.  The camps themselves provide the raw numbers and levels, but DW makes everything almost ridiculously difficult.  The new camps are all insanely hard with a full frontal assault.

Posted (edited)

Getting read to push v0.98e and did a complete end-to-end test in SSE.  No CTDs and everything worked perfectly . . . until the next camp after finishing Read Between the Lines.  Finally able to reproduce in a test environment what some users have reported, which is the proximity trigger not triggering and advancing the journal Quest from "strategic" - go to this vicinity, to "tactical" - find X, Y, & Z Captives, etc.

 

The failure was in Frostmere Crypt, but the location is irrelevant.  Was able to prove with the console the proximity trigger was there in Frostmere, but seemed inert and was not reacting to either entry or exit.  Each trigger has an instance of the script hanging on the base object, so there are no script differences.

 

6 hours 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.

What happens when the proximity trigger doesn't fire is the camp remains on the active list, and the proximity trigger isn't returned to the pool for reuse (there are only 10 of them).  Even if you rescue all present Captives, it doesn't think the camp is clear so it doesn't spawn more camps (2 new spawns for every 1 cleared).  It's not that you're not being notified of new camps, it's that the new camps aren't appearing.

 

Now to determine why, or at least provide a backup or workaround.  The Captive dialogue backup hypothesized earlier would not work because the receiving script doesn't know which proximity trigger to process.  That's the missing link.  Maybe a StorageUtil Function to write the index of the trigger to the Captive would at least make that process viable.

Edited by Blackbird Wanderer
Posted
On 4/9/2022 at 12:05 PM, Blackbird Wanderer said:

Please provide a link to the mod in question.  If you mean Sex Slaves for Vanilla Bandit Camps, then SBC it's a similar notion carried 1000x further in execution.

 

What version and what platform?  This isn't the first report of such, but the cause is unknown.

Sorry, my bad: it's Special edition version, and I meant Sexlab Sex Slaves from fishburger67

 

As for bug, I tried restarting the mod, ended up with same results, but eventually got it working. Turns out ( in my case) if you don't read the book on bandit chief before you interact with captive, it doesn't spawn daedric wisps and that scene with succubus doesn't play out fully.

But now I've hit another road block: I got instruction to talk to three Khajiit caravan leaders, and they say they don't have any info.

And when I talk to inkeepers and stewards for more captives, they don't give any leads.

Posted
1 hour ago, Kanerah said:

But now I've hit another road block: I got instruction to talk to three Khajiit caravan leaders, and they say they don't have any info.

This is fixed in the forthcoming v0.98e, but it's held up troubleshooting something else.

Posted
On 4/10/2022 at 12:05 AM, karlpaws said:

 

For some reason in my game unrelated to SBC, Christer is detected by the bandits or has aggro settings that make him attack them. Either way, the usual happened and he died to 3 bandits in the first large round room on the ground floor.

 

 

The bandits going aggro in Mistwatch has been happening for me since v 0.971. Sometimes they even manage to kill the captive.

Posted
4 hours ago, Blackbird Wanderer said:

No, that portion of script is muted for now.  The detection algorithm still runs, but she'll never be a Captive.  That muted script would bring up a dialogue when either SBC runs or SBC starts and Sofia's mod is detected for the first time.  It asks you if you want to include her with the Captives, and then if you free her, harnesses the owning mod to add her as a follower.  The same thing was built for Recorder, but was also suppressed until voicing can be worked out, if it can.  The XVASynth learning tool has been released so it may be in the realm of the possible eventually.  Super low priority for now.

Oh wow. It never did that before with any version of the mod. I wondered why it didn't seem to be working. Since it just shows up as detected and the mcm says ini configurable I wondered if other follower mods could be added as well (I doubted it).

Posted
7 hours ago, Blackbird Wanderer said:

 The new camps are all insanely hard with a full frontal assault.

Indeed. :)

That's why my level 24 character, with 100 sneak, takes cover and rains down arrows from above. :)

I attempted a frontal assault on a camp one time, I got spotted a hundred yards away, out came 4 bandits and I was dead in 5 seconds. :P 

When exiting Bleak Falls I was forced to run and hide after bandits from Bone Slope opened up on me, no time to take in the view. :P 

SBC camps, bandits and daedric wisp definitely make things more interesting and keep you on your toes. :) 

Posted
2 hours ago, wallmeister22601 said:

SBC camps, bandits and daedric wisp definitely make things more interesting and keep you on your toes. :) 

Mission accomplished! \o/

 

5 hours ago, Balgin said:

Oh wow. It never did that before with any version of the mod. I wondered why it didn't seem to be working. Since it just shows up as detected and the mcm says ini configurable I wondered if other follower mods could be added as well (I doubted it).

Not directly, but yes, they could, and it was working fine with Sofia and Recorder.  However, if a follower mod uses its own follower system they would have to be added as a special case and specific code written to interface with it so you didn't have "follow me" options until their restraints were off.  Only Sofia and Recorder were done at that point as test cases.  Now with custom voices complicating things the future of this idea is unknown.

 

5 hours ago, RomulusAugustulus said:

The bandits going aggro in Mistwatch has been happening for me since v 0.971. Sometimes they even manage to kill the captive.

Mistwatch is a special case because the bandits aren't "regular" bandits.  They aren't part of BanditFaction until an SBC script kicks in and adds them.  Hopefully the faction relationship changes in v0.98e solves the fratricide issue.

Posted

98d LE

 

Yeah, whenever I get anywhere near a live SBC bandit, CTD. Dead SBC bandits are fine. If I kill them with bow, spells or followers, all good. I haven't seen anyone else report this, so no idea what's going on with my particular Skyrim. I guess I'll just wait for 98m or so. lol And drop a few of the latest mods I've added. But they're clothing mods, so I doubt that'll matter. But who knows? I've seen weirder shit.? Or maybe having Apachii and KS both running is too much for my computer. IDK. But something funky is going on. And it all started with SBC installed. But even so, it's probably my fault, somehow. Dropping mods and starting new game. Ugh. Bleakfalls again. Or maybe I'll just play Rust, or something. Getting murdered over and over could help put things in perspective. *sigh*

 

Regardless, thanks for bringing this back. I'm glad some people can enjoy it. Looking forward to v1.0.?

Posted

Hmm, I don't know why it worked for me once, but by now I'm already doing the tenth restart (uninstalled a few other mods), without any Inkeeper, Steward or Jarl, being responsive about it after quest start...

MCM is there, startup message I get to see and the effect of accepting it. I go to Belethor, grab the note. The quest starts and from then on > Nothing more...
Or is there anything else I need to do?

Skyrim SE (Pre AE), SBC 0.98d

Posted
On 4/11/2022 at 3:57 AM, Blackbird Wanderer said:

Sounds good.

So I run the game with the following list and order of plugins:

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm

SexLab.esm

SexLabAroused.esm

ZaZAnimationPack.esm

paradise_halls.esm

paradise_halls_SLExtension.esp

SkyUI.esp

SexLab TDF Aggressive Prostitution.esp
pahe-tdf-patch.esp

Alternate Start - Live Another Life.esp

SexyBanditCaptives.esp

 

Comments:

1) SexLab TDF Aggressive Prostitution.esp was enabled to check SBC capability to register a at least one mod.

2) Alternate Start - Live Another Life.esp was enabled to skip intro.

 

The problem persists: SBC successfully registered TDF AP, but didn't register PAHE.

 

On 4/11/2022 at 3:57 AM, Blackbird Wanderer said:

Please edit your post and put large graphics in spoilers.  The site is slow and open graphics on a page make the page even slower to load.

Done.

Posted
2 hours ago, GerdWagner said:

MCM is there, startup message I get to see and the effect of accepting it. I go to Belethor, grab the note. The quest starts and from then on > Nothing more...
Or is there anything else I need to do?

That's a new one.  Most people that are having a problem are having the notes not appear.  I may need to send you a diagnostic script to see where it's stopping.  It's either got to be not finding a Captive in the available list, or not finding a valid camp with a live Boss Actor.  No idea why either would fail, especially since it's worked for you before.

Posted
8 minutes ago, StepanBo said:

The problem persists: SBC successfully registered TDF AP, but didn't register PAHE.

v0.98e is almost ready; it has the PAHE specific sequence to attempt to address this strange anomaly.

Posted (edited)
14 minutes ago, Blackbird Wanderer said:

That's a new one.  Most people that are having a problem are having the notes not appear.  I may need to send you a diagnostic script to see where it's stopping.  It's either got to be not finding a Captive in the available list, or not finding a valid camp with a live Boss Actor.  No idea why either would fail, especially since it's worked for you before.

I just figured out what the problem is.
I had in between partially translated the ESP into German and that was apparently the problem. When I tried it without translation, it worked. Had saved just before I took the note. Have then reloaded with the partially translated ESP and then did not work again...

Would be interesting now, which part I am not allowed to translate, so that it still works with translation.

Edited by GerdWagner
Posted

98d LE

 

So far the only problems I've seen are the opposite of wat I've seen a few post about with Sybille not being helpful but Nenya is, on my end it's Nenya that offers no dialog for a Captive in tow, had to slog up to Solitude and get Sybille to do it ?

 

Also, the first "ex"-Bandit I "kept", I took her to Breezehome and gave her the "you can relax but stay here" command, but when I returned a few days later she is somehow no longer a Captive! Her restraints are gone and she has no related dialog... but also seems to be on friendly terms so she apparently has no memory of having been previously subjugated :/

 

Lydia swears she did not release the girl in my absence :P

Posted
1 hour ago, GerdWagner said:

I just figured out what the problem is.
I had in between partially translated the ESP into German and that was apparently the problem. When I tried it without translation, it worked. Had saved just before I took the note. Have then reloaded with the partially translated ESP and then did not work again...

I've kept my game Full English this time, but what I've read in the forum is, that Umlauts (und ß natürlich) are problematic. Try to keep your letters to old 7-bit ASCII and you should be fine, because you never know which encoding works for CK, xedit, the game itself...

Maybe things would be different if we had a stable game to start with ?

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