Blackbird Wanderer Posted April 27, 2022 Author Posted April 27, 2022 Found a logic seam where the level bonus applied to a Captive who levels with the Player (would happen more with a high level Player) pushes their Resistance score higher than the restraints scale allowed for an resulted in the black restraints. Corrected and will be in the next version or patch.
Blackbird Wanderer Posted April 27, 2022 Author Posted April 27, 2022 On 4/26/2022 at 7:24 AM, nottingham2206 said: This is not how I recall (in the distant past) they used to loot. Also, when sending them off in the past you used to get a gratitude line if you gave them food/drink/gold but that seems absent now. Unsure if any of that is a bug but it used to be one of the most entertaining aspects of this mod for me so would be sad if those were the features stripped. Tested this extensively and it's all still all working (LE in a test environment), so the best guess would be something is interfering on your end. Either some unknown mod conflict, loading, or something about the game engine update to AE that handles things differently. One released Captive came back with all this kit. Spoiler 1
nottingham2206 Posted April 27, 2022 Posted April 27, 2022 1 hour ago, Blackbird Wanderer said: Tested this extensively and it's all still all working (LE in a test environment), so the best guess would be something is interfering on your end. Either some unknown mod conflict, loading, or something about the game engine update to AE that handles things differently. One released Captive came back with all this kit. Reveal hidden contents I spent a while, ok... a HUGE amount of time fault finding and checking up online along with cleaning ITM records etc. I now have a lot less bugs on a new playthough of SBC, they still don't loot like they used to but I got one getting four bits of loot. I would say its got to be a 'my end' issue. Regarding the Recorder and Sofia integration, has that happened yet? It shows them as detected in the MCM but they are in the usual start positions.
Blackbird Wanderer Posted April 27, 2022 Author Posted April 27, 2022 34 minutes ago, nottingham2206 said: Regarding the Recorder and Sofia integration, has that happened yet? It shows them as detected in the MCM but they are in the usual start positions. The detection is still there, but the code is muted to do anything with them ATM. Adding them back in is contingent on the voicing, and the workload for the regular voices is already huge. They're a fringe solution, so not currently the priority. 1
RevanCathal Posted April 28, 2022 Posted April 28, 2022 It's not detecting Paradise Halls for some reason.
bytorredoubt Posted April 28, 2022 Posted April 28, 2022 13 hours ago, Blackbird Wanderer said: Found a logic seam where the level bonus applied to a Captive who levels with the Player (would happen more with a high level Player) pushes their Resistance score higher than the restraints scale allowed for an resulted in the black restraints. Corrected and will be in the next version or patch. That might have been my issue too, I think my level is 111
RomulusAugustulus Posted April 28, 2022 Posted April 28, 2022 (edited) 15 hours ago, Blackbird Wanderer said: What does console "StartQuest SBCRecovery" tell you? If there are no more unknown sites, then we have the issue currently being investigated where further placements are being suspended. Oh dear, seems to be *really* broken. "Item 'sbcrecovery' not found for parameter Quest" Edit: I installed .98f SE over the current save and now I have the quest and it shows one entry, but not in Morthal. One innkeeper sent me to Eastmarch and that is where the revealed location is. It seems Morthal is still stuck but I get new locations anyways. I guess just reinstalling .98e would have done the same but since it appears to be safe, I am at least on the latest version now. Edited April 28, 2022 by RomulusAugustulus
kakaer Posted April 28, 2022 Posted April 28, 2022 The Khajits are missing quest markers. I have gone back to the orc, the blind mage, and the bard. None of them have the lines to update the aliases. What should I do? The Khajits have no translation dialogue either. 1
RomulusAugustulus Posted April 28, 2022 Posted April 28, 2022 5 hours ago, RomulusAugustulus said: I installed .98f SE over the current save and now I have the quest and it shows one entry, but not in Morthal. One innkeeper sent me to Eastmarch and that is where the revealed location is. It seems Morthal is still stuck but I get new locations anyways. Update: I had "Mistwatch" shown when entering startquest SBCRecovery. I approached and got no quest update. I entered, still no update but the bandits went aggro, Sabrina Aurus was there and I guess she only survived because she was behind bars. Killed all the bandits, freed Sabrina, still no update but everything else worked. Went further up, killed everybody but spared Fijola, sent Christed away, returned to Fijola and then a bunch of quest updates happened. First "Speak to an innkeeper, then about 5 locations to approach and an entry to approach Sabrina (who was well on her way to Dawnstar at this moment). And still the quest to search in Hjalmarch. Well, I will see what happens next.
Naps-On-Dirt Posted April 28, 2022 Posted April 28, 2022 First time getting around to the Civil War since SBC was re-released, and I was very surprised to see zero SBC NPCs congregating in front of Whiterun's front gates and the guardhouse there when Battle Of Whiterun started. Instead it was one from DCL and one from Hydra_slavegirls. So whatever you did to prevent that, it worked.
Blackbird Wanderer Posted April 28, 2022 Author Posted April 28, 2022 3 hours ago, kakaer said: The Khajits are missing quest markers. I have gone back to the orc, the blind mage, and the bard. None of them have the lines to update the aliases. What should I do? The Khajits have no translation dialogue either. What version & platform? Did you continue the dialogue with Giraud all the way where to where you would get the Quest markers? If so, this is a problem loading the RefAliases. Some users have had success loading a save point right before talking to Gemane Giraud. If you have a highly loaded system and/or running a lot of mods causing your system scripts to lag, that's likely the cause. 11 minutes ago, RomulusAugustulus said: First "Speak to an innkeeper, then about 5 locations to approach and an entry to approach Sabrina (who was well on her way to Dawnstar at this moment). And still the quest to search in Hjalmarch. Sounds like another stuck location where it didn't shift to tactical upon entry. If you render a Captive while still in strategic mode, the site will never clear (with the version you're currently using). Working on an update where talking to a Captive will run a backup shift to tactical mode in these cases. FYI - the marker used for the proximity marker placement in Mistwatch is in Mistwatch01 (the first tower after the drawbridge) where you find Christer. Nothing else about the location, inside or outside, is used.
Blackbird Wanderer Posted April 28, 2022 Author Posted April 28, 2022 5 minutes ago, Naps-On-Dirt said: First time getting around to the Civil War since SBC was re-released, and I was very surprised to see zero SBC NPCs congregating in front of Whiterun's front gates and the guardhouse there when Battle Of Whiterun started. Instead it was one from DCL and one from Hydra_slavegirls. So whatever you did to prevent that, it worked. \o/ Yes! A Faction to preclude this was applied to the Captives upon placement. Good to hear that annoying wrinkle has been ironed out. 8 hours ago, Jgoftl said: It's not detecting Paradise Halls for some reason. Known issue with an unknown cause. If you console: "Set SBC_PAH_On to 1" you'll get the same effect (dialogue to convert directly to PAH) but be advised each time you start up or open the MCM it will probably get reset to 0.
RomulusAugustulus Posted April 28, 2022 Posted April 28, 2022 (edited) 1 hour ago, Blackbird Wanderer said: Sounds like another stuck location where it didn't shift to tactical upon entry. If you render a Captive while still in strategic mode, the site will never clear (with the version you're currently using). Working on an update where talking to a Captive will run a backup shift to tactical mode in these cases. Seems like script lag or a script not running at all since you mentioned that the Mistwatch bandits shouldn't go aggro. Maybe common cause. Well, I have lots of savegames from before, I will try one. Edit: Loaded a pre-Mistwatch save. Entered Mistwatch, nothing happened. Left Mistwatch, got quest updates for at least 5 locations and then finally one for Mistwatch. Entered and quest was updated to locate Sabrina. Freed her without problem. Now the Journal for SBC has four locations to approach and still the objective to seek information in Hjalmarch. Edited April 28, 2022 by RomulusAugustulus
Blackbird Wanderer Posted April 28, 2022 Author Posted April 28, 2022 On 4/25/2022 at 11:09 AM, Naps-On-Dirt said: .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? Figured out this mystery (finally). There's a variable keeping track of the number of undiscovered Captives in the game world at any given time. It increments at placement and decrements when you Escort/Liberate/Subjugate, or they die, except it wasn't happening with each option, like Liberate. So what happens is the count gets higher until it hits the limit for additional placement to be restricted, but additional releases don't bring it back down and the whole placement system grinds to a halt. Unfortunately it's not a GlobalVariable or anything accessible via the console. The root issue seems to be corrected, but to fix an ongoing game building something into the SBCRecovery is a possibility. 1
Sanziee Posted April 28, 2022 Posted April 28, 2022 v0.98f/SE All captives have the same vanilla base asset face. Everything else works just fine.
RevanCathal Posted April 28, 2022 Posted April 28, 2022 Having an issue where Subjugate constantly fails.
Kanerah Posted April 28, 2022 Posted April 28, 2022 I'm still having an issue of second succubus not appearing during the first captive rescue scene ( so it continues indefinitely). Are there any console codes ( like quest setstage) that can let me skip through it?
thesteve812 Posted April 28, 2022 Posted April 28, 2022 I'm using LE .98f and having a problem. The game will freeze (not ctd) when the wisps appear. I have to alt tab out of the game to exit Skyrim. If I'm close to where they appear sometimes the crackling sound is still going. Sometimes it will take a couple times of loading a save and trying again (like 6 times) before they will appear without the freeze. I tried lowering my visual settings, but it doesn't make a difference. When they do appear and it doesn't freeze there is like 20 of them to kill. It just happened at Camp Redfox and before that it was Camp Vallus. thanks
Blackbird Wanderer Posted April 28, 2022 Author Posted April 28, 2022 5 hours ago, Sanziee said: All captives have the same vanilla base asset face. Everything else works just fine. Good to hear on the function; not sure why on the assets. 4 hours ago, Jgoftl said: Having an issue where Subjugate constantly fails. It will constantly fail if it's the first captive. It will probabilistically fail (always a chance of success, albeit small) if your skills (including experience subjugating) aren't high enough. 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! 1 hour ago, Kanerah said: I'm still having an issue of second succubus not appearing during the first captive rescue scene ( so it continues indefinitely). Are there any console codes ( like quest setstage) that can let me skip through it? Not sure if this will work since it can't be replicated in testing, but try disabling Inye (the blue one). That may short-circuit the rest of the scene, but only if it processes the next step -- and it may not depending on where/why it's stuck. Alternately, would you be willing to try a test run with only the necessary mods loaded? That would tell us if it's your setup that's limiting things. 25 minutes ago, thesteve812 said: I'm using LE .98f and having a problem. The game will freeze (not ctd) when the wisps appear. I have to alt tab out of the game to exit Skyrim. If I'm close to where they appear sometimes the crackling sound is still going. That sounds like a pure loading problem (overloading that is) and it's not the visual settings as much as it is the processing for a bunch of new Actor's AI arriving simultaneously on the scene is overwhelming the LE game engine. How robust is your machine, and how overloaded is your mod list? Have already toyed with the idea of spawning the wisps into RefAliases for the purposes of number limitation as well as to allow them to coordinate and exhibit different behaviors. What is your value for SBCInit? If there are 20 wisps then they're either double spawning (which RefAliases would fix) or you've gone through a lot of camps and Captives. There is currently no theoretical limit on the wisp population. Sort of like an '80s video game that gets progressively harder until you die. 1
thesteve812 Posted April 28, 2022 Posted April 28, 2022 (edited) Just now, Blackbird Wanderer said: How robust is your machine, and how overloaded is your mod list? What is your value for SBCInit? I have an AMD Ryzen 7 3800x, AMD RX 5700xt and 16gb ram. 255 mods enabled sbcinit = 119 I have been to quite a few camps and the freezing just started yesterday. Edited April 28, 2022 by thesteve812 sbcinit is 119, not 7
Blackbird Wanderer Posted April 28, 2022 Author Posted April 28, 2022 20 minutes ago, thesteve812 said: I have an AMD Ryzen 7 3800x, AMD RX 5700xt and 16gb ram. 255 mods enabled sbcinit = 7 I have been to quite a few camps and the freezing just started yesterday. With SBCInit = 7 you should only be seeing 6 Wisps so something is wrong with how that procedure is being executed. It's like it's being called twice (or more) and if your system is lagging with its mod load and capability to make it send repeat calls to that procedure then we can probably build in a quick limiter on it to only fire once. Other users have reported bandits with super high health scores that may stem from a similar misfiring function.
thesteve812 Posted April 28, 2022 Posted April 28, 2022 Just now, Blackbird Wanderer said: With SBCInit = 7 you should only be seeing 6 Wisps so something is wrong with how that procedure is being executed. It's like it's being called twice (or more) and if your system is lagging with its mod load and capability to make it send repeat calls to that procedure then we can probably build in a quick limiter on it to only fire once. Other users have reported bandits with super high health scores that may stem from a similar misfiring function. Sorry, I did an edit, my sbcinit = 119. I saved Isobel at Redfox and it's now 121. I have 2 playthroughs and the other one is having problems with innkeepers not knowing, it was the sbcinit = 7, my bad, sorry for my confusion.
Blackbird Wanderer Posted April 28, 2022 Author Posted April 28, 2022 5 minutes ago, thesteve812 said: Sorry, I did an edit, my sbcinit = 119. I saved Isobel at Redfox and it's now 121. Wow. That's a different story altogether. You're just flexing the mod well beyond the current design. Good to know what happens out that far! We'll put together a patch for the limiter nonetheless (which needed doing anyway) because of the other aforementioned issues.
thesteve812 Posted April 28, 2022 Posted April 28, 2022 Just now, Blackbird Wanderer said: Wow. That's a different story altogether. You're just flexing the mod well beyond the current design. Good to know what happens out that far! We'll put together a patch for the limiter nonetheless (which needed doing anyway) because of the other aforementioned issues. The freeze usually happens on exterior camps. I just did Swindler's Den and Embershard Mine and no freeze. I also have Populated Skyrim and Banditry (no longer available) which both add some bandits, but not a lot, maybe 2 extra per camp. Thanks for the continued work on this great mod. I do miss the "may I make a suggestion" to the freed captive though.
Blackbird Wanderer Posted April 28, 2022 Author Posted April 28, 2022 54 minutes ago, thesteve812 said: I do miss the "may I make a suggestion" to the freed captive though. It's coming back; it's just not working correctly right now. 2
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now