Headebanger Posted May 9, 2022 Posted May 9, 2022 So im having issues. Ok I followed the instructions. The letters wont spawn so I use console command, leave the correct letter by the counter. Go outside, fuck around for a bit and wait 24h. I go back and open the leter and "SEXY BANDIT CAPTIVES" quest starts! Then I follow the questline until im being sent to whatever bandit camp the steward sent me. Now my problem is that the captives wont spawn and the quest disappears from the quest log. But as soon as I leave the area the quest long appears again, and disappears when I arrive. I read the Bandit Leaders journal and all, the captives wont spawn. Ill just wait for the next update.
devildx Posted May 10, 2022 Posted May 10, 2022 (edited) Any chance for a option in the MCM to disable the wisps? Asking because it does not play well with the Yuriana Wench mod option to spawn bandit wenches. Even with my 25% chance the wisps spawn wenches to infinity. While normal bandits spawn only one and sometimes. Had to disable the bandit wenches spawns to be able to clear the dungeon. Edited May 10, 2022 by devildx
devildx Posted May 10, 2022 Posted May 10, 2022 (edited) Found a problem. Skyrim SE (1.5.97), mod Version 0.98F + patch Cleared the dungeon (Frostmere Crypt) and when I go near the captive (Fawn) it starts the vision. After the vision the player character became stuck in the first person view and when I start to speak to Fawn the game crashes. EDIT> Found the culprit of the crash. Is the mod FuzRoBork that is somehow incompatible with this mod. Disabling the player voice dialog on the mcm and I can speak with Fawn. Maybe the silent dialog is not compatible. Seems like the mod is not entire voiced yet. I will do the voices on XVAsynth here and test again. Edited May 10, 2022 by devildx
MaxMakar Posted May 10, 2022 Posted May 10, 2022 On 5/8/2022 at 9:43 PM, Hrafur said: 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 I also don't have a dialogue with the innkeeper after reading the note. Also started a new game. It didn't help. Waiting for updates...
Blackbird Wanderer Posted May 10, 2022 Author Posted May 10, 2022 5 minutes ago, Max semenov arc said: I also don't have a dialogue with the innkeeper after reading the note. Also started a new game. It didn't help. Waiting for updates... Your problem won't be corrected by another update. It's likely something in your setup is modifying SBC in some way to include other mods made to use SBC as a dependency.
Blackbird Wanderer Posted May 10, 2022 Author Posted May 10, 2022 5 hours ago, devildx said: Any chance for a option in the MCM to disable the wisps? No, they're central to the story. However, we can experiment with their settings and try to mirror the bandit setup so they won't cause the infinite spawn issue you describe.
Naps-On-Dirt Posted May 10, 2022 Posted May 10, 2022 When a freed SBC becomes the victim of a kidnapping by Vampires in the Dawnguard DLC (and maybe Companion kidnapping quests too?), when you rescue them they don't return to wherever they had been assigned to, they just hang out in the kidnappers place. I've been bringing them back to live with the Dawnguard. Is there a way that they can have their destination assigned as their home, and then given a dialogue choice to tell them to return home?
Blackbird Wanderer Posted May 10, 2022 Author Posted May 10, 2022 2 hours ago, Naps-On-Dirt said: Is there a way that they can have their destination assigned as their home, and then given a dialogue choice to tell them to return home? Yes, it just hasn't been implemented yet. It's on the list. As a workaround, some of the follower mods allow menu driven home designation. 1
devildx Posted May 10, 2022 Posted May 10, 2022 (edited) Skyrim SE (1.5.97), mod Version 0.98F + patch On the college and just about to release Fawn. Like previous versions just before releasing them you have the option to ask for sex but none of the options is working here. It just don't start any animations. Playing here with futa player (female+schlong). Edited May 10, 2022 by devildx
Blackbird Wanderer Posted May 10, 2022 Author Posted May 10, 2022 49 minutes ago, devildx said: Skyrim SE (1.5.97), mod Version 0.98F + patch On the college and just about to release Fawn. Like previous versions just before releasing them you have the option to ask for sex but none of the options is working here. It just don't start any animations. Will investigate. Thanks for the report.
Blackbird Wanderer Posted May 10, 2022 Author Posted May 10, 2022 1 hour ago, devildx said: It just don't start any animations. It appears to be unique to the first Captive, yet there are no apparent Faction differences that would preclude anything. Wondering if the previous scene hasn't let go or something.
Naps-On-Dirt Posted May 11, 2022 Posted May 11, 2022 Weird bug, hopefully its a one-off. I have cleaned my save and restarted SBC. Last night I went to talk to Germaine in the Bards College, then came outside and saved the game. This morning when I reloaded, the RefIDs for the three Khajiit traders were empty in the SBCSV quest, and talking to them they had no dialogue for the quest. I loaded the autosave from when I entered the college and talked to him again, and everything seems ok. But I wasn't thinking ahead and so I've cycled past that autosave, so I can't try to reproduce the error because if it recurs I'm stuck.
Naps-On-Dirt Posted May 11, 2022 Posted May 11, 2022 Since this is post civil war, the Black Briars are in charge of Riften. I was told to go there, but whats his name (Maven's husband?) says he's gonna give me the info but doesn't show me a report, then says "thats all I know". SBCRecovery says that the location is Camp Aspen Creek, but I don't recognize that name so I can't just go to it. I even summoned Anuriel back to the room and asked her, but she had no SBC dialogue at all. Are the number of wisps spawned related to your level? Because in this game I'm 80 (I never usually play this long without starting over, but I wanted to meet the Ebony Warrior so I'm waiting around for that encounter) and the wisp infestation is out of control. I lost count how many there actually were. I got tired of running and healing so I just enabled god mode and started killing in console, and after killing a half dozen, a new batch of even more spawned in their place. This went on for like 15-20 minutes.
apEna Posted May 11, 2022 Posted May 11, 2022 0.98F + patch. LE I feel like theres something wrong with the parser or whatever you are using to pick up the mod names from JSON. I can type anything in the JSON file and the mod picks these like it should, exept for: Extensible Follower Framework, Paradise Halls and SOS. For these mods the file name that it should pick up from the JSON stays empty, and thus can't find them. The others shows clearly in the MCM what filename they are looking for. Spoiler Also for some reason Camp Steadfast added by MBC is in its original position even though you said that the EtR Patch is no longer needed, but the original purpose of that patch was to move that said camp away from there. I checked it with console and seems like 'MoreBanditCamps(Explorer'sEdition).esp' is the last one to edit that place. Exept for one floating cowhide and random bandit that were last edited by 'SexyBanditCaptives.esp'? MBC is detected and checked in the information page of the MCM. The new camps added by EtR are where they should and camp redfox is not angry, ect. SBC is placed after MBC in load order and EtR patch is disabled. These were observed on a clean save (cleaned from MBC and SBC both).
Blackbird Wanderer Posted May 11, 2022 Author Posted May 11, 2022 2 hours ago, Naps-On-Dirt said: Since this is post civil war, the Black Briars are in charge of Riften. I was told to go there, but whats his name (Maven's husband?) says he's gonna give me the info but doesn't show me a report, then says "thats all I know". SBCRecovery says that the location is Camp Aspen Creek, but I don't recognize that name so I can't just go to it. I even summoned Anuriel back to the room and asked her, but she had no SBC dialogue at all. It's Hemming Black-Briar, one of Maven's sons. Just checked and that dialogue isn't filtered by VoiceType so it can't be the voice. It may be that when Bethesda implemented the post-civil war side for Riften they didn't change his JobStewardFaction rank from -1. Can you check that and report back? 1 hour ago, apEna said: For these mods the file name that it should pick up from the JSON stays empty, and thus can't find them. Cause and effect reversed. It displays the current file name for what it found in the JSON. Why it's not finding them for some users remains a mystery. PAHE is the biggest culprit for this; the others are news. Identical code, unmodified JSON, same setup (v0.98f + patch, LE), different mod environment : Spoiler 1 hour ago, apEna said: Also for some reason Camp Steadfast added by MBC is in its original position even though you said that the EtR Patch is no longer needed, but the original purpose of that patch was to move that said camp away from there. The camp setup is evolving. Eventually SBC and MBC will become mutually exclusive. The EtR patch was merged into SBC and the unintended side effect of that was the return of Camp Steadwatch. (Steadfast was the original name for Rockslide Ridge.) 1 hour ago, apEna said: Exept for one floating cowhide and random bandit that were last edited by 'SexyBanditCaptives.esp'? RefID please.
Naps-On-Dirt Posted May 11, 2022 Posted May 11, 2022 (edited) 11 minutes ago, Blackbird Wanderer said: It's Hemming Black-Briar, one of Maven's sons. Just checked and that dialogue isn't filtered by VoiceType so it can't be the voice. It may be that when Bethesda implemented the post-civil war side for Riften they didn't change his JobStewardFaction rank from -1. Can you check that and report back? It didn't like JobStewardFaction for the faction name. But I don't think it was that, I was just sent back to Riften for another site, Stony Creek Cave (uh, which is actually in Eastmarch...), and he gave me that info no problem but still didn't give me the info about Aspen Creek. So I guess it might be related more to the site than to him? I've been forgetting to include my version info, I'm at 0.98f patch on LE. I think there's been only one patch to LE on F so far. Edited May 11, 2022 by Naps-On-Dirt
Blackbird Wanderer Posted May 11, 2022 Author Posted May 11, 2022 2 hours ago, Naps-On-Dirt said: It didn't like JobStewardFaction for the faction name. But I don't think it was that, I was just sent back to Riften for another site, Stony Creek Cave (uh, which is actually in Eastmarch...), and he gave me that info no problem but still didn't give me the info about Aspen Creek. So I guess it might be related more to the site than to him? It sounds like it's resolving the wrong Hold based on that steward; will need to pull that code apart and examine.
Blackbird Wanderer Posted May 11, 2022 Author Posted May 11, 2022 Not sure how this is going wrong. Everything lines up for the correct index, and Camp Aspen Creek shows a parent Location of RiftHoldLocation. The procedure basically takes whichever Steward you're talking to, and if they're not on the one list, it checks the other list, yields the index, and uses it as the corresponding index of the Hold. Spoiler Also verified StonyCreekCave parent Location shows EastmarchHoldLocation, and it's shown up a bunch in testing correctly in Eastmarch, but that's all pre-CW. Plus Brina showed up correctly for someone else in The Pale post CW. So the mystery remains as to how this is happening.
apEna Posted May 11, 2022 Posted May 11, 2022 So the missing mods are setup specific... dis gonna be arse to figure out. But anyway about the camp steadfast, if the merger brought back the camp then nothing out of the ordinary is happening there. I was just wondering why there were some items modified by SBC and rest was from the original mod and the fact that EtR patch was mentioned to be not needed. Devious lore? I think? also modifies that world space and creates small hole in the world where stuff can fall out of bounds (typing this I realized that this might be fixed with modifying my load order), but the biggest problem with that camp is its proximity to the road and the random event generator there. Its always some crazy mayhem there when i try to visit Rorikstead. I in no way have any higher understanding about Skyrim modding so the next bit probably has no point but I loaded also the EtR patch to see what what it removes and what SBC modified/only item are left on the camp out of curiosity and this was the result: Spoiler Also don't do what i did and load the EtR patch with SBC, it makes atleast Rockslide Ridge and the moved steadfast exist in the sameplace causing double the bandits, clutter and items, treasure chect inside treasure chest that is inside shack that is inside a shack and apples realizing they can't exist in the same space as its cloned brother and havoks to the horizon. Pretty good wtf moment when the compass turns red from all the enemies and some 20 bandits come rushing down the hill. My skyrim is old and busted so I would not be suprised is some these problems are just me specific, but ill keep playing and see what happens.
Blackbird Wanderer Posted May 11, 2022 Author Posted May 11, 2022 26 minutes ago, apEna said: SBC modified/only item are left on the camp out of curiosity and this was the result: Yes; SBC takes the existing camps and adds some extra assets (some of which are invisible) as well to 1) make it Captive compatible and 2) give the game engine an asset to latch onto for detecting if the camp has respawned. It turns out this has to be from within the same mod, for some reason, so all the MBC, WT, and DFT camps got an extra bandit added by SBC with the Boss LocRefType. This is what drives the Radiant style detection for valid camps. Vanilla camps didn't need this extra Actor; detection on the organic Boss works fine. 29 minutes ago, apEna said: Also don't do what i did and load the EtR patch with SBC, it makes atleast Rockslide Ridge and the moved steadfast exist in the sameplace causing double the bandits, clutter and items, treasure chect inside treasure chest that is inside shack that is inside a shack and apples realizing they can't exist in the same space as its cloned brother and havoks to the horizon. Which is exactly why this was delineated as a "don't do this" sort of thing. ? Everything good from the EtR patch has been harvested and included holistically with SBC. If you understand using TES5Edit, it wouldn't be difficult for you to edit out Camp Steadwatch from MBC as a one time deletion from that edited cell. The few SBC assets would still be there, but you wouldn't get the mass attack on the road to Rorikstead.
Deadly Kitten Posted May 12, 2022 Posted May 12, 2022 SBC 0.98f with patch, clean saved due to issues before. Went to riverwood, read note and talked to shopkeeper iirc, and got referred essentially to solitude. Talked to jarl's #1 and got a marker for Ironback HIdeout. The bandit leader had a journal, but i couldn't find any more enemies or notes. Moving away from area prompts me to return to ironback hideout. Am i missing something?
Blackbird Wanderer Posted May 12, 2022 Author Posted May 12, 2022 9 hours ago, Naps-On-Dirt said: Are the number of wisps spawned related to your level? Because in this game I'm 80 (I never usually play this long without starting over, but I wanted to meet the Ebony Warrior so I'm waiting around for that encounter) and the wisp infestation is out of control. I lost count how many there actually were. No, but to the number of camps processed at that point. Currently limited to <= 13. However, what you're experiencing is the experiment of counting how many times they've been hit before they die which will eventually be used as a sort of defensive leveling scale. If that count is 0, as it would be expected if they're console killed, they spawn three more. Hit them at least once and you should be able to console kill at will. Flames actually works quite well for this since it's broad, often registers as multiple hits, and also since it suppresses them for several seconds while they defensively phase out -- sort of a tactical hint. Offensive power for them will be handled separately. 9 hours ago, Naps-On-Dirt said: Since this is post civil war, the Black Briars are in charge of Riften. I was told to go there, but whats his name (Maven's husband?) says he's gonna give me the info but doesn't show me a report, then says "thats all I know". Solved! Long story short, the script was looking for camp Locations that matched the Location of a Steward, but it was pulling the Steward to compare from the RefAlias which could be filled with the previous Steward rather than the current one depending on when the camp was placed. Very glad you found this. Corrected it and got the note for Camp Aspen Creek from Hemming. Updated files here (works all versions since it's just a script update): SBC v0.98f Patch 3 LE&SSE.7z Since you're post CW, can you report whether the Jarl / Steward on the notes are displaying the current or the past ones? That will tell if the RefAliases need to be cleared each pass if they're not emptying when the scan/Quest stops. 1
Blackbird Wanderer Posted May 12, 2022 Author Posted May 12, 2022 (edited) 15 minutes ago, Deadly Kitten said: Moving away from area prompts me to return to ironback hideout. Am i missing something? Did you find a Captive in there somewhere? Sometimes they slip out of their original location during fighting. (Nice screen name BTW!) Edited May 12, 2022 by Blackbird Wanderer
Blackbird Wanderer Posted May 12, 2022 Author Posted May 12, 2022 On 5/10/2022 at 2:29 AM, devildx said: EDIT> Found the culprit of the crash. Is the mod FuzRoBork that is somehow incompatible with this mod. Will add to the incompatible list with the next update.
Deadly Kitten Posted May 12, 2022 Posted May 12, 2022 (edited) 29 minutes ago, Blackbird Wanderer said: Did you find a Captive in there somewhere? Sometimes they slip out of their original location during fighting. (Nice screen name BTW!) I didn't find any captives nearby, or cages, just a run down hut/house. I deleted that save when i reverted to an older save. I'll try again. Worst case i'll need to try a new game i guess Regarding screen name, i hadn't settled on a username for gaming yet, and didn't like my old ones. So when i started to play Overwatch, i hit random name a bunch of times, and one was DeadlyKitten. It made my little sister giggle, so i kept it lol. Edited May 12, 2022 by Deadly Kitten 1
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