Blackbird Wanderer Posted April 17, 2022 Author Posted April 17, 2022 39 minutes ago, NedolUmosh said: Yes please. Added to both the FAQ and the installation instructions.
1day2death Posted April 17, 2022 Posted April 17, 2022 19 hours ago, Blackbird Wanderer said: 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. got it to work but ctd when entering swindelers den
Blackbird Wanderer Posted April 17, 2022 Author Posted April 17, 2022 (edited) 20 minutes ago, 1day2death said: got it to work but ctd when entering swindelers den Since you're on AE there's a chance an improperly converted head mesh made it through, or at least that's the behavior you would expect in that case. AE/SSE are touchy like that. If you're handy with CK you could CTRL-F4 all the Captives (which will temporarily wreck their appearances, but this is diagnostic). Then load and try to enter Swindler's Den. If no CTD then it's just a matter of figuring out which Captives are present that could be causing this and we fix them, and delete and reload your SBC download to restore the meshes you wrecked in diagnostics. Also, which solution worked to fix the Captive dialogue? Faction set or fix restraints? Edited April 17, 2022 by Blackbird Wanderer
worik Posted April 17, 2022 Posted April 17, 2022 6 hours ago, EinarrTheRed said: 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. It's a nasty surprise. If you are into archery it's possible with enough arrows. The main issue is, that you have little to no options to return into the dungeon, let them be and leave through the entrance. One option for sword/dagger characters is to have the right mods for dark nights and sneaking, retreat back into the last room of the dungeon, wait for night and sneak out. Though, from an immersive POV, once you are detected by the bandits, they know you are up there ... what would they do ..? ? Hardly imaginable, that they would return to camping
kohlteth Posted April 17, 2022 Posted April 17, 2022 (edited) I am so glad this is back !! Just a small question, the tattoo mod so the captives get tattoos, anyone know if there is an SE vers please? The Coenaculi for Slavetats Kyu Edited April 17, 2022 by kohlteth
Naps-On-Dirt Posted April 17, 2022 Posted April 17, 2022 (edited) (0.98e Diagnostic) So I'm clearing out the camps that I already have hints for before issuing that completealltasks command to fix Orotheim. Seems that Uttering Hills had a problem too, it isn't acknowledging that I'm here, and when I released its captive both times the popups said 0 remaining captives. Pretty sure the first time its supposed to say 1. But, no big deal, it will just get wiped clean when I completealltasks. However, there was another problem. Killed the two outside and the four outer guards of the camp, and I heard one say, "they can't be all dead!" as if he was the last guy. And when he came charging out with two or three others, he had the Last Guy purple buffs on. I let he and the Chief weaken each other (yay Rage) and finished them off, but then I go into the rooms below and see this: Spoiler Now, I'm already not a fan of the wisps, but this was a LITTLE EXCESSIVE. And, as you can see there was a second guy with the Last Guy buffs. So being the lazy ADD gamer that I am, I killed them all one at a time in console (I've tried using killall before but one time that killed a captive too because she was too close to the death zaps of a few of the wisps I assume). No one has time to actually kill that many wisps in combat! That would take hours. Any more than four or five at a site and I use the console. Call me lazy if you want but I think they're spoiling the experience by adding unnecessary grind. Edit: Huh, same situation in Stony Creek Cave, it didn't acknowledge that I was there and the 3rd popup window said 0 captives remaining both times. Edited April 17, 2022 by Naps-On-Dirt
kalador Posted April 17, 2022 Posted April 17, 2022 I finally successfully finished the 'Read Between the Lines' quest, and about to add the diagnostics into the game. I had HDT problems, load order problem, and Falion giving me enough problems to deserve a damned good spanking with an axe, so I am quite happy to get to this point. Failed to persuade Erdi. Failed to persuade Una. Taarie wouldn't even talk to me. Shades of Princess Leia in the original Star Wars: "Help me Gullum-Ei, you're my only hope!". There has to be something morally wrong about a player going through a woman's drawers while she is sleeping. 2
shardoom Posted April 17, 2022 Posted April 17, 2022 51 minutes ago, Naps-On-Dirt said: (0.98e Diagnostic) So I'm clearing out the camps that I already have hints for before issuing that completealltasks command to fix Orotheim. Seems that Uttering Hills had a problem too, it isn't acknowledging that I'm here, and when I released its captive both times the popups said 0 remaining captives. Pretty sure the first time its supposed to say 1. But, no big deal, it will just get wiped clean when I completealltasks. However, there was another problem. Killed the two outside and the four outer guards of the camp, and I heard one say, "they can't be all dead!" as if he was the last guy. And when he came charging out with two or three others, he had the Last Guy purple buffs on. I let he and the Chief weaken each other (yay Rage) and finished them off, but then I go into the rooms below and see this: Reveal hidden contents Now, I'm already not a fan of the wisps, but this was a LITTLE EXCESSIVE. And, as you can see there was a second guy with the Last Guy buffs. So being the lazy ADD gamer that I am, I killed them all one at a time in console (I've tried using killall before but one time that killed a captive too because she was too close to the death zaps of a few of the wisps I assume). No one has time to actually kill that many wisps in combat! That would take hours. Any more than four or five at a site and I use the console. Call me lazy if you want but I think they're spoiling the experience by adding unnecessary grind. Whoa wtf, yeah that's just bad. I agree
AttilaMagyar Posted April 17, 2022 Posted April 17, 2022 (edited) Alright, after saving the first slave from Embershaft mines, I went to the college of winterhold chatted with the guy and was directed to seek out the three different khajit caravans wherein none of them new anything and it was completed, I've asked Yarls, Stewarts and barkeeers if they had any information about the captives and they don't know anything. How do I proceed in finding the captives, I have the big cheat option enabled in the MCM. Please HELP Edited April 17, 2022 by AttilaMagyar
Blackbird Wanderer Posted April 17, 2022 Author Posted April 17, 2022 (edited) 8 hours ago, Ssplayer1ss said: I can't progress the Khajit caravan quest, after talking to all three of them they all say they don't know the language. And Ahkari is in blackreach for some reason. Are you running v0.98e? 2 hours ago, AttilaMagyar said: Alright, after saving the first slave from Embershaft mines, I went to the college of winterhold chatted with the guy and was directed to seek out the three different khajit caravans wherein none of them new anything and it was completed, I've asked Yarls, Stewarts and barkeeers if they had any information about the captives and they don't know anything. How do I proceed in finding the captives, I have the big cheat option enabled in the MCM. Please HELP There will be no more Captives until you complete Read Between the Lines. Are you running v0.98e? The Khajiit section of the Quest was rebuilt to account for the errors some users were having. 3 hours ago, Naps-On-Dirt said: Seems that Uttering Hills had a problem too And Stony Creek as well as (discovered) Trevas Watch. The commonality is they're all sprawling and exceed the limits of the proximity trigger. Trevas Watch was fixed (forthcoming version) by moving the site marker so it covers the entrance so it's worth a try for the other two. Uttering Hills has had problems in testing before, but Stony Creek has been rock solid, at least in the testing setup. Here's the problem, though: Any changes to the location of the site markers won't update an in progress game, or at least not for 10-30 days or something. The only way this can be "fixed" is with a fresh SBC install, or waiting for however long it takes the game engine to update position changes to the ESP. Sounds like that's today's testing agenda. 3 hours ago, Naps-On-Dirt said: Now, I'm already not a fan of the wisps, but this was a LITTLE EXCESSIVE. Yikes! That's definitely NOT supposed to be happening. It may have to do with the excessive range in Uttering Hills. The scan for the Last Bandit goes to 6000 distance units, and it's measured from the Player. As such, it's possible to only pick up one bandit, even if there are others outside the range. Been mulling putting the generated wisps into RefAliases for other reasons, but doing so may solve this issue as well. Adding the condition for the Last Bandit RefAlias to be empty may help ([Edit]: Just checked, it's already there), but it would still be possible to trigger one in range, kill them, then move on and trigger a different one -- none of which is intended in the design and would result in multiple batches of wisps around the Captive. 3 hours ago, kalador said: There has to be something morally wrong about a player going through a woman's drawers while she is sleeping. You can do it while she's holding court, right? And when did "morally wrong" start factoring into much of anything that takes place in Skyrim? ? 7 hours ago, worik said: Though, from an immersive POV, once you are detected by the bandits, they know you are up there ... what would they do ..? ? Hardly imaginable, that they would return to camping There's a great Skyrim cartoon making fun of this very aspect of the game behavior where a bandit's buddy is newly dead with an arrow through his head, yet he stops searching and says, "Must be my imagination." That said, what could the Bonefall Slope bandits do? If they can't get up there the most they could do is post a watch, but they pretty much see you anyway. Unless we change the site so there's a path up to it. Edited April 17, 2022 by Blackbird Wanderer 1
kalador Posted April 17, 2022 Posted April 17, 2022 Double entendre on my last post. Pants, pantaloons, briefs, shorts, underthings, underwear, panties, drawers. v 0.98e LE Rockslide Ridge(?) Successfully cleared. Four captives rescued. Diagnostics showed absolutely no problem.
Blackbird Wanderer Posted April 17, 2022 Author Posted April 17, 2022 45 minutes ago, kalador said: Rockslide Ridge(?) How was it from a combat standpoint? That was one of the first @EinarrTheRed made (as a replacement to MBC Steadwatch which was poorly positioned), and was fierce in testing. 46 minutes ago, kalador said: Diagnostics showed absolutely no problem. Good! In the middle of refining that script to run its short sequence once instead of the six times it currently does it - once for each possible Captive. Every little efficiency helps.
kalador Posted April 17, 2022 Posted April 17, 2022 13 minutes ago, Blackbird Wanderer said: How was it from a combat standpoint? That was one of the first @EinarrTheRed made (as a replacement to MBC Steadwatch which was poorly positioned), and was fierce in testing. Good! In the middle of refining that script to run its short sequence once instead of the six times it currently does it - once for each possible Captive. Every little efficiency helps. Very rough. Lots of combatants in close proximity to each other. Hard to see because of the various walls, tents, buildings and trees. Stealth, silent casting, conjure a familiar somewhere in the camp, slice a throat while they are distracted, then disengage. Rinse and repeat. Nibble around the edges to cut down on the numbers. Takes a good bit of time. 1
1day2death Posted April 17, 2022 Posted April 17, 2022 11 hours ago, Blackbird Wanderer said: Since you're on AE there's a chance an improperly converted head mesh made it through, or at least that's the behavior you would expect in that case. AE/SSE are touchy like that. If you're handy with CK you could CTRL-F4 all the Captives (which will temporarily wreck their appearances, but this is diagnostic). Then load and try to enter Swindler's Den. If no CTD then it's just a matter of figuring out which Captives are present that could be causing this and we fix them, and delete and reload your SBC download to restore the meshes you wrecked in diagnostics. Also, which solution worked to fix the Captive dialogue? Faction set or fix restraints? faction set 1
Blackbird Wanderer Posted April 17, 2022 Author Posted April 17, 2022 12 hours ago, 1day2death said: got it to work but ctd when entering swindelers den Still chewing on this so started an experiment in SSE using the console to manifest each Captive sequentially. The mesh for Breya appears to be a problem, and there are probably a couple of others that had to be regenerated in LE that would be worth a look as well. Hopefully this is an easy fix. Also discovered, for whatever reason, the Captives in SSE look nowhere near as good as they do in LE. The meshes aren't quite the same and the makeup appears to be all but absent. No idea why.
EinarrTheRed Posted April 17, 2022 Posted April 17, 2022 2 hours ago, Blackbird Wanderer said: How was it from a combat standpoint? That was one of the first @EinarrTheRed made (as a replacement to MBC Steadwatch which was poorly positioned), and was fierce in testing. For those keeping up with the trivia, this was the first bandit camp I did as part of my MBC patch, it resolved a few problems including location conflicts with two other mods (Pirates of the North was one of the mods). There is a back way into the camp, and I'll give you a hint, its also a back way into Fort Sungard as well (or you can come down from that fort exit out to the oubliette and come down to the back side of this camp and snipe away, the camp occupants cannot reach you for melee attacks so all you have to do is duck archers and fireballs. If you come down from Fort Sungard and poke around you should figure out the back way up from the road below on the South side. Frontal assaults on that camp at low level are brutal and near suicidal.
Blackbird Wanderer Posted April 17, 2022 Author Posted April 17, 2022 K, verified all 91 Captives in-game on SSE. SSE/AE users only, apply this mesh-only patch file to correct the mesh errors that were causing CTD. Sexy Bandit Captives v0.98e SSE patch.7z 1
shardoom Posted April 18, 2022 Posted April 18, 2022 9 hours ago, Blackbird Wanderer said: K, verified all 91 Captives in-game on SSE. SSE/AE users only, apply this mesh-only patch file to correct the mesh errors that were causing CTD. Sexy Bandit Captives v0.98e SSE patch.7z 1.98 MB · 17 downloads I've always been really impressed with your work ethic when it comes to fixing bugs and other issues. Nice one. 2
kalador Posted April 18, 2022 Posted April 18, 2022 (edited) Silent Moons Camp 3 captives, 1 outside, 2 inside. I tried Naps-on-Dirt's suggestion, and tried a Frenzy spell on the group around the captive. Not a good idea, the kickback is nasty if the captive is in the area of effect. Boss fights both inside and outside. No problems at all with any of the three captives. Bonefall Slope Come out of the cave from Bleak Falls Barrow in stealth, turn left and follow the ledge until it ends, drop down, then follow the face of the mountain all the way around and you should be able to exit the area without being spotted. Fighting. Three positions on the ledge, far left, center, far right as you exit the cave. Far left gives you more targets, but exposes you to far too much return fire. Center position gives you a mix of cover and available targets. Far right gives you a limited number of targets but more cover than anywhere else. You might try dropping down onto the thatch roof of the Chief's hut from the far right, but I do not see any way to retreat from there. I don't think it's possible to climb up to that ledge from below, but might be from the Chief's hut. I would definitely avoid using any AOE attacks because you might just hit a captive and bounce off the cliff wall and down into the camp. Archery seems to be the best answer. Shoot once, the scoot back into cover and change positions. Stay in stealth if at all possible. Frostmere Crypt Two more captives released with absolutely no problems. Edited April 18, 2022 by kalador update 2
Lula Luv Posted April 18, 2022 Posted April 18, 2022 (edited) Lost Knife Hideout I killed the bandits there and rescued 2 captives. However, the quest marker remained near the position of the second captive I encountered and the quest cannot be completed either. Went there again later after being released from the restraints by Nenya, but no bandits and nothing else, only the quest marker over nothing.... Is there a console command to complete the quest? Spoiler Edited April 18, 2022 by GerdWagner
Blackbird Wanderer Posted April 18, 2022 Author Posted April 18, 2022 51 minutes ago, GerdWagner said: Is there a console command to complete the quest? Sort of, but with some negative side effects described in an earlier post. This is another in a series of sites being reassessed for the location of the site marker, and the subsequent proximity trigger. Moving it has produced positive results in Treva's Watch, Stony Creek Cave, and Faldar's Tooth. This is another where it doesn't always trigger correctly. The fix will be in the next version, but it won't apply unless loaded in a clean save, or wait >30 game days. Since you've already processed the Captives out, there's nothing else you can do except: Spoiler "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, please edit your last post and put large graphics under spoilers so it's not burdening page loading. Thanks. 1
Irishredneck Posted April 18, 2022 Posted April 18, 2022 2 hours ago, Blackbird Wanderer said: Treva's Watch, Stony Creek Cave, and Faldar's Tooth. Add Knifepoint Ridge to that list. I released three, and as I left the camp the journal changed to reflect that I had never been there. When I went back, the journal changed to "Initial contact" quest. The three SCBs were long gone now. and, if it means anything, the last bandit boss was a son-of-a-bitch to kill. I'm level 13, but have a cheat sword just for that last boss with the glowy things. Even after I kill the wisps, the boss keeps glowing and just kicks my ass!
kalador Posted April 18, 2022 Posted April 18, 2022 Smuggler's Hollow: 1. Robber's Gorge: 1 Fort Fellhammer: 2 The only problem being the "Live Bandit" problem occurring at Smuggler's Hollow. Probably caused by a brain-dead Imperial Courier running right through the center of the camp while I was in the middle of sneaking up on the bandit, who proceeded to run off after him before I could kill her and the wolves that got into the act. Exiting the proximity of the camp and coming back in cleared up that problem. 1
Blackbird Wanderer Posted April 18, 2022 Author Posted April 18, 2022 1 hour ago, Irishredneck said: and, if it means anything, the last bandit boss was a son-of-a-bitch to kill. I'm level 13, but have a cheat sword just for that last boss with the glowy things. Even after I kill the wisps, the boss keeps glowing and just kicks my ass! There's a strategy to that (don't kill the bandit chief last), but it's unavoidable at Knife Point mine. There's only the one character there, and they're a bandit chief, so you get an amped up bandit chief. At least you can soften them up a bit if you light the floor on fire. Will test that one next; thanks for the report. 1 hour ago, kalador said: Smuggler's Hollow: 1. Robber's Gorge: 1 Fort Fellhammer: 2 The only problem being the "Live Bandit" problem occurring at Smuggler's Hollow. Probably caused by a brain-dead Imperial Courier running right through the center of the camp while I was in the middle of sneaking up on the bandit, who proceeded to run off after him before I could kill her and the wolves that got into the act. Exiting the proximity of the camp and coming back in cleared up that problem. Sounds like you're having a right regular run of success; that's good to hear! The next version has adjustments made to the larger interior dungeons that seem to be helping the Quest transition issue significantly, though why remains a mystery.
Blackbird Wanderer Posted April 18, 2022 Author Posted April 18, 2022 1 hour ago, Irishredneck said: Add Knifepoint Ridge to that list. I released three, and as I left the camp the journal changed to reflect that I had never been there. When I went back, the journal changed to "Initial contact" quest. Just loaded a test setup where Knifepoint was the only available camp for the game engine to choose, and loaded it a few times until getting one with the single Captive inside the mine, and saved it. Ran it several times from this point but was unable to make it fail, either on entry into the area, or upon leaving with an escorted Captive. Likely the success due to some of the changes that have already been made to the scripts you have in v0.98e. So while the test was unable to reproduce your results, the root cause may have already been corrected and be in the next version. 1
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