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Sexy Bandit Captives © [WIP] Support Thread


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Posted
8 hours ago, Blackbird Wanderer said:

Good to hear on the function; not sure why on the assets.

 

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.

  Reveal hidden contents

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

This will accelerate the resolution to your problem!

 

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.

 

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.

Ok. I'm using 0.98f SE. And it was the first captive I was trying.

Posted (edited)

Another nuisance:

I went to Rockslide Ridge for three girls, Luna, Runa and Breya. The fight was tough but I won, liberated Luna and went to Breya. As soon as I engage her (click on her) -> CTD. Reload, went to Runa first, failed to liberate her, went to Breya, click -> CTD. Reload, went to Breya first, click -> CTD.

Nothing in the papyrus logs for this

I tried a few things: disable / enable -> CTD

Resurrect -> CTD

I there a console way to overcome this?

 

Another observation here: If I save a game in proximity to Breya, the save won't load, it CTDs even without touching her.

Edited by RomulusAugustulus
Posted (edited)
9 hours ago, Jgoftl said:

Ok. I'm using 0.98f SE. And it was the first captive I was trying.

First Captive is 100% fail for both subjugate and liberate.  It was deliberately written with the intent for the user to realize what they were trying obviously wasn't working and to try something else.

 

5 hours ago, RomulusAugustulus said:

As soon as I engage her (click on her) -> CTD. Reload, went to Runa first, failed to liberate her, went to Breya, click -> CTD. Reload, went to Breya first, click -> CTD.

That sounds like SE having issues with the mesh or texture, and Breya was one of the handful that received new mesh/textures with the last update.  Just did a test run in SE to challenge this and console teleported / enabled Breya in +dialogue with no issues while running the exact file version last uploaded (v0.98f).  With no other ideas apparent, we would suggest substituting these files (just tested) as a known good in for her and see if that changes anything.

00002976.NIF  (To: meshes\actors\character\facegendata\facetint\SexyBanditCaptives.esp)

00002976.dds  (To: textures\actors\character\facegendata\facetint\SexyBanditCaptives.esp)

Edited by Blackbird Wanderer
Posted
On 4/25/2022 at 7:46 PM, fred200 said:

And a question: What does it indicate if no sex after subjugate attempt? I broke something?

With the same captive, I can make repeated subjugate attempts, but no sex or collar color change.

Just realized this was never answered; sorry.  Subjugate attempts are a binary outcome, however even a failure will erode the Captive's resistance by a small amount (dependent on Player scores), so it's possible to fail repeatedly all the way to subjugation.  It will just take a lot longer.  Scenes only result from successes.

 

On 4/25/2022 at 11:33 PM, ExaltedMidget1 said:

apparently I did not get across what i really meant. I am not currently playing Sky trash, I am currently modding the shit out of it over 200  mods might go for 300, I noticed ppl talking about DW with this mod I was simply reporting on the DW problem with trying to change their factions EtRed made Prettier Bandits because DW slaves were breaking left and right and we determined it to be faction changes... to be honest if you have found way to get DW to play nice PAHA wants what ever code you have that is doing it.

Challenged this in game with a run through that happened to come up with Mistwatch.  Had DW enabled.  No issues, no attacking the Captive.  Checking the corpses with FactionSpy and both the regular bandits and those added by DW had identical Faction setups.  They all had dunMistWatchFaction (0x000C0160), which is what they started with, and they also all had BanditFaction (0x0001BCC0) which was added dynamically by an SBC script when entering a specific location where some sort of irregular bandit presence (built without BanditFaction) existed, but the site was otherwise desirable for SBC usage.  Not sure what the mystery with DW vs. any other mod is.  Factions are easily added via script.

Posted
3 hours ago, Blackbird Wanderer said:

That sounds like SE having issues with the mesh or texture, and Breya was one of the handful that received new mesh/textures with the last update.  Just did a test run in SE to challenge this and console teleported / enabled Breya in +dialogue with no issues while running the exact file version last uploaded (v0.98f).  With no other ideas apparent, we would suggest substituting these files (just tested) as a known good in for her and see if that changes anything.

Well, that worked! ?

Posted

Finally saw in testing what some have described: The unresponsive Captive after a bout of wisps.  It appears to be skipping over the AllowPCDialogue() line (even though it's in there twice!) so there's now an auxiliary function with StartQuest SBCRecovery.  If you crosshair an unresponsive Captive and run SBCRecovery it will toggle the Captive back to allowing dialogue.  Available in the next release or patch.

 

Thinking a Hints, Tips, and Workarounds section on the OP could be useful to capture things like this.

Posted
50 minutes ago, Ssplayer1ss said:

I am but the initial install was on an older version. Do I have to start a new game?

Not necessarily; it depends on where you saved.  If you can go back to where you talked to Giraud it should pick up from there.

Posted

I just found Ninalla in Camp Frostdrake (kudos BTW to @EinarrTheRed for this nice camp) and she is missing her hair texture. Just some violet colored shape around her head (0.98f SE).

Oh, and the quest for searching in Hjalmarch is still in the journal and Aslfur still has nothing to say about it.

Posted

Ok so I agreed with the script and it went "Proceed Adventurer" But I cant for the life of me find the notes in neither of those 4 locations listed. Are they hidden somewhere specifically?

Im also getting "SBC Manual" something popping on the upper left whenever I enter the Riverwood Trader but im not sure what to do.

Posted
1 hour ago, Headebanger said:

Ok so I agreed with the script and it went "Proceed Adventurer" But I cant for the life of me find the notes in neither of those 4 locations listed. Are they hidden somewhere specifically?

Im also getting "SBC Manual" something popping on the upper left whenever I enter the Riverwood Trader but im not sure what to do.

The note in Belethor's shop is on the shop counter, Riverwood trader was upstairs for me but also bare in mind I'm using JK Skyrim mods, so the exact location in Riverwood Trader could be different if you're playing with the interiors completely unmodded.

Posted (edited)
2 hours ago, Headebanger said:

Ok so I agreed with the script and it went "Proceed Adventurer" But I cant for the life of me find the notes in neither of those 4 locations listed. Are they hidden somewhere specifically?

As far as I understand, it could be tricky with Alternate Start mods and placing of the notes. Somebody suggested to get out of your starting cell before running SBC, what I have done.

I also seem to recall, that Blackbird Wanderer has placed some sort of alternate trigger behind the counter in the Riverwood Trader, this might be the message you get.

And last, with JK's mod of the Trader, the note is on the top floor in the left bedroom on the edge of the cupboard.

Edited by RomulusAugustulus
Posted
48 minutes ago, RomulusAugustulus said:

As far as I understand, it could be tricky with Alternate Start mods and placing of the notes. Somebody suggested to get out of your starting cell before running SBC, what I have done.

I also seem to recall, that Blackbird Wanderer has placed some sort of alternate trigger behind the counter in the Riverwood Trader, this might be the message you get.

And last, with JK's mod of the Trader, the note is on the top floor in the left bedroom on the edge of the cupboard.

Sigh, no matter what I do the note just doesnt appear. I dont have JKs Riverwood trades since its only for SSE and I play LE.

The note doesnt appear on the counter. However I do get the scripted "Agree" message. The game recognizes me installing the game since the mod appears in teh MCM menu. I even setstage a quest "The plot thickens". So the mod works. I even get dialogue options with jarl stewards, but they always say that they dont have any info for me.

But the problem is that the note wont spawn on the counter or anywhere else! Is there an additem or any form of command to start the mod? I was really looking forward to rescue some captives.

 

Posted
1 minute ago, Headebanger said:

Sigh, no matter what I do the note just doesnt appear. I dont have JKs Riverwood trades since its only for SSE and I play LE.

The note doesnt appear on the counter. However I do get the scripted "Agree" message. The game recognizes me installing the game since the mod appears in teh MCM menu. I even setstage a quest "The plot thickens". So the mod works. I even get dialogue options with jarl stewards, but they always say that they dont have any info for me.

But the problem is that the note wont spawn on the counter or anywhere else! Is there an additem or any form of command to start the mod? I was really looking forward to rescue some captives.

 

 

Maybe silly idea but have you tried using tcl on the console to turn collison off and seeing if the notes are either in the counter or under it? I've not had note placement issues myself with SBC but on another mod i did have it spawn stuff that should have been on a table under the table where i couldn't reach it

Posted
8 minutes ago, pinky6225 said:

 

Maybe silly idea but have you tried using tcl on the console to turn collison off and seeing if the notes are either in the counter or under it? I've not had note placement issues myself with SBC but on another mod i did have it spawn stuff that should have been on a table under the table where i couldn't reach it

Just tried it, it didnt solve the issue sadly...

Posted
24 minutes ago, Headebanger said:

But the problem is that the note wont spawn on the counter or anywhere else! Is there an additem or any form of command to start the mod?

Try this.  Use Additem to get one of the four notes (Curious Note, Guard's Notice, Jarl's Letter, Justicar's Note) in your inventory, but don't read it yet.  Go to one of the four locations (Belethors General Goods, Dragonsreach Basement, Riverwood Trader, Northwatch Keep).  Now read it and the mod should start.  You'll see "STARTED: SEXY BANDIT CAPTIVES" and "Seek information from an innkeeper."

 

5 hours ago, RomulusAugustulus said:

I just found Ninalla in Camp Frostdrake (kudos BTW to @EinarrTheRed for this nice camp) and she is missing her hair texture. Just some violet colored shape around her head (0.98f SE).

There's a good chance this is due to different versions of KSHair.  Will investigate and report.  [Checked: No issues in SE and running KS Hairdos SSE v1.9]

Spoiler

Test in SSE:

image.png

 

5 hours ago, RomulusAugustulus said:

Oh, and the quest for searching in Hjalmarch is still in the journal and Aslfur still has nothing to say about it.

Use "StartQuest SBCRecovery" with SBCKnown = 0.  Is one of the camps listed on the unknown list in Hjaalmarch?

Posted
On 4/25/2022 at 7:33 PM, Irishredneck said:

.098f LE

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

Replicated this in testing.  Have now added a backup procedure to fill that RefAlias if it's not filled by the Quest starting.  Tested/works.

Posted (edited)

v0.98f Patch file(s) to correct/address:

Spoiler
  • Added missing story Faction to Lelaine
  • Fixed Boutique Bandits procedure (Mistwatch, Broken Oar Grotto, etc.) to scan after conversion and enable scenes
  • Altered restraint collar calculation to prevent placement with disenchanted restraints
  • Changed SBCRecovery diagnostics Quest to yield both known and unknown sequentially
    • Also added procedure for SBCRecovery to unstick a Captive with their dialogue disabled
  • Fixed subjugated dialogue loop
  • Added Player option to final subjugation stage
  • Built cap to Wisp spawning (13 maximum)
  • Added procedures for Read Between the Lines Quest to force fill RefAliases that remain unfilled
    • Corrects both missing Quest marker and [...] dialogue issues

Sexy Bandit Captives v0.98f Patch LE.7z

Sexy Bandit Captives v0.98f Patch SSE.7z

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

Try this.  Use Additem to get one of the four notes (Curious Note, Guard's Notice, Jarl's Letter, Justicar's Note) in your inventory, but don't read it yet.  Go to one of the four locations (Belethors General Goods, Dragonsreach Basement, Riverwood Trader, Northwatch Keep).  Now read it and the mod should start.  You'll see "STARTED: SEXY BANDIT CAPTIVES" and "Seek information from an innkeeper."

 

There's a good chance this is due to different versions of KSHair.  Will investigate and report.  [Checked: No issues in SE and running KS Hairdos SSE v1.9]

  Reveal hidden contents

Test in SSE:

image.png

 

Use "StartQuest SBCRecovery" with SBCKnown = 0.  Is one of the camps listed on the unknown list in Hjaalmarch?

Ok thanks that worked, though the quest is a little bugged. When I pick up the note at Four Skulls the quest kinda glitches out and it disappears from the quest journal, but comes back when I leave the area. 

Posted
1 hour ago, Headebanger said:

Ok thanks that worked, though the quest is a little bugged. When I pick up the note at Four Skulls the quest kinda glitches out and it disappears from the quest journal, but comes back when I leave the area. 

Sounds like there's something either conflicting, or running slowly, or both, with your setup.

Posted
15 minutes ago, Blackbird Wanderer said:

Sounds like there's something either conflicting, or running slowly, or both, with your setup.

I dont even have a lot of mods installed, mostly cosmetic ones. However i did use Altarnate_start and did a bunch of fast traveling commands and console command the map a bunch to allow fast travel

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

Use "StartQuest SBCRecovery" with SBCKnown = 0.  Is one of the camps listed on the unknown list in Hjaalmarch?

No, the one location showing is in Falkreath.

SBCKnown is 0

 

Another thing: I was sent to Faldar's Tooth. On the top tower was Aurelia, I killed all bandits outside and subjugated her. I left her outside hogtied and went in to rescue three other girls.

When I came back out, Aurelia was still there but the quest to subjugate, escort or free her is still active. Probabely was the whole time, I just didn't notice. She responds like a slut, I took her to one of my houses, all her interactions are "slutty" but the quest stays active.

Edit: I was able to "solve" this issue by releasing her (would have loved to keep her, though).

Edit 2: Now that I think about it, it was maybe something of an edge case. On first try, her restraints turned white as if subjugated but there was no subjugation but "subjugation sex". On second try with her restraints already "worn out", she immediately "broke".

 

Edited by RomulusAugustulus
Posted

I've been sent to White River Watch for a second time. Don't know if this is intended, it wasn't in the older versions.

But worse, I am expected to rescue three girls there, two of which I have already encountered and freed (Vilena and Lynly Soriksen if thats any help). Is it possible that I forgot the third one in my first raid? It's highly unlikely but I can't completely rule it out.

Posted
3 hours ago, RomulusAugustulus said:

I've been sent to White River Watch for a second time. Don't know if this is intended, it wasn't in the older versions.

It's certainly possible if the Boss regenerates.

 

3 hours ago, RomulusAugustulus said:

But worse, I am expected to rescue three girls there, two of which I have already encountered and freed (Vilena and Lynly Soriksen if thats any help). Is it possible that I forgot the third one in my first raid? It's highly unlikely but I can't completely rule it out.

No, there are only two sites there so something wasn't erased the first time.  What version are you running?  If not v0.98f + patch then please upgrade.

Posted

I had 0.98f installed. I installed the patch and went back to a save immediately before rescuing the two girls in the running quest (bandits already dead).

After freeing the last one, the journal did *not* update to "ask an innkeeper". Still no luck with Aslfur.

 

So the journal is empty except of "Search in Hjaalmarch".

startquest SBCRecovery comes up empty with SBCKnown set to either 1 or 0.

 

Posted (edited)
3 hours ago, RomulusAugustulus said:

I had 0.98f installed. I installed the patch and went back to a save immediately before rescuing the two girls in the running quest (bandits already dead).

After freeing the last one, the journal did *not* update to "ask an innkeeper".

Thinking the patch will correct future issues, but not retroactively correct current issues.  It sounds like the problem (not erasing the Captives as they were found) occurred the first time you did WRW, but it didn't manifest until the second time you were sent there.  A successive second selection has never been seen in testing to date mainly due to the length of test runs being in-game shorter than the time for camp regeneration.  BTW - The erasure is on the object on which they are stored which is different than the RefAlias that displays in the Quest Journal.

 

Added a line to the placement script to wipe all storage on the site marker before using it again.

 

3 hours ago, RomulusAugustulus said:

So the journal is empty except of "Search in Hjaalmarch".

startquest SBCRecovery comes up empty with SBCKnown set to either 1 or 0.

It sounds like the revolving placement has stopped altogether; not sure why.  Try this, then go check with innkeepers (regardless of if the Journal says so):

StopQuest SBCH
StartQuest SBCGo

 

Edited by Blackbird Wanderer

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