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Sexy Bandit Captives © [WIP] Support Thread


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Posted
3 hours ago, Blackbird Wanderer said:

XX sono le due cifre del tuo ordine di caricamento per dove hai il mod. Devi sostituire XX con questo.

 

Dopo un tentativo di rilascio ci sarà una nuova opzione durante il tentativo di rilascio che sarà qualcosa del tipo "Questo potrebbe essere oltre le mie capacità". Questo è l' unico modo per procedere con il primo Captive.

bringing up with the console worked, but once I get to the mine it gives me the mission as completed and then nothing happens anymore, where am I wrong? I killed all the bandits and then I don't see anyone

Posted

Seems to be working on the 2nd attempt. I had really bad lag on the first attempt so maybe that's why it didn't update the first time. Tried with a simpler follower and I'm 3/3

Posted

Is the removal of the restraints in "The other world" triggered by proximity? Usually the captives come close to the player but sometimes they don't and in this cases I can trigger the scene by closing in myself.

 

And my first real critique storywise: It seems a bit (and by "a bit" I mean very) unimmersive thast Anuriel sends me to Mavens lodge to free some captives. I'm sure they all know that Maven is involved in very shady businesses but casually sending someone to her lodge to free abducted women without any comment, well, it doesn't feel right.

Posted

Hoping the PC will uncover a big enough stink to break, or at least weaken Maven's hold on the city? Rescuing the captives shows that Maven isn't invincible, and at the very least, will force her to turn on some of her thugs, weakening her power base.

Posted (edited)

Quick list of things I've discovered in the last week or so:

 

A couple of typos, both in the 'What will you do now?" dialogue section for liberated captives. For the Eldergleam destination, 'peacfulness' should be 'peacefulness'; and for the Windpeak Inn destination 'Windpeak in' should be 'Windpeak Inn'.

 

0.98g still has the old 'More Bandit Camps' esp name, and still needs manually adjusting to the new name in the SexyBanditCaptives.json file.

 

I'm having a few recurring issues with 0.98g that weren't in 0.98f:

 

1) When subjugating a captive, the collar and cuffs turn orange and will start to flicker, rapidly disappearing and reappearing. If I had to guess, I'd say it's trying to change to a new state, but can't, and reverts to its old state to try again. About 30% of the time, when the Sexlab scene initiates, the captive's clothes remain in place instead of stripping off. Usually the flickering collar/cuff issue will resolve itself during or after the Sexlab animation finishes. Once or twice, I've had it continue until I went through a load screen.

 

If I had to guess, I'd say the collar/cuffs are cycling through an on/off state, and if you catch it in an 'on' state, everything proceeds normally. If you catch it in 'off' state, the clothes stay on during the Sexlab scene. But that's just my guess.

 

2) Sometimes the captive's hair disappears, seemingly permanently, if you choose not to have sex with them immediately after subjugating them. Interestingly, if you then reload a save from just before the subjugation, the captive will still have no hair. You have to quit and restart the game, then reload the save, in order to get the captive's hair back. It's a weird one. I'm positive that I chose not to have immediate sex with them, all three times I've experienced this.

 

3) Sometimes if a Sexlab scene struggles to fire off, it will affect my character's ability to use workstations afterward. The character leans in, the UI pops up ... then immediately drops me out. I'm pretty sure this is a Sexlab-related problem that I've had before, and probably not SBC's fault, but I thought I should mention it.

 

Having said all that, the mod's more addictive than Pokemon. Gotta catch 'em all!

 

The undress/redress pool issue that I was having seems to have been fully resolved, so thank you for that! My problem now is that I need more player homes to house my growing army of sluts.

 

 

Edited by eldritch68
Additional info
Posted
48 minutes ago, bwaomega said:

There are a few castles out there that could easily absorb a score or two of followers.

 

Yeah, my player homes are usually pretty cosy. I'll have to go big this time.

Posted
On 6/4/2022 at 1:42 PM, devildx said:

What is the function of the Uvani's ring? Still wip?

It will be instrumental the next time you're pulled into the Void as it will serve as a foci for Master Uvani to sense it and enter to provide you aid.  That scene just hasn't been written yet, so yet, WIP.

 

On 6/4/2022 at 3:12 PM, RomulusAugustulus said:

Is the removal of the restraints in "The other world" triggered by proximity? Usually the captives come close to the player but sometimes they don't and in this cases I can trigger the scene by closing in myself.

Yes, and the approach AI Package is erratic on when it decides to stop because it thinks it's close enough.  If you pull the stop range number down too low, the Actor sometimes walks into the Player and pushes them a ways.  The Player movement to close the distance is the back-up procedure if the primary fails.  One of the trickiest things in modding, we've found, is Actor behavior and getting things to react consistently.  The game engine, however, usually has different ideas.

 

14 hours ago, eldritch68 said:

A couple of typos, both in the 'What will you do now?" dialogue section for liberated captives. For the Eldergleam destination, 'peacfulness' should be 'peacefulness'; and for the Windpeak Inn destination 'Windpeak in' should be 'Windpeak Inn'.

Will correct; thanks!  The small font of the CK on a large monitor will get you with things like this.

 

14 hours ago, eldritch68 said:

1) When subjugating a captive, the collar and cuffs turn orange and will start to flicker, rapidly disappearing and reappearing.

There's a script tug-o-war that was addressed for release via the Void, but the subjugate branch (which wasn't tested) needs the same treatment it appears.  Thanks for the report.

 

14 hours ago, eldritch68 said:

2) Sometimes the captive's hair disappears, seemingly permanently, if you choose not to have sex with them immediately after subjugating them. Interestingly, if you then reload a save from just before the subjugation, the captive will still have no hair. You have to quit and restart the game, then reload the save, in order to get the captive's hair back. It's a weird one. I'm positive that I chose not to have immediate sex with them, all three times I've experienced this.

This appears idiosyncratic to your setup and could not be independently reproduced by other tests.  If anyone else is experiencing this, we'd love to hear about it so we could get to the root cause.

 

14 hours ago, eldritch68 said:

3) Sometimes if a Sexlab scene struggles to fire off, it will affect my character's ability to use workstations afterward. The character leans in, the UI pops up ... then immediately drops me out. I'm pretty sure this is a Sexlab-related problem that I've had before, and probably not SBC's fault, but I thought I should mention it.

Have seen things like this before SBC was even written, and it may remain a mystery for the ages.

 

14 hours ago, eldritch68 said:

Having said all that, the mod's more addictive than Pokemon. Gotta catch 'em all!

Glad you're having fun.  The Wisp combat mechanics and difficulty balancing are due a complete overhaul next, among other things.

 

14 hours ago, eldritch68 said:

The undress/redress pool issue that I was having seems to have been fully resolved, so thank you for that! My problem now is that I need more player homes to house my growing army of sluts.

That one wasn't difficult as the script section for it had already been written, but was muted.  That happens when you forget what all of the reasons a section of script are for. ?

Posted
2 hours ago, Blackbird Wanderer said:

Glad you're having fun.  The Wisp combat mechanics and difficulty balancing are due a complete overhaul next, among other things.

Now that you mention that, on a couple of occasions, when fighting in a cave, I've had Wisps teleport outside the geometry, and had to tcl out there to kill them, or at least damage them so they teleport back inside. It's rare, but it happens.

Posted
1 hour ago, eldritch68 said:

Now that you mention that, on a couple of occasions, when fighting in a cave, I've had Wisps teleport outside the geometry, and had to tcl out there to kill them, or at least damage them so they teleport back inside. It's rare, but it happens.

Experimental, and we're thinking of going back to how it was before due to that unintended consequence.

Posted
12 hours ago, Blackbird Wanderer said:

Experimental, and we're thinking of going back to how it was before due to that unintended consequence.

Have also had the game freeze and stop responding while fighting wisps, so anything you can do to make them less resource-intensive would be welcome.

Posted
17 minutes ago, eldritch68 said:

Have also had the game freeze and stop responding while fighting wisps, so anything you can do to make them less resource-intensive would be welcome.

Working on it!

Posted (edited)

I found a huge problem: for the second time now, a buffed bandit has spawned at Bthalft, a place from which I have rescued a captive very early on. He wiped out the entire Imperial camp except Rikke (I'm currently doing the civil war questline) before I killed him and after that another bandit was buffed up which I could only kill by console.

There is no captive at the site.

Edited by RomulusAugustulus
Posted
14 hours ago, RomulusAugustulus said:

a buffed bandit has spawned at Bthalft, a place from which I have rescued a captive very early on.

That should be impossible (now), but that site was originally assaulted before several script fixes so there may be broken components there.  Have added a condition to the script to require a Captive with 3D loaded present and it will be in the next script update or patch.

Posted

I know that the follower function for ex-captives is not yet implemented but I see something odd.

I usually set the ex-captives as "potential followers", that gives them the dialogue option if relationshiprank > 0, which should always be the case after freeing them. Now I see that most of them - but not all - have two dialogue entries "Follow me, I need your help", to one of which they give the vanilla answer, but to the other one they respond "Oh, how kind of you..." and I'm rather sure that this is a relic of the SBC function.

 

0.98g SSE with EFF (correctly recognized)

Posted
2 hours ago, RomulusAugustulus said:

I know that the follower function for ex-captives is not yet implemented but I see something odd.

It is implemented, and should add the Captive as a follower via SBC dialogue using whatever follower mod was detected.  If you're manually adjusting Factions it's probably invalidating the resident SBC Function.

Posted
11 hours ago, Blackbird Wanderer said:

It is implemented, and should add the Captive as a follower via SBC dialogue using whatever follower mod was detected

Well, I guess with the third or forth iteration of the mod in my current game and quite some problems before, it isn't surprising for me that it does not work. With the next mod update, I will start a new game and hopefully the nagging issues I encounter will stop. Though I'm sure, I will find new ones ?

Posted (edited)

On SE  .98g after completing the first part of the intro quest and starting the plot thickens quest my player turned essential, but not flagged as essential on the console. If I use player.isessential it returns a 1 but I can't use commands setessential or tim to turn my character mortal again. Dying like this puts my character into a soft locked state where he's on his knees and can't get up, and doesn't work well with defeat. Is there anyway to turn my character mortal again to better work with death alternative mods?

Edited by zatherak
Posted (edited)
2 hours ago, zatherak said:

On SE  .98g after completing the first part of the intro quest and starting the plot thickens quest my player turned essential, but not flagged as essential on the console. If I use player.isessential it returns a 1 but I can't use commands setessential or tim to turn my character mortal again. Dying like this puts my character into a soft locked state where he's on his knees and can't get up, and doesn't work well with defeat. Is there anyway to turn my character mortal again to better work with death alternative mods?

Checking on it, as this should not be the case.  The only turning to essential should be the Captive, but the script may be pointing mistakenly to the Player.  Will investigate.  Thanks for the report.

 

[Edit]:  Found it, but it's a RefAlias marked as Essential; that's why the console isn't working for you.  The only ways to get the Player out of that RefAlias -- which was used simply to clear the RefAlias of the Captive at the end of the scene since it's marked essential, so the Player was inserted -- is to stop the Quest (don't do this as you'll not be able to proceed), or complete that stage of the Quest.  Once the Quest stops because it's complete the RefAlias should clear.  Will correct this for future versions.  Your report of the exact point in the Quest this happened is what made troubleshooting it easy; thanks again!

Edited by Blackbird Wanderer
Posted (edited)

Hi there. Running 0.98g LE and hit a strange pair of bugs. I think they are related, or at least hey occur over a very similar set of steps.
 

Bug #1: ex-captive follower not interactable with
 

What I Do: 

1) rescue a captive as normal

2) release them form their restraints (Dormant restraints added to player inventory)
3) allow them to reach their chosen destination

4) meet them there and recruit them as a follower via dialogue

5) they follow & get added to AFT

6) take them to my player home

7) Start the My home is Your home dialogue to set their new home

8 ) "this place is your new home"
9) receive confirmation dialogue
10) bug occurs

What I expect to happen at step 10:
ex-captive follower resumes being a follower and awaits new dialogue as normal

What occurs at step 10)
follower exits dialogue and becomes uninteractable with.  no "press E to talk", not targetable by SexLab, not targetable by Soul Gem Oven 3, nothing.

Re-loading a save or quicksave from before step 7 reverts the ex-captive to normal follower behavior

Bug #2: Dismissed ex-captive followers do not return 'home'.

 

What I Do: 

1) rescue a captive as normal

2) release them form their restraints (Dormant restraints added to player inventory)
3) allow them to reach their chosen destination

4) meet them there and recruit them as a follower via dialogue

5) they follow & get added to AFT

6) take them to my player home
7) Tell them to stop following

8 ) Receive "I'm heading home' dialogue.

9) bug occurs

What I expect to happen:
Follower is dismissed and return to their chosen destination

What actually happens:
Follower stops following and idles in location. They wander about and interact, sweep the floor, sit, sleep, etc. as if dismissed. Attempting to re-recruit them results in a Bug #1 situation.

Again, reloading a save from prior to dismissing the ex-captive follower reverts them to normal follower behavior.

Edited by necrontyr525
spelling correction, added details
Posted

I have found 4. Sub'd two, released two. Innkeeper says talk to Hjaalmarch. I talk to Firebeard  and he goes through the motions but never displays the mission form to tell me where to go. He then says "quit trying to steal my reports" or something. Talk to him again he says "I've told you all I know" or whatever. AND all the inkeepers are telling me they have nothing. Everything has been cool up until now.

Am I missing something?

Posted
6 hours ago, Sulphur.999 said:

Am I missing something?

It sounds like the report didn't appear, but why is unknown.  Try console: "StartQuest SBCRecovery".  You should get a display of the known and unknown camps and should be able to proceed from there.

Posted
19 minutes ago, Blackbird Wanderer said:

It sounds like the report didn't appear, but why is unknown.  Try console: "StartQuest SBCRecovery".  You should get a display of the known and unknown camps and should be able to proceed from there.

I did do that. It didn't change anything tho. Should I just go to the camps then?

 

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