shardoom Posted April 23, 2022 Posted April 23, 2022 7 hours ago, Blackbird Wanderer said: Yes, that was already the plan and was addressed in the FAQ. Did i mention about you being the best? lol
Blackbird Wanderer Posted April 24, 2022 Author Posted April 24, 2022 6 hours ago, shardoom said: Did i mention about you being the best? lol
Blackbird Wanderer Posted April 24, 2022 Author Posted April 24, 2022 22 hours ago, Lotus intestinum said: I guess I'll just download some other clothes that look similar and use them. Try this. It should be the exact article for CBBE. 1
RomulusAugustulus Posted April 24, 2022 Posted April 24, 2022 (edited) On 4/23/2022 at 3:22 AM, Blackbird Wanderer said: Was able to replicate; troubleshooting. Is this location specific? In this case could I go back to a save before asking the steward? Or is the spawning location set at this point? Another observation: When returning to the college with the translation, the gate was closed and "required a key". I had to "tcl" my way in. Could be related to "Immersive College of Winterhold". Edited April 24, 2022 by RomulusAugustulus
rickant Posted April 24, 2022 Posted April 24, 2022 (edited) I've talked with the innkeeper and have been sent to winterhold. I've talked to the yarl and the steward, but they have nothing to tell me. I used 0.98f sse. Edited April 24, 2022 by rickant
nottingham2206 Posted April 24, 2022 Posted April 24, 2022 (edited) Hey there, a minor bug report from me: Skyrim AE. Locations encountered: Lost Knife Hideout and Faldar's Tooth A released captive is happily running off into traps and getting killed, resurrecting them seems to set them back off happily, however this fails to flag the location as complete. Maybe a death detection script would solve this? Either that or my game is bugged due to other mods. Observations: both 'More Bandit Camps' and 'Paradise Halls' are flagged as undetected in the MCM but are apparently functioning fine outside of the context of this mod. Thanks for the mod back, it got me playing Skyrim again. P.S. those Wisps. You A$$hole. They completely totalled me at level 6. tgm is my go-to command for bandit camps now for the last guy going superman on me. That said, Thanks again for the mod. It's always been a favourite to watch a released captive loot their way around a dungeon. One question, the captive self helping themselves to gear; has it been drastically toned down? I really liked the old extended event of watching them go from corpse to corpse commenting each time, now they seem to stop with one armour item and a weapon. #Sadpanda. Edited April 24, 2022 by nottingham2206
RomulusAugustulus Posted April 24, 2022 Posted April 24, 2022 I checked the issue with SL Defeat. - SLD is recognized by SBC. (SBC_SLD is 1) - If I leave the defeated bandits in the default pose, everything is OK - As soon as I put them into another pose, they either start scenes or - if the captives are already out - they "glide" away with unknown destination. And another issue: The MBC menu for SBC is there but won't open. As soon as I click it, the game lags for some time, if I close the MBC, it goes back to normal.
Blackbird Wanderer Posted April 24, 2022 Author Posted April 24, 2022 10 hours ago, RomulusAugustulus said: Is this location specific? No, location doesn't matter at all. Made some adjustments that seem to be working as desired and will push a patch soon. 10 hours ago, rickant said: I've talked with the innkeeper and have been sent to winterhold. I've talked to the yarl and the steward, but they have nothing to tell me. I used 0.98f sse. From the console, use: StartQuest SBCRecovery That should tell you what you're not getting from the steward. No idea why that failed, but some people have script lag that causes issues erratically. 1 hour ago, nottingham2206 said: A released captive is happily running off into traps and getting killed, resurrecting them seems to set them back off happily, however this fails to flag the location as complete. Maybe a death detection script would solve this? Either that or my game is bugged due to other mods. These are two different problems. If you've released a Captive, and they were the last, the journal should shift back out of tactical mode (presuming it went into it in the first place). Once they're released, everything that was going to happen regarding journal update has already happened; the subsequent death via trap is unrelated. Which location was this, and as you approached, did it shift from "Proceed to XXXX" over to "Find XXXX captives" or something like that? 1 hour ago, nottingham2206 said: Observations: both 'More Bandit Camps' and 'Paradise Halls' are flagged as undetected in the MCM but are apparently functioning fine outside of the context of this mod. PAHE is being a problem child; no idea why. However, since you're on AE and the SSE/AE version of MBC carries a different name, you'll need to change it in the JSON file at: SKSE\Plugins\SexyBanditCaptives.json Change: "MBC" : "MoreBanditCamps(Explorer'sEdition).esp" To: "MBC" : "MoreBanditCamps.esp" 1 hour ago, nottingham2206 said: They completely totalled me at level 6. They are intended to be a significant challenge, and level 6 is probably too low to handle them. Future plans will make adjustments so their lethality scales better with level. 1 hour ago, nottingham2206 said: That said, Thanks again for the mod. It's always been a favourite to watch a released captive loot their way around a dungeon. One question, the captive self helping themselves to gear; has it been drastically toned down? I really liked the old extended event of watching them go from corpse to corpse commenting each time, now they seem to stop with one armour item and a weapon. #Sadpanda. They always stopped after one armour and a major weapon; that sequence has not changed at all. It's just that sometimes they find a dagger and, while they keep it, they keep looking until they find something more. With the armour search they commonly find boots, gauntlets, helmets, and shields, but keep looking until they find a torso item. It's random what the game engine directs them to, so in your observed instance they just got lucky and found a torso item first. 31 minutes ago, RomulusAugustulus said: And another issue: The MBC menu for SBC is there but won't open. Not sure what you mean. There's nothing to open specific to MBC (More Bandit Camps) within the SBC MCM. Do you mean the MCM for SBC won't open? 32 minutes ago, RomulusAugustulus said: - SLD is recognized by SBC. (SBC_SLD is 1) - If I leave the defeated bandits in the default pose, everything is OK - As soon as I put them into another pose, they either start scenes or - if the captives are already out - they "glide" away with unknown destination. All that happens with SBC vs. SLDefeat is if SLB_SLD==1 and the scan for live bandits finds one in the SLDefeat Tied Up Faction, it adds them to an SBC specific Faction as a marker to be rejected/ignored by future scans. It sounds like what's happening is they're only in that Faction while in the default pose you describe. SBC applies no behavior packages to those bandits, but if they were already in a ReferenceAlias for a scene when they were defeated, there may be some lingering effect. That still doesn't make sense though because there's a monitor script when pulling Actors together for a scene that would time out when no progress is made. Will reexamine. 1
Irishredneck Posted April 24, 2022 Posted April 24, 2022 098f LE When I got the quest to see the three Kajiit, There were no quest markers, and the names of the Kajiit were only "..." I have started a new character from scratch and am making another run at it. 1
Naps-On-Dirt Posted April 24, 2022 Posted April 24, 2022 .98f LE. Had this happen twice now. Went to a site that had multiple captives. Freed two, but then had to leave vicinity to find the third who had run away from the battle. Came back to the camp and used moveto to bring her back with me, but once I was in range again I had lost credit for releasing the first two. So now that site (Rocky Ridge) is stuck as a destination. Other one was Mzinchaleft. My suggestion would be that in the proximity detection code, put in a scan of the status of the captives so that when this happens it figures out that there's only one (or no one) left and clears the site from the quest. 1
nicksakva Posted April 24, 2022 Posted April 24, 2022 Version .98f . Has "Agree" message but no notes. SBC menu is loaded. Message "SBC Trigger Marker" (or something about) appears when in corner of Riverwood Trader.
nicksakva Posted April 24, 2022 Posted April 24, 2022 But nothing more. No quests, no instructions, no captives in camps. Stewards have "captives" dialog but tell nothing.
Blackbird Wanderer Posted April 24, 2022 Author Posted April 24, 2022 35 minutes ago, nicksakva said: Version .98f Which platform? (LE/SSE/AE) Ensure StringUtil.pex is in your Skyrim\Data\Scripts folder Have you altered anything about the mod? Are you running mods that are script memory hogs? Check the value of SBCInit with the console ("Help SBCInit") If it's not 0, set it to 0 then try the manual trigger again
RomulusAugustulus Posted April 24, 2022 Posted April 24, 2022 2 hours ago, Blackbird Wanderer said: Not sure what you mean. There's nothing to open specific to MBC (More Bandit Camps) within the SBC MCM. Do you mean the MCM for SBC won't open? Yes, of course, my bad. MCM for SBC won't open
Blackbird Wanderer Posted April 24, 2022 Author Posted April 24, 2022 2 minutes ago, RomulusAugustulus said: Yes, of course, my bad. MCM for SBC won't open Ah, then we have something to chase. Initial guesses: Do you have SkyUI installed? Do you have SkyUILib installed?
Naps-On-Dirt Posted April 24, 2022 Posted April 24, 2022 .98f LE. My first attempt at subjugation (not the initial captive encounter), after it succeeds and I say that I want to call her Slut, and that she can please me, the Sexlab scene fails with the message: FATAL - Thread (0) - Thread has timed out of the making process, resetting model for selection pool ...and then all I can do is say I want to call her Slut again. Endless loop. I assume that that Sexlab scene has to complete for the captive to start following and stuff?
fred200 Posted April 24, 2022 Posted April 24, 2022 0.98F SE Taking initial captive around. Nenya got herself killed - a long time ago - without my noticing. With various combinations of recycleactor and resurrect, Nenya comes up frozen. I can get through her dialogues far enough to complete the Nenya stage, but no next stage comes up. Side problem - the captive has the "Wait here" dialogue, but no "Follow". Once she is waiting - she never follows. And: placeatme for a new copy of Nenya brings her back fully functional - except the SBC dialog. I suspect you are conditioning on her refid, which changes. So - is there an alternate mage we can go to instead of Nenya, or who is the next person to see. Or how can I skip this Quest stage... Thanks.
Balgin Posted April 24, 2022 Posted April 24, 2022 27 minutes ago, Blackbird Wanderer said: Ah, then we have something to chase. Initial guesses: Do you have SkyUI installed? Do you have SkyUILib installed? I've noticed that if I open an old save which did not have SBC activated, after the mod activates the MCM does not open for a longer period than it usually takes MCM's to be open-able. Usually once an MCM appears/is added, it can be opened. Sometimes you have to wait 10 or 20 seconds. With SBC it's longer than that (sometimes 40 seconds or more) but it always becomes openable eventually. If it's not opening at all then that might be related or could be another issue altogether.
nicksakva Posted April 24, 2022 Posted April 24, 2022 1 hour ago, Blackbird Wanderer said: Which platform? (LE/SSE/AE) Ensure StringUtil.pex is in your Skyrim\Data\Scripts folder Have you altered anything about the mod? Are you running mods that are script memory hogs? Check the value of SBCInit with the console ("Help SBCInit") If it's not 0, set it to 0 then try the manual trigger again LE 0.98f. StringUtil.pex is in folder. Mod is installed manually (copy to data folder), no changes. Disabled all suspicious mods. SCBInit=0.0.
RomulusAugustulus Posted April 24, 2022 Posted April 24, 2022 (edited) 1 hour ago, Blackbird Wanderer said: Do you have SkyUI installed? Do you have SkyUILib installed? SkyUI yes, V 5.2 SE SkyUILib never heard of this And I waited for about 15 minutes for the SBC MCM to open while making coffee. Edited April 24, 2022 by RomulusAugustulus
RomulusAugustulus Posted April 24, 2022 Posted April 24, 2022 Another small issue, probabely one for @EinarrTheRed: Anuriel sent me to Camp Aspen Creek. I opened the map to see where it is and saw a white marker. I thought I might have stumbled upon it, so I went to sneak and fast traveled. I landed a bit outside and the map marker for the camp was flashing between black and white, turning full white as I entered. I had to reload because I got killed and once again was back in Riften, opening the map and now the marker was black. I walked there and the same thint as before happened: The marker alternating between black and white. I do not have any mods that add more camps besides SBC itself.
Balgin Posted April 24, 2022 Posted April 24, 2022 9 minutes ago, RomulusAugustulus said: SkyUI yes SkyUILib never heard of this I'd presume this: SkyUILib which I'd never heard of before either.
Blackbird Wanderer Posted April 24, 2022 Author Posted April 24, 2022 1 hour ago, Naps-On-Dirt said: ...and then all I can do is say I want to call her Slut again. Endless loop. I assume that that Sexlab scene has to complete for the captive to start following and stuff? Yes; this aspect was picked apart and repaired recently. Will post a patch soon to address it. 1 hour ago, fred200 said: With various combinations of recycleactor and resurrect, Nenya comes up frozen. The dialogue is keyed to a specific RedID instance of Nenya, not just any instance. If her RefID is not 00019823, that's the likely source of the problem. 1 hour ago, fred200 said: So - is there an alternate mage we can go to instead of Nenya, or who is the next person to see. Or how can I skip this Quest stage... It depends. If you were specifically directed to go see her by a different (lesser) mage like Farengar, then you're stuck short of console maneuvering* around it. You'll need to go back to an earlier save point. Once you have a Captive in escort mode, you can see your choice of Sybille, Falion, or Nenya without seeing a blacksmith or a different mage. *You may be able to skip over where you are now in your current save with the following console commands: SetStage SBCSS 15 PRID XX21F2C3 Enable
fred200 Posted April 24, 2022 Posted April 24, 2022 Thank you! I had stepped through all the SBCSS stages, but I never got the blind mage to pop. I suspect he is that Prid xx21f2c3 I was missing. Sounds like if I roll back before Farengar - I can skip Nenya if I get lucky on roll - and leave her dead.
Blackbird Wanderer Posted April 24, 2022 Author Posted April 24, 2022 17 minutes ago, RomulusAugustulus said: And I waited for about 15 minutes for the SBC MCM to open while making coffee. Waiting for it to open, or waiting for it to appear in the MCM list? Delays in appearing can be shortened (seen this in testing) by opening a different mod MCM then closing back to the game. The new MCMs appear within about 5 seconds, even if the on-screen notification hasn't appeared yet. Jaxonz MCM Kicker claims to hurry this process along as an alternative. If it's a delay in opening, there's something else going on. 12 minutes ago, RomulusAugustulus said: The marker alternating between black and white. This was seen in testing (once) and it seems like there's two markers colocated so you're seeing them fight for dominance. Will check to see if that's the case.
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