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Sexy Bandit Captives © [WIP] Support Thread


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Posted
8 hours ago, Blackbird Wanderer said:

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

Worked, thank you.

Posted
On 4/27/2022 at 8:39 AM, Blackbird Wanderer said:

That's the problem then.  Console: "AddItem XX0596E9" on her (XX being your SBC load order) and that should fix her.

It sounds like a few people are having that issue where the procedure to apply the right set of restraints doesn't complete and they get the disenchanted set.  Will investigate.

 

This doesn't appear to work for me. I've also tried giving this item to myself so that I could reverse pickpocket it into her inventory but despite getting a message about mysterious restraints being added to my inventory they are not there. I've also tried selecting her and using the equipitem command with the same result.

Posted (edited)

I'm a little confused about the followers thing. I understand from previous posts that the Sofia/Recorder integrations are there for testing purposes and don't actually do anything currently?

What about vanilla followers or follower mods that use regular voices/follower system?

Is there any support for turning followers into captives or is that just some currently unofficial function you're testing?

 

Also curious if you're planning on adding NFF integration alongside the other follower overhaul mods.

 

And does merging mods affect compatibility. For example merging sofia and recorder into a big follower pack or merging the bandit camp mods and then changing the SexyBanditCaptives.json

 

Edited by Mr_Shaky
Posted
6 hours ago, bytorredoubt said:

This doesn't appear to work for me. I've also tried giving this item to myself so that I could reverse pickpocket it into her inventory

This would never work even if it did get it to her inventory; she wouldn't put it on.  What are her FactionRanks for XX00E6B7 and XX00E6B1?

 

2 hours ago, Mr_Shaky said:

Is there any support for turning followers into captives or is that just some currently unofficial function you're testing?

Yes, but it's currently disabled pending testing.

 

2 hours ago, Mr_Shaky said:

Also curious if you're planning on adding NFF integration alongside the other follower overhaul mods.

Yes.

 

2 hours ago, Mr_Shaky said:

And does merging mods affect compatibility. For example merging sofia and recorder into a big follower pack or merging the bandit camp mods and then changing the SexyBanditCaptives.json

That's the main purpose of the JSON, with the secondary function being to give the user the power to change the target source name in cases where a mod was issued with varying ESP titles (e.g., LE MBC).  Merging does not affect compatibility as long as some key FormIDs used as reference points don't change.  This was tested with all of the supported bandit camp adding mods combined into one mod.

Posted (edited)
12 hours ago, RomulusAugustulus said:

Worked, thank you.

Now it's starting to get funny.

With the console commands I managed to get sent to Haafingar, Falk gave me two locations, I rescued all the girls there.

Well, guess what, again no new "ask an innkeeper" quest. So I thought, I just try it anyways and - without the console commands this time - I went and asked an innkeeper. He told me he hadn't heard anything but the journal updated to search in The Rift.

Now let's see what Anuriel has for me.

 

Edit: She sent me to the Rift Watchtower, the first ever location I had in the quest. It told me to free two captives, one of which I already had freed. Basically the same as with White River Watch.

Guess I will load an earlier save again...

 

Edit: Loaded an earlier save. Got sent to Whiterun -> got sent to WRW, same problem as before, there are two girls in the cave but I should rescue four of them (the same ones as before, so I guess these are the ones I rescued previously from WRW and they weren't cleared).

 

I'm done for today, I guess I just wait until a patch for the problem comes up.

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

Yes, but it's currently disabled pending testing.

Looking forward to that being implemented ?

 

Btw is it possible to reactivate dormant restraints and put them on people? I'd assume not but I have to ask :P

Maybe in the future it would be possible to put reactivated restraints on released captives or anyone that qualifies as a potential captive?

Posted
1 hour ago, Mr_Shaky said:

Btw is it possible to reactivate dormant restraints and put them on people?

Short answer: no.

 

Longer answer:  Backing out of the immersion for a sec and looking at the mechanics, the way things are designed (deliberately) is there are actually no inherent behavior modifying properties of the restraints themselves.  Some mods like DD do things like that, and they can tend to be resource hogs so there is a real aversion with some people to using those mods.  There may be something along the lines of what you suggest as a story driven plot point eventually, but it would be a limited case at most and not governed by the restraints themselves.

 

4 hours ago, RomulusAugustulus said:

Edit: Loaded an earlier save. Got sent to Whiterun -> got sent to WRW, same problem as before, there are two girls in the cave but I should rescue four of them (the same ones as before, so I guess these are the ones I rescued previously from WRW and they weren't cleared).

Hmmm.  Time to turn on some debug messages and check the efficacy of some of those erase procedures.  Just to verify, you are running the latest patch, right?

Posted
1 hour ago, Mr_Shaky said:

Btw is it possible to reactivate dormant restraints and put them on people?

Short answer: no.

 

Longer answer: The way things are designed (deliberately) there are actually no inherent behavior modifying properties of the restraints themselves.  Some mods like DD do things like that, and they can tend to be resource hogs so there is a real aversion with some people to using those mods.  There may be something along the lines of what you suggest as a story driven plot point eventually, but it would be a limited case.

Posted
59 minutes ago, Blackbird Wanderer said:

Try this, but you've got to engage before the new site is selected again for this to work so you may need to roll back a bit in your saves.

Nope, didn't work. I still get a quest objective for an already rescued captive in the Rift Watchtower.

In the save I installed the patch, there was no objective at all except the ever present Hjaalmarch but I got sent to the Rift by an innkeeper anyways.

Posted
44 minutes ago, RomulusAugustulus said:

Nope, didn't work. I still get a quest objective for an already rescued captive in the Rift Watchtower.

In the save I installed the patch, there was no objective at all except the ever present Hjaalmarch but I got sent to the Rift by an innkeeper anyways.

You do realize the selection of the next site(s) happens immediately when you render the last Captive from another site, right?  It's already in place by the time you talk to the innkeeper, so in order for this patch to have a chance to erase the upcoming previously used site, the save point would have to be before the end of the previous site.

Posted (edited)
On 4/30/2022 at 12:47 PM, 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."

I'm one of those people who cannot find any of the notes to begin the quest.  It took me forever to figure out how to get the quest started.  Here's what I did.
I went in Belethor's shop and went into console mode.
I used the command "help curious" to display the 8-digit code for the "Curious Note".
I used the command "player.additem xxxxxxxx 1" where xxxxxxxx is the 8-digit code.
Got out of console mode and found the Curious Note in my inventory.
I read the Curious Note but nothing happened.
I left the Curious Note on Belethor's counter and left the shop.
I went off and completed a couple of side quests (but probably could have just come back into the shop).

The next time I came in the shop (a couple of game-days later) I picked up the Curious Note and read it - and the "Sexy Bandit Captives" quest finally started!!!

Edited by johnthenomad
Posted
59 minutes ago, johnthenomad said:

I'm one of those people who cannot find any of the notes to begin the quest.

And we still have no idea why they're not spawning for some people.

 

1 hour ago, johnthenomad said:

It took me forever to figure out how to get the quest started.  Here's what I did.

Good thinking and great perseverance!

 

1 hour ago, johnthenomad said:

I left the Curious Note on Belethor's counter and left the shop.

It probably would have worked immediately after that.  Reading it while still in your inventory is different for some reason from spawning it in game-world and then reading it.

Posted (edited)
On 5/4/2022 at 1:43 AM, Blackbird Wanderer said:

You do realize the selection of the next site(s) happens immediately when you render the last Captive from another site, right? 

OK, did get back 2 saves earlier. Now the game is trying to troll me. I got once again sent to Whiterun but Aventus didn't send me to WRW but to an unexplored camp, so I can't really tell if it worked.

Two things: The Riverside Bandit Camp (across the river from Dragonbridge) seems to have two location markers. And I get frequent CTDs from the Wisps. My rack if pretty hefty for Skyrim (AMD Ryzen 7 3700X 8-Core Processor, Radeon RX 570 with 12 GB, 32 GB RAM) so I don't know where this comes from. Probably some setup error on my side.

 

Edit:

Didn't work either. I got the job for Riften Watchtower again and the oblective for the already freed captive turns up again.

I used a save where I had killed all the bandits but not yet interacted with the captive.

 

After verifying that I had installed the patches and they are loaded in the correct order, I once again tried and once again ran into the same problem.

But I have an idea: If you have a quest objective pointing you to one province, that means a placement has already taken place. And I still have this "hanging" Haalmarch objective. Is it possible that this prevents the patch from clearing sites? And is there a way to get rid of it?

Edited by RomulusAugustulus
Posted

Started again from the beginning on a save that hadn't had a previous version of SBC and everything worked up until the khajitt quest, to try it a different way i looted the item from the jarls room and the khajitt rejected them as they hadn't been worn so went back and did it by talking to the servant but after obtaining the second pair the quest didn't update to allow me to turn in the second pair that had been worn

 

Doing it the correct way the first time the quest did update and i got my translation

Posted
3 hours ago, pinky6225 said:

Started again from the beginning on a save that hadn't had a previous version of SBC and everything worked up until the khajitt quest, to try it a different way i looted the item from the jarls room and the khajitt rejected them as they hadn't been worn so went back and did it by talking to the servant but after obtaining the second pair the quest didn't update to allow me to turn in the second pair that had been worn

 

Doing it the correct way the first time the quest did update and i got my translation

Thanks for the report; will check on that Quest progression.  You found the Easter egg!

Posted

i cannot figure out the quest "the plot thickens" for the life of me. do i just need to question inn keepers till im givin what im needed or what?

Posted
8 hours ago, rvera91 said:

i cannot figure out the quest "the plot thickens" for the life of me. do i just need to question inn keepers till im givin what im needed or what?

The Plot Thickens contains no interaction with innkeepers.  It starts after the vision in the void.  The Quest journal objective should have been:

  • Liberate, escort, or subjugate <Name>

If you're running the latest version (v0.98f), doing anything other than Escort should be impossible.  Subjugation was inadvertently possible in earlier versions and if you pursued this course of action you would never be able to recover and would need to load an earlier save.

 

Once you're escorting that first Captive it's self explanatory from the Quest journal objectives until you arrive in Winterhold with the Captive.

Posted

A favorite mods thru the years.

But when i updated and started a new game, i can start the mod and get the quest to talk to a inn keeper but so far i tried 3 different but no one has any information.

I hope someone has some tips for what i'm doing wrong ?

Posted
58 minutes ago, Hrafur said:

A favorite mods thru the years.

But when i updated and started a new game, i can start the mod and get the quest to talk to a inn keeper but so far i tried 3 different but no one has any information.

I hope someone has some tips for what i'm doing wrong ?

Installed to a clean save?  Latest version and has anything been modified in any way including dependencies?

Posted

Tried with clean save, started a new game. Gets the same result the quest starts after reading the note (talk to a inn keeper) but they dont have the dialog.

Tested with a very old save even without cleaning the save and the innkeeper has the dialog. guess its time to reinstall the game and mods 

Posted
8 hours ago, shardoom said:

Did you switch to using CAO to convert?

CAO was what was originally used for everything but the animations; for those it was not producing functional results.

Posted
2 hours ago, Blackbird Wanderer said:

CAO was what was originally used for everything but the animations; for those it was not producing functional results.

 

If it was a while back then there did used to be some bad bugs in the early stages.

It converts everything flawlessly now, with the added benefit of being able to button up all of the converted files into nice tidy resource saving .bsa files at the same time.

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