Jump to content

Sexy Bandit Captives © [WIP] Support Thread


Recommended Posts

Posted
10 minutes ago, fred200 said:

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.

The enable is in the script for the scene.  No scene = no Dris.

Posted
26 minutes ago, RomulusAugustulus said:

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.

Indeed, there were duplicate map markers identical in every way except one was not marked with the proper LocRefType, so it was deleted.  Good catch; thanks!

Posted
19 minutes ago, fred200 said:

I can skip Nenya if I get lucky on roll - and leave her dead. 

Just checked her Actor record and she's marked Essential.  So how does she end up dead?

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

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.

Waiting for it to open. It is top spot in the MCM but stays empty when opened. I do have the MCM kicker installed, it helped quite a lot in the past but only if entries were missing in the MCM.

 

Ah, and you remember the "defeated" bandit that glided away? Well, he turned up in the palace in Markarth where the captive went and killed half a dozen people there before the Thalmor got him.

Edited by RomulusAugustulus
Posted
41 minutes ago, nicksakva said:

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. 

Curious.  You're not running a mod organizer, otherwise the suggestion would be to uncheck everything else not needed to eliminate the possibility of something else interfering.  Yet, the same code runs fine for other users, so it seems most likely to be something on your end.  Running short of alternative ideas/suggestions.

Posted
2 minutes ago, Blackbird Wanderer said:

Just checked her Actor record and she's marked Essential.  So how does she end up dead?

 

Great question. If you google Nenya, you will see that others have occasionally had her dead. Typical report would be Dragons - or Vampires.

I don't know what type of attack would remove her Essential. For my part, 4000 hours in - I never realized Nenya was a different NPC than Tekla...

Posted
33 minutes ago, fred200 said:

Minor suggestion: if there are a couple of mage choices, it would be great to eliminate dead ones from the draw. 

This was considered in development, but since they're marked essential the notion was dismissed as extraneous code.

 

31 minutes ago, RomulusAugustulus said:

Ah, and you remember the "defeated" bandit that glided away? Well, he turned up in the palace in Markarth where the captive went and killed half a dozen people there before the Thalmor got him.

Sounds like a stuck AI Package that was applied with an InterruptOverride -- may need to convert that process over to a RefAlias with the AI Package on it.  Will investigate since clearing either RefAlias (Captive or Bandit) should break that travel link, yet you're seeing this behavior.

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

.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.  

Tinkering with this code that wasn't designed with this occurrence in mind.  Once the status of a Captive is changed there was never anything that erased them from the list at that camp, just the Quest journal entry was marked complete and once all were addressed the whole thing deleted from its storage list.  Have added a sequence to do this / about to test.

Posted
1 hour ago, fred200 said:

Great question. If you google Nenya, you will see that others have occasionally had her dead. Typical report would be Dragons - or Vampires.

I don't know what type of attack would remove her Essential. For my part, 4000 hours in - I never realized Nenya was a different NPC than Tekla...

Unless there's a mod that takes her out of the Jarls Longhouse, she never leaves it.  Pretty sure Dragons and Vampires don't go there.

Posted (edited)

Well I dug through all my old saves, and found one where Nenya was not deceased. Started SBC over.

This time, Farengar, darn his hide - sent me to Stentor. I could have used a dead Nenya save, and just played from Farengar on until he sent me to a not-Nenya...

Blind mage scenes are working perfect this time.

Edited by fred200
Posted

As for Deadly Wenches during my involvement with PHAH we determined that any attempt to alter a Wenche's Factions beyond what the mod allows causes insanity.

Here is an exampled of what I think is happening

Player inters Mistwatch, SBC alters the Faction of the Bandits to stop them from killing the Captives, any Deadly Wenches in MistWatch keep the Factions they already had and do not receive the factions that SBS tried to give them, if one of them gets to close to a captive they precede to attack the Captive

Posted
30 minutes ago, ExaltedMidget1 said:

As for Deadly Wenches during my involvement with PHAH we determined that any attempt to alter a Wenche's Factions beyond what the mod allows causes insanity.

Here is an exampled of what I think is happening

Player inters Mistwatch, SBC alters the Faction of the Bandits to stop them from killing the Captives, any Deadly Wenches in MistWatch keep the Factions they already had and do not receive the factions that SBS tried to give them, if one of them gets to close to a captive they precede to attack the Captive

What version and platform?

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

What version and platform?

 

this was on Oldrim for the PC I would guess that the SSE port has the same problem, because I think i remember DWs mod author refusing to even try to fix the problem

 

O what is AE

Edited by ExaltedMidget1
wanted to ask a question
Posted

And another minor thing:

After I reloaded the save before the bandit killed half of Understone Keep and got rid of him, I met Lynly Soriksen there. Although I had given her perfectly fine armor, she was again wearing the skimpy Bandit Bikini but had the armor in her inventory. Guess she's an exhibitionist.

Posted
12 hours ago, Blackbird Wanderer said:

Unless there's a mod that takes her out of the Jarls Longhouse, she never leaves it.  Pretty sure Dragons and Vampires don't go there.

 

The one that comes to mind that does exactly that is Immersive Citizens - AI Overhaul , in her case I've seen she leaves in the evenings to enjoy a few drinks at the Inn, other NPC's go shopping during the day, just behaviors that make them seem less wooden/more alive :)

Posted
8 hours ago, ExaltedMidget1 said:

O what is AE

Anniversary Edition

 

6 hours ago, RomulusAugustulus said:

Although I had given her perfectly fine armor, she was again wearing the skimpy Bandit Bikini but had the armor in her inventory. Guess she's an exhibitionist.

The last outfit set to the Actor record will be used the next time the Actor's 3D reloads, regardless of what you give her, up to the point of arrival.  Then a new outfit will be set from a random list.  When you give her armor (and she puts it on), that doesn't set a new outfit (though we all wish that was the case).  It sounds like she hadn't made it through all of the arrival steps, or skipped something due to script lag.  From an immersion standpoint, why would she necessarily keep what you gave her if she could sell it and live off the proceeds until she gets on her feet?  Future plans involve a script and level list built record of Player given outfits, then a sale and possible return of a portion of the proceeds to the Player.

Posted
8 hours ago, ExaltedMidget1 said:

this was on Oldrim for the PC I would guess that the SSE port has the same problem, because I think i remember DWs mod author refusing to even try to fix the problem

What version of SBC?  This behavior was seen in non-DW bandits prior to v0.98e, but was addressed with a Faction relationship change.  If what you're reporting is from a prior version (v0.98a-d) then you're asking us to waste our time pursuing an already corrected issue.  If it's in v0.98e-f and specific to DW Actors, it will be examined.

 

This banner is at the top of the Support Topic opening page in huge letters for a reason.

Spoiler

When reporting anything, specify the SBC version you're using, and which platform (LE/SSE/AE)

This will accelerate the resolution to your problem!

 

Posted (edited)
On 4/24/2022 at 4:24 PM, Blackbird Wanderer said:

 

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?

 

It happened at 'Lost Knife Hideout' first, I killed all the Bandits near the first captive and released them (stupidly) and they happily ran off into the huge group of bandits around the cages (heroically getting pwnt due to a few Deadly wenches in about a second). When I finished the dungeon I noticed it wasn't flagged as complete because a captive had died before the last was released.

 

In 'Faldar's Tooth' I cleared the whole dungeon of bandits (learnt my lesson) and freed the captive deepest in the dungeon first. She happily ran off into a spiked-gate trap killing her instantly. When I freed the other two captives I again failed to 'complete' the area. I saw updates for each release/escort/subjugate but no clearing from the quest log.

 

<edit> returned to Lost Knife Hideout. The quest update text shows 'Proceed to Lost Knife Hideout (Complete)' and changes to 'Locate Isobel in Lost Knife Hideout', 'Locate Ariela in Lost Knife Hideout' and ' Locate Severa in Lost Knife Hideout'. I successfully 'rescued' at least two of them and they are entertaining visitors in one of my homes now. I just wanted to update you on the slim chance the actual messages are handy.

Edited by nottingham2206
Posted
18 hours ago, Blackbird Wanderer said:

Curious.  You're not running a mod organizer, otherwise the suggestion would be to uncheck everything else not needed to eliminate the possibility of something else interfering.  Yet, the same code runs fine for other users, so it seems most likely to be something on your end.  Running short of alternative ideas/suggestions.

Idea. Poor, but... May be notes are in location, but I can't find them as they are under the table or under the floor or ...

Can you give some id of notes to get/find them?

Posted

.98f LE - I've liberated 29 captives and subjugated one, and only have two stuck destinations on my known site list, but no one has heard any rumors in a couple days and my unknown site list (courtesy of sbcrecovery) is completely empty.  Is there a time aspect to the sites repopulating that I've forgotten about?

Posted
6 hours ago, nottingham2206 said:

When I finished the dungeon I noticed it wasn't flagged as complete because a captive had died before the last was released.

There's an OnDeath() Event on each Captive to handle exactly this situation.  Not sure why it didn't clear the register, but then that sequence was recently reworked and this may now be a logic seam.  Will examine which procedure OnDeath() spurs now.

 

4 hours ago, nicksakva said:

Can you give some id of notes to get/find them?

No.  They're generated by script and are assigned their RefID by the game engine.  Unless you've got something exceptionally odd going on with Havok, they should be right there on whatever table/surface they were spawned, unless they just weren't spawned for some bizarre reason.  In the rare event they were displaced you would find them on the floor somewhere, and they're not exactly small items.  It appears they're not spawning for you; the question remains why?  Perhaps unrelated, but perhaps not, check the state of the globalvariable SBCSexLab via the console.

 

4 hours ago, Naps-On-Dirt said:

Is there a time aspect to the sites repopulating that I've forgotten about?

Yes, there is.  No, you haven't forgotten about it since it's a new feature/method associated with the radiant placement.  In the event you've cleared all the vanilla bandit camps and have no other bandit camp mods added, it could be the game engine simply isn't finding a camp with a live Boss.  Those Actors take 8 days to regenerate where the Player doesn't return to the site, and resets/restarts if you do before 8 days.  30 days for the rest of the bandits, same logic.  There's also a limit of not more than 10 Captives in world at a time (once released they're no longer a Captive) but it doesn't sound like that's the case for you.  If you've rescued 29, the chances are the script is pausing for 24 hours, and looking again.  It actually looks 10 times, waiting slightly longer between iterations, and if it hits 10 it gives up and starts again in 24 hours.

 

 

 

Posted
On 4/24/2022 at 9:14 AM, Irishredneck said:

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.

 

Happened to me.

Fixed it by going back to the Quest giver (blind mage?) and running through his dialogue again. Slowly.  Kajit names were correctly filled in this time.

Note: If you se (...), none of the Kajit's have SBC dialogue.

Posted
28 minutes ago, fred200 said:

Note: If you se (...), none of the Kajit's have SBC dialogue.

Indeed, [...] means the RefAliases didn't fill.  The Quest giver for that stage, however, is Giraud Gemane at the Bard's College.  You went all the way back to Dris?

Posted
46 minutes ago, Blackbird Wanderer said:

Indeed, [...] means the RefAliases didn't fill.  The Quest giver for that stage, however, is Giraud Gemane at the Bard's College.  You went all the way back to Dris?

 

.098f LE

There was no mapmarker for Gemane either. I eventually found him in the Bard college, and he gave me the quest

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...