RomulusAugustulus Posted May 25, 2022 Posted May 25, 2022 11 hours ago, Blackbird Wanderer said: The bad news: All of the scripts running scenes under the Subjugated Captive section appear to be (currently) non-functional. This makes the affected SexLab scenes not fire; they just stop. Ah, this might also explain why there are no scenes when I place a girl for entertainment. The dialogue is there but nothing happens. Will test it this evening.
cap_wacky Posted May 25, 2022 Posted May 25, 2022 Really enjoying this mod (just started it). However, I'm having a bunch of crashes while fighting wisps, game just freezes. Seems to happen most when I damage or destroy multiple wisps at once, pretty much a guarantee when using fireballs, ice storms or the apocalypse mod's rapid fire variety. Only way I seem to manage is by isolating the wisps fighting them one at a time and the like and hoping it doesn't crash otherwise it's taking me 6-10 times to get through a wisp fight. A couple .net framework crash logs attached below. Crash_2022_5_25_1-43-24.txt Crash_2022_5_25_1-30-21.txt Crash_2022_5_25_1-27-27.txt
Blackbird Wanderer Posted May 25, 2022 Author Posted May 25, 2022 5 hours ago, cap_wacky said: Really enjoying this mod (just started it). However, I'm having a bunch of crashes while fighting wisps, game just freezes. Seems to happen most when I damage or destroy multiple wisps at once, pretty much a guarantee when using fireballs, ice storms or the apocalypse mod's rapid fire variety. Interesting. There's nothing particular going on there other than challenging the CPU/GPU with a lot of stuff all at once. Are you running a heavy mod load and/or pushing the game engine to its limits? Also, what platform? LE could be more stressed than SSE with its 32 vs. 64 bit game engine, though most testing for SBC is on LE as a limiting factor. 7 hours ago, RomulusAugustulus said: Ah, this might also explain why there are no scenes when I place a girl for entertainment. The dialogue is there but nothing happens. Will test it this evening. Ah, forgot about those. Will test and/or recompile them as well; thanks!
cap_wacky Posted May 25, 2022 Posted May 25, 2022 49 minutes ago, Blackbird Wanderer said: Interesting. There's nothing particular going on there other than challenging the CPU/GPU with a lot of stuff all at once. Are you running a heavy mod load and/or pushing the game engine to its limits? Also, what platform? LE could be more stressed than SSE with its 32 vs. 64 bit game engine, though most testing for SBC is on LE as a limiting factor. Ah, forgot about those. Will test and/or recompile them as well; thanks! Definitely heavy mod load including a script heavy one I'm working on myself. Looking at my pyprus log looks like might be an issue with Apocalypse's Soul Cloak which I turned into an always on power + Aquisitve Soul Gems Multi-Threaded getting into fun stuff as the Wisps fade in and and out. Papyrus log below, will do some experimenting and will see what helps makes it worse... Papyrus.0.log
Blackbird Wanderer Posted May 25, 2022 Author Posted May 25, 2022 26 minutes ago, cap_wacky said: Papyrus log below That helped ID two scripts that probably needed recompiling -- likely not an issue, but the feature they support wouldn't work properly. Thanks! Other than that there were no smoking guns apparent.
cap_wacky Posted May 25, 2022 Posted May 25, 2022 3 hours ago, Blackbird Wanderer said: That helped ID two scripts that probably needed recompiling -- likely not an issue, but the feature they support wouldn't work properly. Thanks! Other than that there were no smoking guns apparent. It does raise an interesting thought in my head from a long term game design perspective: Plenty of people who do loverslab mods do a ton of mods like I do, which could be problematic with the shear number of Wisps and all their effects and script bits. If it were me building a mod like this; Perhaps have the last bandit get super enhanced into a tougher Daedric creature with a mini-boss style feel and keep the number of Wisps to 2-4 as it's minions. You could then expand that idea by having different variations of Daedric mini-boss monsters based on the named SBC girl or progression through questlines all while being less resource intensive. It would give you odd loot options for items you could tie into progressing your storyline, etc. Mind you I've only done the first intro SBC girl quest and 1.5 bandit camp encounters thus far so I have no idea what's next in the mod's story and progression, just some random ideas that may help as you continue to build this out... 2
RomulusAugustulus Posted May 25, 2022 Posted May 25, 2022 29 minutes ago, cap_wacky said: Plenty of people who do loverslab mods do a ton of mods like I do, which could be problematic with the shear number of Wisps and all their effects and script bits. If I remember correctly, @Blackbird Wandererhas said that they plan to cap the number of wisps. As it is now, the number is ever increasing with the number of captives. In my current playthrough I already found about 25 captives and I save after every successful killing of a wisp because it will crash at some point.
Blackbird Wanderer Posted May 25, 2022 Author Posted May 25, 2022 11 minutes ago, RomulusAugustulus said: If I remember correctly, @Blackbird Wandererhas said that they plan to cap the number of wisps. As it is now, the number is ever increasing with the number of captives. In my current playthrough I already found about 25 captives and I save after every successful killing of a wisp because it will crash at some point. Should be capped at a maximum of 13, but @cap_wacky makes a good point that prompted some script crawling and looking at the situation through a different lens. Specifically, what's happening with the OnHit() Event. Given the spell use mentioned, and the fact that many spells cause OnHit() to fire multiple times, a large or area effect spell hitting several Wisps at once could be kicking off a dozen or more scripts simultaneously. This wouldn't really have been seen in testing where Icy Spear is used more often than not, as it likely only causes OnHit() to trigger two times per spear, and only on a single Wisp at a time. FYI - The Wisps are also getting nerfed at lower levels and buffed at higher levels with the intensity of their effects dependent on Player level.
RomulusAugustulus Posted May 26, 2022 Posted May 26, 2022 Preface: I don't take my current game that serious, it's a WIP after all and I will start a playthrough in earnest once SBC is considered feature complete. This said, the quest flow in my current game is somewhat out of the loop. I do not get an "Ask an innkeeper" quest when the current captive is dealt with, the whole quest just disappears from the journal. But asking an innkeeper anyways gives me quest updates, so it kind of works. But it's sometimes a bit confusing. I was sent to Silent Moon Camp by Proventus. While approaching it came close to Halted Stream Camp and my journal updated to first "Ask an innkeeper", then to approach Halted Stream Camp and then gave three captives to rescue. Two were on the outside, one was in the mine and as I had freed the two outside, there was no quest marker pointing to the mine but it was floating in the air above that open shack. I went in anyways and found the captive which had no marker but after I killed the bandits, she had the usual captive dialogue and after I had freed her, the marker above the shack was gone together with the quest for Halted Stream Camp. So again, it works but is confusing.
Blackbird Wanderer Posted May 26, 2022 Author Posted May 26, 2022 5 hours ago, RomulusAugustulus said: there was no quest marker pointing to the mine but it was floating in the air above that open shack. This was a case of the proximity trigger not firing for whatever reason. 5 hours ago, RomulusAugustulus said: I do not get an "Ask an innkeeper" quest when the current captive is dealt with This is being restructured so the trigger for displaying it is the placement of the next Captive. It's currently the rendering of the previous Captive and that's not working correctly for some reason. Thanks for your patience and the diligent reporting; it really does help.
zero2infinity Posted May 26, 2022 Posted May 26, 2022 On 5/23/2022 at 4:04 PM, Blackbird Wanderer said: That sounds like some serious lag in the processing for the available dialogue(s) for the character, but is likely more a symptom of your processor and mod load. The only way to help any of that on the mod end is to put a disqualifying Faction condition at the top of the list (several were further down the list). That has now been implemented and will be in the next version. Thanks for the report. So it looks like my issue was I had not picked up the curious note to start a quest. They had quest dialogue available and it wasn't working since I did not have an active quest. Once I had the quest, they worked and gave me the next piece.
spyke123 Posted May 26, 2022 Posted May 26, 2022 Can you please put up a link to the downloadpage in the OP...
RomulusAugustulus Posted May 26, 2022 Posted May 26, 2022 Again something of which I don't know if intended, not intended but me exploiting something or simply a bug: I was in Broken Helm Hollow and to make things easier, I stunned the first bandit via SL Defeat, so he was unconcious. From a previous raid on a bandit camp (not SBC related), I had another "defeated" and bound bandit in a sack on my back. After I killed the rest of the bandits and a cloud of whisps, I woke and bound the first bandit and sure enough, that was the one who got the buffs. Thats my little trick to avoid fighting those "endbosses". I released the other bandit from the sack and now I had two bound bandits on their knees. I used the "kill" menu of SL Defeat to get rid of the buffed bandit, two more wisps appeared, I killed them and then found that the bandit I had brought with me was buffed up. He wasn't even a part of the gang. I killed him, too and two more wisps. My question now is if this "buff transfer" is to be expected. Another unrelated question: In the old SBC, I once found captives in Maven's manor outside Riften and asked if she was involved in the scheme. The answer at the time was "yes". Is this still part of the background or was she written out of the story?
Blackbird Wanderer Posted May 26, 2022 Author Posted May 26, 2022 49 minutes ago, spyke123 said: Can you please put up a link to the downloadpage in the OP... Sure. 2 hours ago, zero2infinity said: So it looks like my issue was I had not picked up the curious note to start a quest. They had quest dialogue available and it wasn't working since I did not have an active quest. Once I had the quest, they worked and gave me the next piece. Ah, that would be a show-stopper! 37 minutes ago, RomulusAugustulus said: I released the other bandit from the sack and now I had two bound bandits on their knees. I used the "kill" menu of SL Defeat to get rid of the buffed bandit, two more wisps appeared, I killed them and then found that the bandit I had brought with me was buffed up. He wasn't even a part of the gang. I killed him, too and two more wisps. My question now is if this "buff transfer" is to be expected. SBC was certainly not written with that in mind. ? The in-game-explanation is there was enough Daedric energy bleeding through the conduit-Captive which became more and more concentrated until it was able to seize the will of a host entity. When that host died, the energy looked for the path of least resistance into another entity and quickly found a new host. The out-of-game explanation is, based on what you the Player presented to the situation via 3rd party mods, it sounds like everything worked perfectly as implemented, albeit far outside the intended design scenario. You invoked the Last Bandit logic twice; they each successively filled the RefAlias where, upon death, two additional Wisps are spawned. However, had you waited longer before presenting the 2nd bandit to the scene until the next scan and the scans quit from a lack of live bandits, the 2nd instance of Last Bandit and Wisps would not have happened. 41 minutes ago, RomulusAugustulus said: Another unrelated question: In the old SBC, I once found captives in Maven's manor outside Riften and asked if she was involved in the scheme. The answer at the time was "yes". Is this still part of the background or was she written out of the story? For now, still a qualified yes, though to what degree remains undefined. If she has BanditFaction thugs hanging out in/around her country manor, then someone is obviously up to no good. Now, what those bandits, unsupervised, may get up to on their own is another thing altogether.
zero2infinity Posted May 26, 2022 Posted May 26, 2022 New fun problem, following the quest to Caelia, in the "blue" scene as it ends and goes to a loading screen I CTD every time. Tried using setstage to skip ahead and avoid the scene, but it appears I am stuck. Any advice?
Blackbird Wanderer Posted May 26, 2022 Author Posted May 26, 2022 Does anyone with the PAHE detection issue want to volunteer to run a test script to try to unravel what's going on with PAHE detection? That detection has always worked perfectly in the test environment so we need someone with a persistent error for this to test with.
Blackbird Wanderer Posted May 26, 2022 Author Posted May 26, 2022 (edited) 3 minutes ago, zero2infinity said: New fun problem, following the quest to Caelia, in the "blue" scene as it ends and goes to a loading screen I CTD every time. Tried using setstage to skip ahead and avoid the scene, but it appears I am stuck. Any advice? Not sure what the "blue" scene is. There are several scenes, and many of them take place in the void space (which is purple). Is this your first Captive? And what platform are you running? (LE/SE/AE) Edited May 26, 2022 by Blackbird Wanderer
zero2infinity Posted May 26, 2022 Posted May 26, 2022 5 minutes ago, Blackbird Wanderer said: Not sure what the "blue" scene is. There are several scenes, and many of them take place in the void space (which is purple). Is this your first Captive? And what platform are you running? (LE/SE/AE) I guess it's more purpley, but yeah void sounds appropriate...yeah its my first captive, running on SE.
Blackbird Wanderer Posted May 26, 2022 Author Posted May 26, 2022 28 minutes ago, zero2infinity said: I guess it's more purpley, but yeah void sounds appropriate...yeah its my first captive, running on SE. You may not be getting this far, but are either of the Mazken appearing? If so, disable the first one (left side) and the rest of the scene should bypass. If it's crashing before that we'll have to figure out something else. It works for most people, so whatever is causing the interference is likely something about your setup or mod load.
zero2infinity Posted May 26, 2022 Posted May 26, 2022 22 minutes ago, Blackbird Wanderer said: You may not be getting this far, but are either of the Mazken appearing? If so, disable the first one (left side) and the rest of the scene should bypass. If it's crashing before that we'll have to figure out something else. It works for most people, so whatever is causing the interference is likely something about your setup or mod load. Yeah, they appear and I was able to disable the left one. The scene did end the same way it did for me previously (magic explosion effect) just quicker. It still went to load screen and CTD.
Blackbird Wanderer Posted May 26, 2022 Author Posted May 26, 2022 3 minutes ago, zero2infinity said: Yeah, they appear and I was able to disable the left one. The scene did end the same way it did for me previously (magic explosion effect) just quicker. It still went to load screen and CTD. Ah, so you're getting through the scene but it's crashing upon return to "the world". Other than tune down some of the graphical stuff, not sure what else to do with that. Stand by.
Blackbird Wanderer Posted May 26, 2022 Author Posted May 26, 2022 @zero2infinity, try this script package and see if that gets you through the end of the scene. You'll still need to disable the left Mazken. SBC v0.98f Patch 7 LE&SSE.7z
zero2infinity Posted May 26, 2022 Posted May 26, 2022 12 minutes ago, Blackbird Wanderer said: @zero2infinity, try this script package and see if that gets you through the end of the scene. You'll still need to disable the left Mazken. SBC v0.98f Patch 7 LE&SSE.7z 129.17 kB · 0 downloads No change. I'll try a fresh game later tonight unless you have other suggestions, if that doesn't do it I'll go down to bare bones and try some process of elimination hehe.
Blackbird Wanderer Posted May 26, 2022 Author Posted May 26, 2022 17 minutes ago, zero2infinity said: No change. I'll try a fresh game later tonight unless you have other suggestions, if that doesn't do it I'll go down to bare bones and try some process of elimination hehe. That means it's likely the shift in cells that's causing it. It's overloading your system when you return to the other cell.
RomulusAugustulus Posted May 27, 2022 Posted May 27, 2022 SBC keeps sending to the same locations more than once. I definitely have killed the bosses there (as you know Skyrim has a sound effect for this) and some of them are outside only or inside only.
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