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Sexy Bandit Captives © [WIP] Support Thread


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Posted (edited)

Detect Living spell?  Possibly an invisible enemy?  I found one at Ironback Ridge like that.

 

v0.98e LE

Working better now that I have made some changes and swapped out HDT for BBP.  Three sites visited, three captives "rescued".  One in Whiterun, two in the Rift.  Sent to Falkreath.

 

Talk to Nenya.  She gives no info.  I get no note.  I get no location.  Sexy Bandit Captives disappears completely from my journal.

Here we go again.  Six known possible sites.  I checked them all, got close enough to get the location added to my known locations, but no message about finding the right place outside of any of the six.  Thankfully, Embershard Mine was the last place I visited, and I went ahead and went in the front door.

I got the message that I had found the place that I was looking for, and that there are four captives present at this location.

 

Morthal worked correctly this time, but Falkreath is still acting wonky.

Edited by kalador
spellcheck
Posted
5 minutes ago, llelx said:

Hi having a pretty good run with 0.98e on SE, the bugs I had earlier were fixed and I got through the 2 quests.

 

I've managed to break my player character a little though, probably after equipping dormant restraints briefly:

  • When trying to use workbench, tanning rack, enchanting table it cancels right after the UI appears
  • character will briefly pose like a captive with arms behind back for a moment and then stand normally
  • My character was walking around in that pose for brief moments at one point but that's gone

have tried various things to shake it off but I'm not having any luck

Try saving and reloading?

Posted
On 4/12/2022 at 11:18 PM, Blackbird Wanderer said:

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.

As I'm not a native speaker, do you mean the hovering of Isa? In my case Isa is not hovering, she is just standing and her eyes aren't purple.

The deadbandits variable was 1 already, BTW, so that solution didn't help anyway.

 

It does feel like it's script lag (my pointer becomes visible when approaching Isa, but just to be sure (and because SBC deserves a fresh playthrough), I'm going to start over with a new character and without a couple of mods that I think may not be beneficial for SBC. But we'll see. The good thing of starting over is that it'll be a while before I can survice those wisps, so by the time SBC will have had some updates and will have become more stable.

 

Posted
5 hours ago, as5685009 said:

I tested on a save without SBC installed this is the first slave.I have cleared all the enemies in the dungeon but the dialogue still can't go to the next step, here is the location and character .0.98e version

@kalador is correct.  This could be from still having a live bandit.  Though it also could be from a stuck AI Package.  Here's a solution that only works on the first Captive because they're marked essential.

  • Console: "KillAll" - this won't kill the Captive, but will eliminate all other actors in the cell; the Captive will go into bleedout, then recover, but you still won't be able to talk to them.
  • Exit the cell.
  • Reenter the cell.  You should be able to talk to the Captive at this point.

Please report back results.  It may help troubleshoot and identify the root causes of issues.

 

Also, please edit your post and put large graphics under spoilers.  It bogs down the loading of the page with large graphics and the site is already slow to start with lately.

Posted
On 4/14/2022 at 8:41 PM, kalador said:

I am NOT getting the message that I have located the girls, and that is the point at which everything comes to a screeching halt.

LE Diagnostic pack here:

Sexy Bandit Captives v0.98e Diagnostic LE.7z

Install it as an additional mod (it won't take up any more slots, just overwrite the ESP and scripts) below the current version of SBC.  It contains some script changes to give on-screen updates to what is happening under the hood.  When you first talk to a Captive you should see a series of three message-boxes, most likely in this order:

  • "Processing ActorName"
  • Either "Advance to next stage: ActorName" or "Clear the released Actor: ActorName" (covers release/escort/subjugate)
  • "Captives Remaining = X"

This can hopefully tell us what isn't happening, or at least between which steps something is failing.

Posted

captive kepps telling me to kill all the bandits but all bandits are dead so i cant progress ive started over multiple times and the same thing any saloution ? im on AE

Posted (edited)
13 hours ago, 1day2death said:

captive kepps telling me to kill all the bandits but all bandits are dead so i cant progress ive started over multiple times and the same thing any saloution ? im on AE

Presuming you're running v0.98e since you didn't state it as asked on Page 1 of this thread.  It would also help to know what cell you're in as some of them have idiosyncrasies.

  • What's happening is either things really aren't dead, and some people have actually had invisible enemies registering or
  • The detection script is hung up

First try console: "KillAll"

Then leave the area and return.  If that solves it, then there was an enemy present

 

If that doesn't solve it, try console set: "Set SBCBanditsDead to 1"

 

If either works, please report back that it did.

Edited by Blackbird Wanderer
Posted
3 hours ago, Blackbird Wanderer said:

Presuming you're running v0.98e since you didn't state it as asked on Page 1 of this thread.  It would also help to know what cell you're in as some of them have idiosyncrasies.

  • What's happening is either things really aren't dead, and some people have actually had invisible enemies registering or
  • The detection script is hung up

First try console: "KillAll"

Then leave the area and return.  If that solves it, then there was an enemy present

 

If that doesn't solve it, try console set: "Set SBCCaptivesDead to 1"

 

If either works, please report back that it did.

niether worked still the same thing 

Posted
3 hours ago, 1day2death said:

niether worked still the same thing 

Ok, different tactics.

  • Is the Captive wearing restraints, and are they colored something other than black?  (This has happened to other users.)
    • If not, console add to the Captive: "AddItem XX0596EA" where the "XX" is your SBC load order.
  • We can check the right voice is set?  Can't be this if they're telling you to kill all the bandits.
  • Who is the Captive?  We'll check for the correct Faction setup at placement.
    • Use FactionSpy or the console if you know how to verify the Captive's FactionRank for XX00E6B7 is 0.  If not, set it to 0.
Posted (edited)
19 hours ago, Blackbird Wanderer said:

@kalador is correct.  This could be from still having a live bandit.  Though it also could be from a stuck AI Package.  Here's a solution that only works on the first Captive because they're marked essential.

  • Console: "KillAll" - this won't kill the Captive, but will eliminate all other actors in the cell; the Captive will go into bleedout, then recover, but you still won't be able to talk to them.
  • Exit the cell.
  • Reenter the cell.  You should be able to talk to the Captive at this point.

Please report back results.  It may help troubleshoot and identify the root causes of issues.

 

Also, please edit your post and put large graphics under spoilers.  It bogs down the loading of the page with large graphics and the site is already slow to start with lately.

I have overwritten the save for this location now have lost this rescue location,didn't get it back even though I refreshed the quest for half an hour, this is what I tried before seeing the reply and when it failed, I decided to overwrite and save to get a new location sorry :(
1.I have used the killall console command after approaching the captive after entering the dungeon and appearing to locate,when a captive is bleeding even if you stand there waiting or use a healing spell the captive will not recover from the bleeding, a simple attack on the captive will return to normal but still cannot go to the next dialog
2.After clearing all the enemies in the dungeon, exit the dungeon, re-enter and find the captive to talk to will still get stuck

I haven't tried your method of exiting the dungeon after using the killall command.

Edited by as5685009
.
Posted
22 minutes ago, as5685009 said:

1.I have used the killall console command after approaching the captive after entering the dungeon and appearing to locate,when a captive is bleeding even if you stand there waiting or use a healing spell the captive will not recover from the bleeding, a simple attack on the captive will return to normal but still cannot go to the next dialog

This will never work without exiting / reentering the dungeon.  The Captive has to go through a reload.  Doing the first part without the second part determines nothing.

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

LE Diagnostic pack here:

Sexy Bandit Captives v0.98e Diagnostic LE.7z 1.1 MB · 1 download

Install it as an additional mod (it won't take up any more slots, just overwrite the ESP and scripts) below the current version of SBC.  It contains some script changes to give on-screen updates to what is happening under the hood.  When you first talk to a Captive you should see a series of three message-boxes, most likely in this order:

  • "Processing ActorName"
  • Either "Advance to next stage: ActorName" or "Clear the released Actor: ActorName" (covers release/escort/subjugate)
  • "Captives Remaining = X"

This can hopefully tell us what isn't happening, or at least between which steps something is failing.

Downloaded and will install it so it is running the next time I try this,  I had already slowed down some and was running without a couple of mods that I have been told are script intensive.  It might be a while before I get back to you with a report.

 

The one time I saw that message about "Kill all the bandits first!"  was while clearing out White River Watch.  I killed the two bandits outside the front, went in and killed all but one bandit in the main part of the caves (that one was busy with the captive at the time) and went out and killed the bandit leader on the balcony.  I went back and killed the bandit and wisps, and tried talking to the captive only to get that message.  I went back out the front, then through the cave using life detect without finding any living bandits.  When I went out on the balcony again, I finally got the tone signifying dungeon clear, went back, talked to and subjugated the captive.  The problem seemed to be not a live bandit, but it just had not yet recognized that the dungeon was clear.

I also ran into invisible bandits twice.  Once while freeing a captive, and once in a random encounter, which is why I was suspecting an HDT problem.

Edited by kalador
adding more
Posted (edited)

v0.98e Diagnostic - In Nilheim to try the diags on Lizabet whose been stuck here a couple days now.  She still says I have to kill everyone, but when I talk to her I don't get any pop-up windows or console messages from the diags.  And, even stranger, using trying to show or set SBCCaptivesDead is telling me its an unknown variable.  I doublechecked its spelling a few times.  I'm worried about using killall in an outdoor cell, I don't want to wipe out Ivarstead or the dark elves at the nearby nirnroot farm.  (yeah, I have no idea how big a cell is.)  I'll make a save and try it anyway...  Ok, I killall'd and fast travelled to Sarethi Farm to make sure they lived (they did) and ran back to Nilheim, but she's still saying I have to kill them all.   Then I realized I think you gave us the wrong variable name, so I did 'show SBCBanditsDead' and that was 0.  Setting it to 1 fixed it, she said "Please, will you help me" and I got three pop-up windows.  

 

Edit:  I wonder if the source of my problem at Nilheim was that -I- didn't kill most of the bandits, they killed each other thanks to the Rage spell I cast. 

 

Edit 2:  Would it be possible to add an MCM option to disable ragdolling when you fail your attempt to remove the restraints?  Twice now I've had to reload a save because the ragdoll effect broke the game.  

Edited by Naps-On-Dirt
Posted

0.98e Diagnostic - Sent to Orotheim this time.  Two captives present.  After killing off the bandits, I freed one captive.  The popup said that there were 0 captives remaining, and that is when I realized that it never updated to say I was at Orotheim.  I put the freed captive in a 'tai' coma and left and returned.  This time it said I arrived.  I freed the other captive and the popups were now saying that there was still 1 captive to free.  I checked her factionrank in xx00e6b7 and it was -1.  Set it to zero and un-tai'ed her, but that didn't make her a captive again, I think there's something else I have to do?  Put restraints on again maybe?  I'll leave her in a tai coma until further instruction on how to recover.

Posted
5 hours ago, Naps-On-Dirt said:

And, even stranger, using trying to show or set SBCCaptivesDead is telling me its an unknown variable.

You're correct, it's "SBCBanditsDead". ?

 

5 hours ago, Naps-On-Dirt said:

Edit:  I wonder if the source of my problem at Nilheim was that -I- didn't kill most of the bandits, they killed each other thanks to the Rage spell I cast. 

The Quest filling the RefAliases for live bandits doesn't care.  It only looks for live bandits.  If one died between scans it's just removed from the count regardless of how they died.  However, Nilheim is a weird one where the Bandits aren't necessarily BanditFaction, sort of like Mistwatch and a few others.  There's a specific script to process the notional enemies for those sites, to include some of the 3rd party mod sites where they used their own version of BanditFaction instead of the vanilla Faction.

 

5 hours ago, Naps-On-Dirt said:

Would it be possible to add an MCM option to disable ragdolling when you fail your attempt to remove the restraints?  Twice now I've had to reload a save because the ragdoll effect broke the game.

Will add it to the list, but may investigate a different effect.  It currently uses the PushActorAway() Function, but there may be alternatives to this.  It's the same effect as when you get hit by a shout from a Draugr Lord, so it's curious that it's causing the game breaking effect -- though it's been seen in testing a couple of times where the Player character's animation becomes locked.  What hasn't been tried (in testing) is using the PlayIdle console command to manually prompt something like a Gunslicer animation to attempt to break this animation frozen behavior.

 

1 hour ago, Naps-On-Dirt said:

Put restraints on again maybe?

Yes, plus make her XX00E6B7 FactionRank 0.

Posted (edited)

When you come out of Bleak Falls Barrow on level 2-3, the new bandit camp right at the exit is quite a challenge with about 12 bandits.
Fortunately I had a companion with me and a lot of arrows, otherwise I would have failed mercilessly :D

Edited by GerdWagner
Posted
3 hours ago, Blackbird Wanderer said:

Yes, plus make her XX00E6B7 FactionRank 0.

It is, and I put the restraints back on (xx0596ea), but they immediately disappear and she continues trying to run out of the cave.

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

It is, and I put the restraints back on (xx0596ea), but they immediately disappear and she continues trying to run out of the cave.

Ah, that means she's also already transitioned over to a positive FactionRank in XX00E6B1.  Make that one -2 and try it again.

 

24 minutes ago, GerdWagner said:

When you come out of Bleak Falls Barrow on level 2-3, the new bandit camp right at the exit is quite a challenge with about 12 bandits.
Fortunately I had a companion with me and a lot of arrows, otherwise I would have failed mercilessly :D

All credit (or blame :classic_tongue:) to @EinarrTheRed on that one.  I find those camps well thought out and genuinely defensible with the bandits being really good at exploiting available cover.

Posted
1 hour ago, Blackbird Wanderer said:

Ah, that means she's also already transitioned over to a positive FactionRank in XX00E6B1.  Make that one -2 and try it again.

That worked!  She got processed correctly.  However, the last popup said that there still were captives remaining, which isn't true.  The first second one I released was processed correctly too.  So, uh, how do I tell the quest that everyone has been released?  :D

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

That worked!  She got processed correctly.  However, the last popup said that there still were captives remaining, which isn't true.  The first second one I released was processed correctly too.  So, uh, how do I tell the quest that everyone has been released?  :D

If you leave the cell far enough that you get the "Leaving vicinity of" notification, then return, it may process it as finished.  Or not.  That probably wasn't thought of when that section of code was written.  If the script won't do it, then there are few ways to do such as a user from the outside.  It would involve clearing RefAliases and setting objectives completed.  The latter you can do with "CompleteAllObjectives SBCID" - careful, this will wipe your Quest journal for that Quest.  The camps you were supposed to investigate will still be there, but they won't show in the journal.  For the RefAlias, it may just stay occupied and the trigger stuck because it won't get added back to the available stack, but that shouldn't hold anything up.  You'll just be operating with 9 triggers instead of 10 from that point on, but it's rare to need all 10 at once.  You'd have to have 10 different camps at one time, but the system is limited to 10 captives (sorta) at a time which almost never spreads across 10 camps.  Give it a try and see if it works.  Keep the default 60% chance on additional captives to keep it unlikely to get the 10 camp spread.

 

Also just found a logic hole in Treva's Watch.  At the few Locations where Captives can be inside and outside, in order to economize assets the proximity trigger was placed outside, but if you come in the back tunnel you can find a Captive without ever hitting the trigger and shifting to tactical mode.  Might need a fail-safe to deal with that.

Posted

Just a note on the Diagnostic Script:  Wait until you finish the opening quest before activating that script in your load order.  It will break the 'Read Between the Lines" quest.  Giraurd is not shown when you go to look for him, and the Khajiit traders all have 'Find [. . .]' as the objective with no quest markers.

Posted
4 hours ago, Blackbird Wanderer said:

All credit (or blame :classic_tongue:) to @EinarrTheRed on that one.

Ayup. and feedback is welcome.  I'm curious what experiences people have, also their play style, did you have a companion with you or not, etc.  Helps me better understand how people are typically playing and what to design for.

Posted

I was using an old version of this mod, 0.970f for LE, during my current play through.  I downloaded and installed version 0.98e for LE in my mod manager, deactivated 0.970f in my mod manager, started the game, loaded my save, and followed directions on the mod page to find one of the notes at Lucan's place, Belethor's place, etc.  The problem is that I already read them earlier in my play through.  Reading them again now doesn't do anything new.  I've noticed in dungeons now there aren't any captives anymore.  What can I do now?  Do I need to start a new play through in order for this mod to function correctly?  Or can I use the PC console to manually activate what needs activation?

Posted
8 minutes ago, NedolUmosh said:

What can I do now?  Do I need to start a new play through in order for this mod to function correctly?

Yes, or clean your current save.  The versions are totally incompatible and absolutely not cross-functional.  Should probably add that to the FAQ.

 

10 minutes ago, NedolUmosh said:

I've noticed in dungeons now there aren't any captives anymore.

They are radiantly placed instead of all placed as a batch.  You have to find them by talking to innkeepers as described in the new notes and prompted in your Quest Journal.

Posted
14 minutes ago, Blackbird Wanderer said:

Should probably add that to the FAQ.

Yes please.  That would be more helpful than "Stop.  Don't care.  Leave your expectations at the door" that's currently in the FAQ regarding the old version.

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