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Sexy Bandit Captives © [WIP] Support Thread


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Posted (edited)
8 hours ago, eldritch68 said:

Would you, perchance, be updating soon

Yes, but the updates will mainly be regarding suggested destinations (adding Riften), plus a lot of new voice files or corrections/improvements to existing ones.  And the reworking of the combat aspects of the Wisps.  All of that should be able to be updated mid-game.

 

8 hours ago, eldritch68 said:

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.

It's not supposed to.  Think of it this way: while a Captive, they've overheard things happening in other holds.

Edited by Blackbird Wanderer
Posted
On 6/18/2022 at 9:39 AM, eldritch68 said:

Also, is there a particular animation I'm supposed to have installed for Nenya's interactions to work?

Located the source of the problem; easily fixed and will be included in the next version.

Posted

I have an interesting issue, I'm on the quest where you have to get the underpants for the Caravaner, I got them found him, and he said they were wrong ones, now there is an X in the quest log and even if I get the other pair, he is nowhere to be found and the quest marker is gone. 

Posted
7 hours ago, kohlteth said:

I have an interesting issue, I'm on the quest where you have to get the underpants for the Caravaner, I got them found him, and he said they were wrong ones, now there is an X in the quest log and even if I get the other pair, he is nowhere to be found and the quest marker is gone. 

That branch needs some troubleshooting.  Reload back to an earlier save point and get them via either of the maids (Una/Erdi), Taarie, or Gulum-ei.

Posted

Just a heads-up, DFT's More Bandit Encampments has just updated from v1.1 to 1.12, adding 12 new locations, including 6 dungeons. The new .esp file is called 'MoreBanditEncampmentsFALK1.1.2.esp' and will cause detection problems for SBC. I'd download v1.1 while it's still available, if you haven't already -- you never know when it might disappear.

 

Among the changes are: "Clutter for many exteriors and interiors of added locations have been redone." I assume Blackbird will want to look through the new version before he decides whether to incorporate its additions/changes or not.

Posted
46 minutes ago, eldritch68 said:

The new .esp file is called 'MoreBanditEncampmentsFALK1.1.2.esp' and will cause detection problems for SBC.

You can edit the file found under SKSE\Plugins named 'SexyBanditCaptives.json' to be whatever you need it to be and that should solve any SBC detection problems.

Posted
On 6/12/2022 at 7:59 PM, Blackbird Wanderer said:

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!

I'm in the same situation as you replied to unfortunately. I completed the followup quest "The Plot Thickens" and the player is still essential, and there doesn't seem to be any way to disable it. Any way to check if the reference is still active and/or un-essential the pc?

Posted
48 minutes ago, teutonicguy said:

I'm in the same situation as you replied to unfortunately. I completed the followup quest "The Plot Thickens" and the player is still essential, and there doesn't seem to be any way to disable it. Any way to check if the reference is still active and/or un-essential the pc?

"StopQuest SBCSS" followed by "StartQuest SBCSS" should empty that RefAlias.  The unknown element is how many other things doing that will break.

Posted
12 minutes ago, Blackbird Wanderer said:

"StopQuest SBCSS" followed by "StartQuest SBCSS" should empty that RefAlias.  The unknown element is how many other things doing that will break.

Yup, comparing the quest variables from being in the middle of "the plot thickens" before and after running that quest reset command clears the "Actor C" reference pointing to the player 0x14 reference. No luck with removing essential, though for removing it from the player I've only see the "setessential refid 0" console command.

 

I'm going to roll back to a save prior to the first rescue. I'm hoping I can do some other stuff and then update the mod later and I'll be able to resume the quest from there. Looking forward to doing it "for real" as I was having fun troubleshooting while experimenting with the next quest in the chain. I know it's a cliche at this point but I'm hoping for a "step 3: profit" joke in there somewhere.

Posted

Just started a new game on version 0.98g SE and I can confirm the essential player bug after the first rescue. Nor a big problem because I can just load the save the same way that would happended if the player died but maybe this bug will broke some mods that deal with dead like "dead alternative" or "respawn" that I am not using.

Posted
2 hours ago, devildx said:

Just started a new game on version 0.98g SE and I can confirm the essential player bug after the first rescue. Nor a big problem because I can just load the save the same way that would happended if the player died but maybe this bug will broke some mods that deal with dead like "dead alternative" or "respawn" that I am not using.

You're at the perfect point to test.  See if this fixes it.  Scripts only.

SBC v0.98g Patch 2 LE&SSE.7z

Posted (edited)
1 hour ago, Blackbird Wanderer said:

You're at the perfect point to test.  See if this fixes it.  Scripts only.

SBC v0.98g Patch 2 LE&SSE.7z 130.31 kB · 0 downloads

For some reason I installed here and did not overwrite anything with vortex. I extracted the file and looks like the folder is empty.

 

EDIT: Don't know the reason but the files were set as hidden. Removing the hidden flag and installed again and I think it worked. 

 

On my current save the player is still essential so I returned to the save just before I release the first captive. 

 

Save1 before enter the dungeon > player can die

Save2 just after the demons cutscene and making the captive follow > player essential

 

Played the save1 again and killed the bandits, watched the cutscene and made the captive follow and the player died in the next fight.

Edited by devildx
Posted
3 hours ago, GamerLat said:

Hey Blackbird Wanderer  Thanks for this GREAT MOD,  do you know if there is some VOICE Pack Available for LE Version ? ?

There is a voice pack that @devildx posted a link to earlier (voice files are version agnostic) that was automatically generated and several thousand files of bloat more that what is actually needed due to voicing provided for voices that will never say a given line . . . so it contains about 10x the number of files required.  What it delivered in expediency, it sacrificed in quality.  Upon sampling it was, unsurprisingly, full of weird phrasing in many cases and was, most egregiously, plagued by the premature cutoff issue that xVASynth does unless measures are taken to prevent it.

 

That said, it's up to the individual user whether a very poorly voiced line is better than no voicing.  YMMV.  Work continues to voice all of the SBC lines, but it's a painfully slow slog.  The next version will add several hundred new voice files, but when you divide them between the nine voices used for the Captives that's not as much as you'd think.  The suggested destinations section has gotten most of the attention and is now fully voiced, plus Riften is being added as a destination mirroring the several RefAliases from Whiterun (Guards/Acolytes/Barmaids).

 

 

 

Posted
7 hours ago, Lotus intestinum said:

I saw that the problem with SBC not seeing PAHE was adressed earlier, but was it solved in the end? I'm having this essue right now.

There's a workaround in the script to just target that particular mod, but even that isn't working for everyone and why remains a mystery.  That said, it's a low-to-no impact issue as all it does is enable direct conversion dialogue using PAHE's own scripts.

Posted

Just posted the 0.98g update for the script generated female voices for those that are using the other file. It is just a update so you have to install over the 0.98f files.

https://www.loverslab.com/topic/187658-sexy-bandit-captives-©-wip-support-thread/page/38/#comment-3786486

 

 

About the mod I can confirm that the sex request just before sending the captive away seems to be working now on 0.98g SSE. Tested with 2 captives to be sure.

Posted

Just out of curiosity, if I have to disable one of the camps from More Bandit Camps due to incompatibility with another mod, will SBC detect that it's disabled and not spawn any girls there? Mid-game, I mean.

Posted
54 minutes ago, eldritch68 said:

Just out of curiosity, if I have to disable one of the camps from More Bandit Camps due to incompatibility with another mod, will SBC detect that it's disabled and not spawn any girls there? Mid-game, I mean.

SBC looks for a bandit chief alive in the camp before it will place any captives there.  IF you disable the bandit chief so that they no longer spawn AND IF there is no current captive there, then yeah, SBC will detect that there is no valid bandit chief there and will skip it as a valid site for placing captives.

 

Out of curiosity, which camp and what mod is it conflicting with?

Posted (edited)
8 hours ago, eldritch68 said:

Just out of curiosity, if I have to disable one of the camps from More Bandit Camps due to incompatibility with another mod, will SBC detect that it's disabled and not spawn any girls there? Mid-game, I mean.

No, it won't detect that.  As @EinarrTheRed pointed out the scan looks for a live bandit boss, but to make it work SBC had to place an extra actor at each MBC site so with the MBC camp disabled, you'd still have a single bandit actor present and maybe a bedroll or something if SBC placed that as well.  Which camp/mod conflict?  We can post you the RefIDs so you can disable them within the game if desired.

Edited by Blackbird Wanderer
Posted

Do you have plans to make the wisps compatible with the yuriana wench mod extra bandits spawn? I have to disable this feature all the time or the wisps will summon a lot of extra wenches. I play with defeat so if a enemy defeats the player by the time they finish the sex scenes like 5 or more bandit wenches spawned.

 

Possible solutions:

 

1. Change the wisps faction. I think the yuriana mod uses the bandit faction for the chance of extra spanws. Maybe the wisps can be put in the creature faction.

2. Change the wisps behavior so they do not vanish after they spawn. I observed that every time the wisps vanishes and reapears it triggers the yuriana bandit wench spawn chance. 

Posted
3 hours ago, devildx said:

1. Change the wisps faction. I think the yuriana mod uses the bandit faction for the chance of extra spanws.

This is probably the easiest method, coupled with a scripted Faction relationship so as not to screw with the vanilla BanditFaction.  Will look into it.

Posted
19 hours ago, EinarrTheRed said:

SBC looks for a bandit chief alive in the camp before it will place any captives there.  IF you disable the bandit chief so that they no longer spawn AND IF there is no current captive there, then yeah, SBC will detect that there is no valid bandit chief there and will skip it as a valid site for placing captives.

 

Out of curiosity, which camp and what mod is it conflicting with?

I haven't encountered a conflict yet, but I'm about to start a new playthrough with a bunch of new player homes, and at least one of them is uncomfortably close to a bandit camp. It was just a situation I thought might arise. When I do start, I'll go straight to the potential conflict area and see what's up, before getting into the story.

Posted
2 hours ago, eldritch68 said:

I haven't encountered a conflict yet, but I'm about to start a new playthrough with a bunch of new player homes, and at least one of them is uncomfortably close to a bandit camp. It was just a situation I thought might arise. When I do start, I'll go straight to the potential conflict area and see what's up, before getting into the story.

Presuming that camp isn't the first placement site, if you simply kill off the SBC placed Boss (who may not be the camp leader) then visit the area at least once every 8 days, the leader will never respawn and a Captive will never be placed there.  Unfortunately we can't just disable the marker with the console because it's linked to an enable-parent.  However, we could possibly move it somewhere via console where it would never be colocated with a Boss actor.

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