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Sexy Bandit Captives © [WIP] Support Thread


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Posted (edited)
1 hour ago, Sulphur.999 said:

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

Yes.  The Captive is placed before you know about it.  It's not like the vanilla radiant Quests.

 

Did the Map Marker update to visible and the problem is just no report and Journal update?  If so, it sounds like something vital was skipped over with the Steward script, likely due to script lag.  Do you have an earlier save point to test with?

Edited by Blackbird Wanderer
Posted (edited)
3 hours ago, Blackbird Wanderer said:

Yes.  The Captive is placed before you know about it.  It's not like the vanilla radiant Quests.

 

Did the Map Marker update to visible and the problem is just no report and Journal update?  If so, it sounds like something vital was skipped over with the Steward script, likely due to script lag.  Do you have an earlier save point to test with?

I do and as far as I can go back and that conversation is still available it still happens. Working from mod install back up to it to see what happens. (I try to save a lot, not always successfully)

I have a moderate mod list but as always there's always room to interfere. I'm pretty fair at troubleshooting/figuring things out, but I've been stumped so far. I did move it further down the mod list but it didn't make any difference but I figure that's because it was already burned into the save. So, do-over!

I really like the mod so far. I really want to get it to work so I'm pretty determined.

To answer your question, nothing updated. No map maker, no quest marker, etc. Either before or after running SBCRecovery

 

Edited by Sulphur.999
Posted
2 hours ago, Sulphur.999 said:

To answer your question, nothing updated. No map maker, no quest marker, etc. Either before or after running SBCRecovery

Well, at least as a mitigation the map marker could be activated and maybe the Quest marker too with the recovery process.  We hadn't thought of that; will work on it.  Still stumped as to why no report.  Was the new site listed in the Known Locations section?  If not then the problem was in the original placement.  Is it possible you've exhausted the bandit camps and they're awaiting respawn?  SBC recognizes this and goes into a 24 hour wait before checking again.  Grasping for straws here because the problem you described is particularly vexing.

Posted
1 hour ago, Blackbird Wanderer said:

Well, at least as a mitigation the map marker could be activated and maybe the Quest marker too with the recovery process.  We hadn't thought of that; will work on it.  Still stumped as to why no report.  Was the new site listed in the Known Locations section?  If not then the problem was in the original placement.  Is it possible you've exhausted the bandit camps and they're awaiting respawn?  SBC recognizes this and goes into a 24 hour wait before checking again.  Grasping for straws here because the problem you described is particularly vexing.

 

So I've been at this all day, and as of now it appears to be a "perfect storm" kinda glitch. I dunno what the storm was though because, as of now, it's working perfectly. Everyone gives me the missions and the innkeepers keep giving me more leads. With the exception of Hulda, whom I just got a lead from earlier. I'm up to 7-8 gals now? Something like that.

I got all new missions this time, and Falk turned his over normally. So far it appears this was a one off. I dunno either. The only thing I did different was power through. The other time I "played" through like normal. Running regular quests, not so much fast travel, etc.

Observations:

There is a panty that appears to missing a texture file. I've seen it on a couple, but I caught the name with Eydis. I get the purple hue instead of whatever they are supposed to be.

Mekela lost her hair and it hasn't come back. There is definitely distortion coming from the Blind Mage. Haven't noticed it elsewhere.

THOSE FUCKING WISPS!!!!

 

If I can give you any more info let me know.

Posted (edited)

For those that want I generated the voices with XVASynth using the @doublecheeseburger script: https://www.loverslab.com/topic/168547-doublecheeseburgers-xvasynth-based-mod-voicification-thread/page/3/?tab=comments#comment-3415080

 

Made for my personal use and since I use the Skyfem mod I change the male dialogs to be generated as female voices. I have no desire to do the proper male voices so no request please.

 

Those are only .fuz files and should work on SE and LE.

 

Made a test here with a captive and some dialogs are still silent so maybe some dialogs are not configured in a way that the script picks them.

 

Female Only version (v.0.98f+patch): https://www.mediafire.com/file/vci0garla0qsh1i/SkyfemVoices-Sexy_Bandit_Captives-v.0.98f-FEMALE_ONLY.7z/file

               UPDATE  v.0.98g: https://www.mediafire.com/file/p3yuz8wbboj6qur/SkyfemVoices-SexyBanditCaptives-v.0.98g_UPDATE_FEMALE_ONLY.7z/file

 

PS: Those are automated generated voices and I recommend that you overwrite those files with the already voiced female voices.

 

Version with both voices only makes sense if you use Skyfem and I have patches for vanilla and several mods:

https://www.loverslab.com/topic/111415-skyfem-all-npcs-now-female-special-edition/page/30/#comment-3695629

https://www.loverslab.com/topic/111415-skyfem-all-npcs-now-female-special-edition/page/31/#comment-3696506

 

 

Edited by devildx
Posted
3 minutes ago, Sulphur.999 said:

So I've been at this all day, and as of now it appears to be a "perfect storm" kinda glitch. I dunno what the storm was though because, as of now, it's working perfectly.

Ummm . . . good?  Still would like to know what the heck caused the problem but it may remain a mystery for the ages.

 

4 minutes ago, Sulphur.999 said:

There is a panty that appears to missing a texture file. I've seen it on a couple, but I caught the name with Eydis.

The outfits aren't tied to a specific Captive, and on a different playthrough they'd likely be in a different outfit.  Description of the outfit or screencap would be helpful.

 

6 minutes ago, Sulphur.999 said:

Mekela lost her hair and it hasn't come back.

On SSE, the test setup has KSHair v1.9.  Let's make sure we're both on the same version.

 

8 minutes ago, Sulphur.999 said:

There is definitely distortion coming from the Blind Mage.

Tuning the gain down on those files is on the list of things to do.  Thanks for confirming.

 

3 minutes ago, Sulphur.999 said:

THOSE FUCKING WISPS!!!!

Ah, there's a complete restructure for those!  You can be the first beta tester to try it out.

Spoiler

The intent was not for them to be the main deal, but to be support troops to the Last Bandit.  Their offensive power has now been tiered by Player level, and nerfed, and the current species can act as healers.  The alpha testers reported it was much more fun and way less frustrating.

SBC v0.98g Experimental Patch 1 SSE .7z

 

Posted

I'm just gonna throw this out there for the Hell of it. Feel free to ignore, as I don't expect it to happen. But...

 

If there was an SBClite version, that was like the mod was waaaaay back at the beginning, that'd be awesome. You read the note, wait 10 minutes while all the girls get spawned all over Skyrim, then head out to play the game. You spy on a bandit camp, watch the bandits have fun with the captive for a bit, then roll in and kill 'em all. You either keep or free her, then move on. Easy-peasy. No fuss, no muss. And if you keep the captive, she gets handed over to PAHE and is just a regular NPC from that point. No need to re-invent the wheel with a slave system you made when there's an awesome one already around. And if you free her, she becomes a follower NPC.  That's the mod I loved and missed(minus the PAHE tie-in). For people with old/weak computers, or already have several complicated mods running, and can't afford to have yet another one added. That would be just AWESOME. And then forget about it and continue with your Magnum Opus version. Then in a year or two when it's polished up real nice, we can consider upgrading.

 

It's fine that modders wanna make a masterpiece. It's fine being ambitious. But not everyone owns a super-computer. And the game engine is covered with duct tape. There's nothing wrong with short, sweet and simple. Make a basic version, and then paint the Mona Lisa. Please. I've seen too many good mods die because the creator kept adding more and more and more. But that's just me. Other people must like over-complicated...stuff. People are weird, these days. And I'm just a caveman.

 

Defeat has it's issues. It needs some tlc, but running my game without it is unthinkable. Prettier Bandits...it makes npcs pretty. Simple. And it's a must-have mod. Just a couple of examples of "Basic is Beautiful, Baby!" They don't all have to be MME, PAHE or DD.

 

Well, I went off on a tanget. Again. Sorry, but I genuinely miss the old SBC. It was one of my favorites. A must-have. So thanks for all your continued work and I wish you all the best in making it stable one day. And I pray to the Gods that I didn't offend you. If I did, Sorry, again. It was not my intent. You know what they say opinions are like. lol

Posted

Okay, so it looks like I've come to the end of the mod's content, I've got 47 dormant restraints in the bag, plus another 20 or so subjugated sluts in various player homes around Skyrim. I've still got two camps active in the quest log -- one, called Deserter Camp (the one near Half-Moon Mill, which I was directed to by a quest), had no actual captives when I went there and killed the bandits. And another called Marauder's Adoration, which I stumbled upon. When I entered the cave, one of the captives within was already killed by the bandits, which might be why the quest couldn't complete.

 

There are at least three 'Deserter Camp's in the More Bandit Encampments mod that I've come across -- would the fact that they all have the same name cause a problem? I stumbled upon a different Deserter's Camp in the hills overlooking Riverwood, and the bandits killed their sole captive (named Maera, if that helps) before I had a chance to free her.

 

I've been to all the major cities and neither innkeepers nor stewards have any new quests for me. Sometimes they say yes, they've heard of problems, but then say 'I've told you everything I know', or 'you know as much as I do'. I assume these instances are referring to the buggy camps still in my quest log. StartQuest SBCRecovery just shows the one bugged quest I know about (Deserter's Camp), and the one unknown bugged quest I stumbled upon (Marauder's Adoration), and that's it. Is there an endgame of some sort, or do you just run out of captives to free?

 

Also, is there a particular animation I'm supposed to have installed for Nenya's interactions to work? Whenever I took a captive to her for freeing, she'd wave her magic wang around for a few seconds, then free the captive. I assume there's supposed to be a Sexlab scene in there? Pretty sure there was in previous versions. In fact, when I got to the scene in which Nenya says 'This is the last time, I want coin from now on', she'd start sliding backwards waving her magic wang around, usually heading up stairs or something so the scene could never properly initiate, and I always ended up having to take the captive elsewhere.

 

I also had the same 'downed state' problem that Zatherak mentioned above, but you've already addressed that, so kudos.

 

All in all, a very enjoyable mod, and I look forward to testing newer versions as they become available. Cheers!

 

Posted
17 hours ago, Blackbird Wanderer said:

The intent was not for them to be the main deal, but to be support troops to the Last Bandit.  Their offensive power has now been tiered by Player level, and nerfed, and the current species can act as healers.  The alpha testers reported it was much more fun and way less frustrating.

It was a LOT more fun! ?  Still tough, and you can't play stupid (if you do, its going to hurt a lot), but if you use a little strategy its workable.  Unless you're a solo conjurer... ?

Posted
3 hours ago, eldritch68 said:

Okay, so it looks like I've come to the end of the mod's content, I've got 47 dormant restraints in the bag, plus another 20 or so subjugated sluts in various player homes around Skyrim.

Nope.  There are 91 Captives total, but it sounds like the placement routine is suspended; not sure why.  You've already tried the SBCRecovery and that wasn't built with a killed Captive in mind to clear from the register.  Can work on that.  In the mean time, try this and see what happens:

StopQuest SBCH
StartQuest SBCGo

 

3 hours ago, eldritch68 said:

When I entered the cave, one of the captives within was already killed by the bandits, which might be why the quest couldn't complete.

Maybe.  Will need to look at the Faction relations for that one.  The DFT camps mod used its own unique Bandit Faction instead of the vanilla one which causes some unnecessary excursions.

 

3 hours ago, eldritch68 said:

There are at least three 'Deserter Camp's in the More Bandit Encampments mod that I've come across -- would the fact that they all have the same name cause a problem?

No.  That's just the "user facing" name.  The editor name for each is unique and they each have a distinct SBC marker.

 

3 hours ago, eldritch68 said:

Is there an endgame of some sort, or do you just run out of captives to free?

Not yet, and you're in the lather, rinse, repeat section that comes after the Quest content as currently built.  There will be more of that.

 

3 hours ago, eldritch68 said:

I assume there's supposed to be a Sexlab scene in there? Pretty sure there was in previous versions.

Yes, there is, but using just basic animations unless you've disabled them.  Will examine that.

 

On 6/13/2022 at 12:00 AM, necrontyr525 said:

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

This will be in a future version where each Captive has their own home marker linked to them, but the setup will take a while since it has to be done 91 times.

 

On 6/13/2022 at 12:00 AM, necrontyr525 said:

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

It sounds like the blocking dialogue conditions are still present, and it's likely due to bypassing the existing dialogue.  Will examine.

 

17 hours ago, rcy68 said:

For people with old/weak computers, or already have several complicated mods running, and can't afford to have yet another one added.

FYI - everything is built in LE so the 32 bit engine is the lowest common denominator, and the test rig is probably in the good-not-great category.  The alpha testers have just-ok setups and don't have problems even running Defeat and PAHE.  It's like the sign some auto parts stores used to have: Speed costs money; how fast do you want to go?  SBC has moments when it's got to do some extensive data crunching, but those are infrequent.  It's been specifically designed to keep processing demands to a minimum, but on a weak system with mods running constant scans and cloak spells which are processor hogs, it can't compete for oxygen.  That's one of the reasons the maximum number of Wisps has been tuned down, for instance.

 

16 hours ago, rcy68 said:

If there was an SBClite version, that was like the mod was waaaaay back at the beginning, that'd be awesome.

No, but not because it isn't a fine idea.  With an additional version comes an additional logistics tail to support it.  What may be in the realm of the possible/palatable is an option to turn off some of the existing features.  Pretty much all of the legacy content is still there.  However, note @Corsayr's quote on the download page.  The mod is and always has intended to be story/immersion driven, but could only be developed to the degree that technical skills and time supported.

ednamode #theincredibles #goodvibesonly #quotes | JC Biggins | Flickr

Posted
7 hours ago, Blackbird Wanderer said:

Nope.  There are 91 Captives total, but it sounds like the placement routine is suspended; not sure why.  You've already tried the SBCRecovery and that wasn't built with a killed Captive in mind to clear from the register.  Can work on that.  In the mean time, try this and see what happens:

StopQuest SBCH
StartQuest SBCGo

Hi, the codes didn't appear to do anything. What are they supposed to do?

Posted
1 hour ago, eldritch68 said:

Hi, the codes didn't appear to do anything. What are they supposed to do?

Re-initiate the placement sequence if a few other conditions are met, and it appears they aren't.  We would need to do a much more extensive deep dive to figure out exactly why things halted, and the juice isn't likely worth the squeeze.

Posted

Hi started the quest from sleeping giant inn and got sent to haafingar but i can't find anything there, no dialogue option with any of the npcs there.

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

Re-initiate the placement sequence if a few other conditions are met, and it appears they aren't.  We would need to do a much more extensive deep dive to figure out exactly why things halted, and the juice isn't likely worth the squeeze.

Ah. I did visit both camps again, and both are still empty of bandits and captives. Neither give the "Rescue so and so" notification when you enter the camp area, so I don't know what the deal is. Interestingly, another Deserter Camp (near Half-Moon Mill) I previously had problems with has cleared from the quest log, but still has a quest marker pointing to it on the world map.

 

I have run across one more captive in a bandit camp I hadn't visited before, but so far no new quests from innkeepers or Stewards. I'm just going to keep playing, testing other mods, and see if the camps eventually repopulate.

 

*edit* I've noticed a lot of the Bandit Camps introduced have two location icons on the world map, each slightly offset from the other. Is this intentional, or due to an error at my end? I notice only because two of them are named incorrectly. Camp Shelfrock has one icon called Camp Shelfrock and another called Shelfrock Camp. The other is called Camp Outcast / Outcast camp. A lot of the camps have two icons: Camp Redfox, Camp Steadwatch, Camp Jolfingand... Is this intentional?

Edited by eldritch68
Additonal question
Posted
On 6/18/2022 at 10:31 AM, EinarrTheRed said:

It was a LOT more fun! ?  Still tough, and you can't play stupid (if you do, its going to hurt a lot), but if you use a little strategy its workable.  Unless you're a solo conjurer... ?

I got clobbered at Winter War 3-4 times and I have a fuck ton of followers. (4) They are still a pain in the ass if you can't kill the Bandit Leader fast enough. 300 hp (conjurer) ONE shot by that prick and they just keep healing him . . .

[mutter]

Posted
1 hour ago, Sulphur.999 said:

I got clobbered at Winter War 3-4 times and I have a fuck ton of followers. (4) They are still a pain in the ass if you can't kill the Bandit Leader fast enough. 300 hp (conjurer) ONE shot by that prick and they just keep healing him . . .

[mutter]

That's good feedback; thanks for the report.  What level were you?  The damage per level ramp may need some adjusting, particularly at higher level.  What was the too much element in the mix?  Bandit Leader offensive damage, or Wisp lightning damage?

 

Strategy tip:  Don't leave the Bandit Leader as the last man standing, otherwise you're in for a world of hurt when they get amped up.  Also, without the wisps, there are less opportunities for that Actor to be healed if you can take them out, though they're difficult to kill quickly because of their defensive phasing-out.

 

Additionally, since the Wisps are basically conjured entities from Oblivion they're the Achilles' heel of conjurers.

Posted
37 minutes ago, Blackbird Wanderer said:

That's good feedback; thanks for the report.  What level were you?  The damage per level ramp may need some adjusting, particularly at higher level.  What was the too much element in the mix?  Bandit Leader offensive damage, or Wisp lightning damage?

 

Strategy tip:  Don't leave the Bandit Leader as the last man standing, otherwise you're in for a world of hurt when they get amped up.  Also, without the wisps, there are less opportunities for that Actor to be healed if you can take them out, though they're difficult to kill quickly because of their defensive phasing-out.

 

Additionally, since the Wisps are basically conjured entities from Oblivion they're the Achilles' heel of conjurers.

Probably 25ish. The bandit leader. Unable to get him under about halfway. Eventually he'd knock down all the followers and come after me. I could shout him back once and then I had to run or he'd one shot me. I'm wearing enchanted heavy armor too. And a shield. BAM. Die bitch! LoL

Don't get me wrong, it was fun, but still hard AF. Because I play with so many followers I play on expert even though I'm not very good (which is why I use so many followers. Well, that and playing dress up with them.) NFF for what it's worth. The wisp zaps were WAY toned down, it was definitely him. And the heals. I ended up bringing one of my most powerful followers, in addition to the one's I had and she smoked him, right now. (Twi for what that's worth.)

I dunno that I'd get that worked about it. As I said, I'm not all that good. I just like the game + mods.

I did crash a lot if I fought the wisps for some reason but I'm pretty sure that's a ME problem as I've had it before with the bonemen in the Soul Cairn. So probably just a load order thing.

Posted
22 minutes ago, Sulphur.999 said:

Probably 25ish. The bandit leader. Unable to get him under about halfway.

Well, right now the "call for heal" happens instantly.  A small random delay may help.  [Just added, pending testing.]

 

23 minutes ago, Sulphur.999 said:

I could shout him back once and then I had to run or he'd one shot me.

This is the part that's intriguing because it shouldn't be possible for them to do that much damage in one shot.  The damage adjustment to the Last Bandit is set based on Player health.  Now, if they're hitting for double that (or more) due to a Power Attack + Expert Level or something, that's another story altogether.

 

Good feedback; thanks for taking the time to post your results!

Posted

So I've been playing for a minute and regularly going after these girls. Got to the Pale. They gave me Mistwatch . . . I think. The instant I subjugated the 2nd girl it told me to check out the pale again. So I did. So far so good. It then gave me Uttering Hills Cave and another girl. Same thing happened (and she lost her hair.) Back to Windhelm and I'm getting the same deal I had with Firebreath in Solitude. "Don't steal my reports" and all. There's really not even a pause where the report would display, like normal. That's the first (and second) time I got a mission without first talking to an innkeeper.

Likely I ran him out of missions, but I thought I'd let you know. Oh, I still have a quest objective to "Seek information in the Pale."

Posted
1 hour ago, Sulphur.999 said:

Got to the Pale. They gave me Mistwatch . . . I think.

Mistwatch is in Eastmarch so hopefully this isn't the case.  The standing Quest to go to the Pale is perplexing, and nothing like it has been seen in testing, though test runs are usually shorter than what you're doing.

Posted
15 hours ago, Blackbird Wanderer said:

Mistwatch is in Eastmarch so hopefully this isn't the case.  The standing Quest to go to the Pale is perplexing, and nothing like it has been seen in testing, though test runs are usually shorter than what you're doing.

Yeah, I really couldn't remember which it was, but I had done Mistwatch recently so was hoping. In any case the weird part, to me, was getting another mission lead without talking to an innkeeper. I'm still at it, so I'll keep you apprised if anything seems weird to me.

Posted
3 hours ago, Sulphur.999 said:

In any case the weird part, to me, was getting another mission lead without talking to an innkeeper. I'm still at it, so I'll keep you apprised if anything seems weird to me.

The innkeepers have a rumor to tell you if you haven't heard it yet, but you don't ever have to talk to one of them.  You can go directly to the Stewards . . . or not.  You don't actually have to talk to them either, though it will be a bit of a scavenger hunt if you don't.  This is one of several reasons the SBC "radiant" style Quests do not function as the vanilla radiant Quests do.  Bethesda's system places the elements for the Quest when you take the Quest.  Sort of tail-wagging-the-dog sort of deal.  Easier to orchestrate since there's no keeping track of the disconnect between what you know and what you don't yet know, but still an odd way of going about things.

Posted

So I come to let you know that I've figured out how confused I was about "The pale." I had it confused with Eastmarch and as soon as I went to the proper authority I got the quests just fine and everything moved on smoothly from there. It wasn't your mod being weird, it was me. Thanks for not flaming me! :P


So retract all that complaining I was doing. It was the drugs . . . *cough

Posted

Hi, 0.98g. I've been able to track down another two captives, but still not getting any quests/info from any innkeepers or Stewards. I'm definitely scraping the bottom of the barrel content-wise. Gonna restart with a new char soon, with bigger player homes to house more sluts. Would you, perchance, be updating soon or should I just start again with 0.98g?

 

One thing I've noticed that I kept forgetting to mention was in the freed captive dialogue. Sometimes the "I'll let the Jarls know what the bandits are up to in their Hold" line didn't match up with the location I rescued them from. For example, I freed a captive in Markarth, and she said, "I'll let the Jarl of Riften know what the bandits are up to in their hold," and I was like "Eh? Riften? This is Markarth!"

 

Other than that. great little mod, have really enjoyed my time with it.

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