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Sexy Bandit Captives © [WIP] Support Thread


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Posted
11 minutes ago, CaptainJ03 said:

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 ?

Normally this was never a problem... Have already translated dozens of mods and also the previous version of Sexy Bandit Captives completely translated, without such problems...
If there were problems, then actually in interaction with other mods or bugs in the mod^^
But maybe Blackbird Wanderer has an idea what exactly it could be.

Posted

98d LE Vortex

 

As reported I had all kinds of problems with journal not updating and quest items disappearing.

Tried a new game and it seems to work fine. I saw somebody else was missing Eltrys Note, I've got it on this new playthrough.

Played to where I got the ring. The only problem I had was I skipped the blacksmith on the first captive and went straight to Nenya. She seemed to get stuck in a loop and I couldn't get an update. Reloaded, spoke to Lod and then Nenya and it worked fine.

I see somebody had a problem with the Khajiit dialogue. I almost messed up because there's a lot of dialogue on the 3rd Khajiit that I almost missed.

Posted

.98d LE + the separate esp

 

I checked the last few pages to see if my issue is already there, and checked the .98e release list on page 14. Still, if I'm not the first one mentioning this, my apologies.

 

My issue is that Isa doesn't becomes active (using E) when approached. I've had this before and eventually the Oblivion sequence started, but I have no idea why. I started a new playthrough and the same issue is happening again. It might be related to that she has (been) moved around a bit when I was fighting the bandits and wisps. She does respond when bumped into, or when attacked, but there is no way to talk or progress.

 

Side note; for not native speakers the guy in the Mages guild is an .. interesting .. experience. I totally abandoned all plans to ever visit Scotland. ;)

Posted
4 hours ago, GerdWagner said:

But maybe Blackbird Wanderer has an idea what exactly it could be.

No idea.  The ESP is functionally no different from previous versions, it's just loaded with more stuff.  Are you changing the ESP, or are you applying another ESP with SBC as a dependency to apply the translation?

 

3 hours ago, Limey77777 said:

Tried a new game and it seems to work fine. I saw somebody else was missing Eltrys Note, I've got it on this new playthrough.

Played to where I got the ring. The only problem I had was I skipped the blacksmith on the first captive and went straight to Nenya. She seemed to get stuck in a loop and I couldn't get an update. Reloaded, spoke to Lod and then Nenya and it worked fine.

Both issues repaired in v0.98e (forthcoming).

 

3 hours ago, Limey77777 said:

I see somebody had a problem with the Khajiit dialogue. I almost messed up because there's a lot of dialogue on the 3rd Khajiit that I almost missed.

It was only with the KhajiitFemale dialogue, so if Ahkari wasn't the 3rd Khajiit you would not have seen this issue.

 

1 hour ago, Wut1969 said:

It might be related to that she has (been) moved around a bit when I was fighting the bandits and wisps.

Shouldn't matter.  If the last bandit is dead, check the variable "SBCBanditsDead" using the console.  If it's not 1, set it to 1.

 

1 hour ago, Wut1969 said:

I started a new playthrough and the same issue is happening again.

With Isa again, or a different Captive on the new playthrough?

 

1 hour ago, Wut1969 said:

She does respond when bumped into, or when attacked, but there is no way to talk or progress.

Does she have restraints on, and are they colored?  A few people have reported black restraints (disenchanted), so there may be an unanticipated logic seam somewhere when resistance is calculated and the restraints applied.

 

1 hour ago, Wut1969 said:

Side note; for not native speakers the guy in the Mages guild is an .. interesting .. experience. I totally abandoned all plans to ever visit Scotland. ;)

Glad you found him interesting.  He was purposefully designed to be a bit outlandish.

FYI - if you are ever in Scotland, the full Glasgow accent (Glaswegian) is all but unintelligible to native English speakers.  Dris was designed to be somewhere between that and the light lilting brogue of Aberdeen (i.e., Annie Lennox's accent).

Posted
1 hour ago, Blackbird Wanderer said:

No idea.  The ESP is functionally no different from previous versions, it's just loaded with more stuff.  Are you changing the ESP, or are you applying another ESP with SBC as a dependency to apply the translation?

Too bad, then it becomes more difficult to find the critical string or strings...
I used the program "xTranslator 1.3.7", which will overwrite the original ESP with a translated one.

Posted

@Blackbird Wanderer I know you're REALLY busy bugfixing and updating so this is just a request for later.

 

Would you be able to add in FISS (or similar) functionality so we can save our mcm settings?

Also, Nethers follower framework is probably the best out of the follower function mods right now and has a pretty large playerbase so if you could add in compat with that too that would be great.

Posted
4 hours ago, Wut1969 said:

My issue is that Isa doesn't becomes active (using E) when approached. I've had this before and eventually the Oblivion sequence started, but I have no idea why. I started a new playthrough and the same issue is happening again. It might be related to that she has (been) moved around a bit when I was fighting the bandits and wisps. She does respond when bumped into, or when attacked, but there is no way to talk or progress.

Was able to replicate this in testing; based on the Faction present, pretty sure it's script lag skipping over the AllowPCDialogue() Function call coming back out of the last bandit sequence where they hover.  Adding in an extra call to be sure.

 

1 hour ago, Naps-On-Dirt said:

Hey @Blackbird Wanderer, when 98e comes out, do you want me to see if I can recover the quest by revisiting those three sites that didn't advance, or should I not bother and just start over?

Just start over; however you may be able to recover those sites now with something discovered through code crawling.  With the console, check the value of SBCTV.  If it's 2, set it to 0 and try those camps again.  2 is the value that makes the proximity triggers inert, but is needed leaving/returning from the void when doing a release.  It probably was never reset after that for some reason, despite the code that says to do so.

 

19 minutes ago, shardoom said:

Would you be able to add in FISS (or similar) functionality so we can save our mcm settings?

Also, Nethers follower framework is probably the best out of the follower function mods right now and has a pretty large playerbase so if you could add in compat with that too that would be great.

Yes and yes, though they're not at the top of the priority list.  Would it need to be FISS, or just an organic save/recall from a JSON file within SBC?

Posted
31 minutes ago, Blackbird Wanderer said:

Just start over; however you may be able to recover those sites now with something discovered through code crawling.  With the console, check the value of SBCTV.  If it's 2, set it to 0 and try those camps again.  2 is the value that makes the proximity triggers inert, but is needed leaving/returning from the void when doing a release.  It probably was never reset after that for some reason, despite the code that says to do so.

It is 0, so I'll just start a new game when E comes out.  :)

Posted
39 minutes ago, Blackbird Wanderer said:

Yes and yes, though they're not at the top of the priority list.  Would it need to be FISS, or just an organic save/recall from a JSON file within SBC?

 

Whatever is easier I guess, I use mods that do both and they all seem to function just fine. :)

Posted

I've been playing the mod steady since release and have found a few really cool ways of doing things.

 

To change the outfits on the SBC,

1. Just use jb NPC Map and mark the SBC. (This mod tracks 2000 NPCs that you select.)

2. Using Luxury Suite Bathing Beauties or Beefcake - Luxury Suite" by Migal130  There are 30 or so outfits you can pre set.

3. Set her free and watch her run!

4. After she gets to her destination, go visit her (there's a map marker to her whereabouts now!) and change her clothes.

 

My question... Is this a potential "SBC mod breaker"? I haven't had any problems yet, and have turned a few of them out to work for me as hookers and it works beautifully.

 

 

Posted (edited)

And here I was, behaving myself for a change.

 

First mission.  Rescue the captive from Rockslide Ridge.  Legendary difficulty.  Stealthy.  How hard can it be?

Walk up to sausage grinder, unzip pants, insert wedding tackle into sausage grinder, turn crank.

I managed to pick them off one by one until I had two left.  Killed the one who wandered off, the wisps appeared and the last one got buffed.  In the immortal words of King Arthur, "Run away! Run away!".

She kicked my character's tail without breaking a sweat.  I barely even made a dent in her health bar. 

I had to turn down the difficulty to finish while still alive.

Edited by kalador
adding information
Posted
13 hours ago, Blackbird Wanderer said:

FYI - if you are ever in Scotland, the full Glasgow accent (Glaswegian) is all but unintelligible to native English speakers.  Dris was designed to be somewhere between that and the light lilting brogue of Aberdeen (i.e., Annie Lennox's accent).

 

Fit wey div y' th'nk 'at, min?  Aye, thae Gleska fowk dinna spik pr'pr 'v 'a, bit yon Doric cheils hae thir' ane lang'wij.  'N na, it's nae Annie Lennox

 

 

 

Posted
2 hours ago, DonQuiWho said:

Fit wey div y' th'nk 'at, min?  Aye, thae Gleska fowk dinna spik pr'pr 'v 'a, bit yon Doric cheils hae thir' ane lang'wij.  'N na, it's nae Annie Lennox

? ghoul-gle-translate doens't even recognize the language

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

No idea. 

I have now been able to isolate the problem to a specific action. If I take the note at Belethor with the original ESP to start the quest and then save directly and replace the original ESP with the translated one and load the savegame afterwards, it works.
So the problem must be exactly at this point.
Played a little more and was able to free the first prisoner and complete the quest with the translation.
After that, however, I could not speak to Innkeepers, stewards, jarls about the topic again...
However, at the end of the quest, I was also given the task of freeing more prisoners. Possibly this one quest was started there again, which can only be started correctly with the original ESP. Unfortunately, I had not created a savegame before to say it exactly.

Tested with 0.98e on SE (pre AE)

Edited by GerdWagner
Posted
3 hours ago, worik said:

? ghoul-gle-translate doens't even recognize the language

 

You need to look for Doric.  Not Roman, not Corinthian, but Doric

And I'b better stop before the Blackbird gets ticked off ?

Posted
Just now, DonQuiWho said:

 

You need to look for Doric.  Not Roman, not Corinthian, but Doric.  Or maybe Parliamo Aiberdein

And I'd better stop before the Blackbird gets ticked off ?

 

Posted

Well, I found a way to break this mod.  Purely my own fault, of course.  I forgot that I was playing a succubus type character, and had that drain ability active when subjugating a captive.  Could not get her to do very much after she recovered from the bleed-out state.

Three camps visited, and I got the message that I discovered them as soon as I approached. 

Five captives found, and I got the message that I had found them as soon as I got close enough.

The only error discovered was that the Operator needs to go back into the shop for repairs.

Posted

98e SSE

 

My issue, had it in 99d also, is that I do not get new quests from innkeepers.   New game, start the quest by reading the paper, go to inn keepers, gives me a rumor so head to that hold and talk to the steward, go to location, kill bandits, read leaders notes, subj the captive, done, works great.  Go to different inns for the next one, most of the time told "No, I haven't hear a thing", head to next, finally get one that says "That's all I heard", "I'll let you know if I hear anything new." but I get no quest from it or paper popup like I did with the initial quest, dead end.  Same thing happened with 98d.  Removed a bunch of mods in case they are conflicting like PAH, Buxom Wench Yuriana, Flowergirls, etc., didn't help.  Haven't tried having this as the only mod yet, will try next, but about to give up, not sure why I never get more info from inn keepers or stewards. 

Posted (edited)

Tried 0.98e SE with a new game. All went smooth, got directed to Falkreath, Nenya told me about some camp with a captive, I killed all the bandits, took her to the College via blacksmith and Nenya, got her released, all good. Went back to Nenya to ask her about more captives. She said something along the lines of "Well yeah, here is what I have", the sound of paper rusteling was heard and she said I shouldn't steal her notes. But thats it was, no new target.

 

And I have the feeling that SBC puts up a lot of script load. I play with a clone of another modlist, the only difference is the SBC version (0.971 vs. 0.98x) and all scripts seem to run very slow. The updates on SL Aroused take very long, even to the point where it doesn't update at all any more. Other scripts have a huge lag, too. SlaveTats refuses to work (it starts in the background but never does anything but corrupts the save).

Edited by RomulusAugustulus
Posted
1 hour ago, kkeller20 said:

98e SSE

 

My issue, had it in 99d also, is that I do not get new quests from innkeepers.   New game, start the quest by reading the paper, go to inn keepers, gives me a rumor so head to that hold and talk to the steward, go to location, kill bandits, read leaders notes, subj the captive, done, works great.  Go to different inns for the next one, most of the time told "No, I haven't hear a thing", head to next, finally get one that says "That's all I heard", "I'll let you know if I hear anything new." but I get no quest from it or paper popup like I did with the initial quest, dead end.  Same thing happened with 98d.  Removed a bunch of mods in case they are conflicting like PAH, Buxom Wench Yuriana, Flowergirls, etc., didn't help.  Haven't tried having this as the only mod yet, will try next, but about to give up, not sure why I never get more info from inn keepers or stewards. 

Also got my second hint only after I completed the quests...

Posted
4 hours ago, DonQuiWho said:

And I'b better stop before the Blackbird gets ticked off ?

Actually I am looking forward for more Dris :cool:

So ..

Spoiler

200_s.gif?cid=790b76114m1o4gudzmm4nxzmvj

 

Posted (edited)
4 hours ago, kkeller20 said:

My issue, had it in 99d also, is that I do not get new quests from innkeepers.   New game, start the quest by reading the paper, go to inn keepers, gives me a rumor so head to that hold and talk to the steward, go to location, kill bandits, read leaders notes, subj the captive, done, works great.

First captive: don't subjugate.  That should be prevented by script to automatically fail, but if not, don't do that.  The mod isn't designed to support it so you'll irretrievably break Quest progression from that point on.  There will never be additional Captives placed unless the first two Quests are completed as designed.

 

[Edit]:  Just found a paired script condition not met which still allowed this to happen.  Corrected.

 

3 hours ago, RomulusAugustulus said:

And I have the feeling that SBC puts up a lot of script load.

There's some legacy script that can be pared down.  Will investigate.  There is not much script running at any given time, but it gets a bit busy when scouring lists for the available Captives.  Also, much of the data handling is now done via StorageUtil Functions, and that may be slowing things.  Will investigate StorageUtil vs. FormList storage for speed.

 

3 hours ago, RomulusAugustulus said:

SlaveTats refuses to work (it starts in the background but never does anything but corrupts the save).

SlaveTats, for whatever reason, is notoriously slow.  It takes over a minute to update a dozen Captives with tattoos.  Not usually tested, but will investigate.

Edited by Blackbird Wanderer
Posted

Have now played a little and tested. The problem seems to happen every time the quest is restarted, that I should ask Innkeepers for information. If I then do not have the original ESP running, something is not executed that from then on I am not able to talk to the Innkeepers about this topic...
Is it possible to fix this temporarly with the console? Is there possibly only one variable missing or so?

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