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Sexy Bandit Captives © [WIP] Support Thread


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Posted (edited)

Made some progress on the quest got to the second camp which had 3 captives in

 

First issue was after removing the restraints on Elona it left me in the void so i had to coc back to the camp to get out of the void

 

 


FirstFreed.jpg.533146664e2a5e49e935d9a8b05986d6.jpg

Was just left here, was able to wander around, fall down etc but couldnt find a way out so used coc on the console

ScaryBlueVoid.jpg.f5baed7025738c0bd5ff17d3d1e10275.jpg
 

 

 

Next captive was fine and everything worked, didn't get stuck in the void which got me to this point

 

 


QuestProgress.jpg.756b5d516d6cd6565e8e4db8ee725ad6.jpg
 

 

 

But then speaking to Viera she doesn't have any of the dialogues that the other two had about releasing, subjugating etc so a bit stuck as i can't do anything with her, tried moving out of rockslide ridge but that didn't work either as then all three were showing unticked

 

 


Using E on her just opens up the regular dialogue window i get from other mods (i,e like sexlab eager NPC's etc) none of the quest dialogues the other two had so a bit stuck now

NPCwithMissingDialogue.jpg.23e247550addc7d4a978add85dbbced2.jpg
 

 

Same with save and load

 

Edited by pinky6225
Posted
6 hours ago, xyzxyz said:

She is listed in the mcm so I was wondering.

Future growth possible, but stuck on the issue of voicing so may delete that feature.  For now, unless you're asked if you want to include her, she won't be in the Captive pool.

Posted
12 minutes ago, pinky6225 said:

But then speaking to Viera she doesn't have any of the dialogues that the other two had about releasing, subjugating etc so a bit stuck as i can't do anything with her, tried moving out of rockslide ridge but that didn't work either as then all three were showing unticked

If you have FactionSpy, a rundown of FactionRanks for her would be illuminating since those are the main conditions associated with the dialogues.

Posted
3 minutes ago, Blackbird Wanderer said:

Future growth possible, but stuck on the issue of voicing so may delete that feature.  For now, unless you're asked if you want to include her, she won't be in the Captive pool.

 

There's the option of have actresses voice her and other captives, alternatively xVASynth based voices can be used based on 2.1.1 which are close to real. However when a recent advancement in synthetic voices, which has been open sourced by Microsoft. When the advancement is incorporated into xVASynth then the voices generated will be very much close to indistinguishable.

Posted

I dunno, those wisps might be a wee bit too powerful.  I never touched that dragon, I was busy fighting the bandits who were splitting their time between me and the dragon.  But then it landed in the middle of camp in front of like five or six wisps...

 

20220403125959_1.jpg.556de96e64110aaa37cbdda66cd0ff9d.jpg

Posted
14 minutes ago, Blackbird Wanderer said:

If you have FactionSpy, a rundown of FactionRanks for her would be illuminating since those are the main conditions associated with the dialogues.

 

Not aware of that tool/mod, skyrim utility mod which i usually use to see that sort of stuff shows

 



        "factions" :
        [
            "0x36629|Skyrim.esm",
            "0xaa784|Skyrim.esm",
            "0x44ef6|Skyrim.esm",
            "0x25837|SexLabAroused.esm",
            "0x3fc36|SexLabAroused.esm",
            "0x7c025|SexLabAroused.esm",
            "0x96ae|ZaZAnimationPack.esm",
            "0x38b5|SexLab - Sexual Fame [SLSF].esm",
            "0x38b6|SexLab - Sexual Fame [SLSF].esm",
            "0x18b0c|SexLab - Sexual Fame [SLSF].esm",
            "0x9fb7|SexLab - Sexual Fame [SLSF].esm",
            "0x8a01|SexLab - Sexual Fame [SLSF].esm",
            "0xe6b7|SexyBanditCaptives.esp",
            "0x49310|SexyBanditCaptives.esp",
            "0x408d2|SexyBanditCaptives.esp",
            "0x34259|SexyBanditCaptives.esp",
            "0x137ce|SexyBanditCaptives.esp",
            "0x48c3|dse-soulgem-oven.esp",
            "0x48c2|dse-soulgem-oven.esp",
            "0x19ca6|SexLab Eager NPCs.esp"
        ],
        "inventory_1" :
        [
            "0x596ed|SexyBanditCaptives.esp",
            "0x496da|SexyBanditCaptives.esp",
            "0x496dc|SexyBanditCaptives.esp",
            "0x27a5a|SexyBanditCaptives.esp",
            "0x3322|FNISSexyMove.esp"
        ],

 

    "intList" :
    {
        "factions" : [ 0, 0, 0, 16, 40, 2, 0, 41, 2, 0, 2, 0, 0, 85, 48, 0, 5, 0, 0, 125 ],
        "inventory_1" : [ 1, 1, 1, 1, 7 ]
    },

 

 

Viera.json

 

Which i work out as

 

            "0xe6b7|SexyBanditCaptives.esp", value 0
            "0x49310|SexyBanditCaptives.esp", value 0
            "0x408d2|SexyBanditCaptives.esp", value 85
            "0x34259|SexyBanditCaptives.esp", value 48
            "0x137ce|SexyBanditCaptives.esp", value 0

Posted
42 minutes ago, Naps-On-Dirt said:

I dunno, those wisps might be a wee bit too powerful.  I never touched that dragon, I was busy fighting the bandits who were splitting their time between me and the dragon.  But then it landed in the middle of camp in front of like five or six wisps...

Its a bit difficult to balance.  Mods and play styles, not to mention character levels can make huge differences.

 

I've had the opposite problem in testing, just Lydia by herself is tearing through both bandits and the wisps so fast its actually caused glitches which in turn revealed a bug that we're working on.

 

Posted (edited)

@Blackbird Wanderer Could the pahe integration be for PAHE version series 7.x or earlier, and not from the version 8.x series? As modifications made with integration for the older series, will likely not have compatibility. The newest PAHE (version 8.1.x series) has a more complex framework for the slave's mind. Though not as complex as the mind implemented by Diary Of Mine mod.

Edited by Leoosp
Wrong account. Various other changes.
Posted
1 hour ago, Blackbird Wanderer said:

0.98c was packaged with the wrong FOMOD, so you may actually not be running that version at all for this test.  You can try a manual extract or wait until the next version push to correct it.

 Oooooops!
My appologies for bothering you.
I shall patiently wait until the next version push. 

Many thanks for your hard work and sharing this mod with all of us. :)

Posted
18 minutes ago, Leoosp said:

@Blackbird Wanderer Could the pahe integration be for PAHE version series 7.x or earlier, and not from the version 8.x series? As modifications made with integration for the older series, will likely not have compatibility. The newest PAHE (version 8.1.x series) has a more complex framework for the slave's mind. Though not as complex as the mind implemented by Diary Of Mine mod.

Perhaps, but that shouldn't affect the detection.  There's something else afoot, but this one is a low priority for troubleshooting.  As @EinarrTheRed has mentioned, there's nothing going on in SBC-PAHE that you don't get with PAHE anyway.  It's just doing it in a more immersive fashion, but is really using the very scripts out of PAHE to do it.

 

5 minutes ago, wallmeister22601 said:

I shall patiently wait until the next version push.

All good / no worries. :classic_biggrin:

Posted
1 hour ago, Naps-On-Dirt said:

I dunno, those wisps might be a wee bit too powerful.  I never touched that dragon, I was busy fighting the bandits who were splitting their time between me and the dragon.  But then it landed in the middle of camp in front of like five or six wisps...

Go Team Wisp! ?

Posted (edited)
33 minutes ago, Leoosp said:

Could the pahe integration be for PAHE version series 7.x or earlier, and not from the version 8.x series? As modifications made with integration for the older series, will likely not have compatibility. The newest PAHE (version 8.1.x series) has a more complex framework for the slave's mind. Though not as complex as the mind implemented by Diary Of Mine mod.

Nope, because none of that matters.  SBC doesn't do anything directly with PAHE or slave stats, so none of the things going on internally with slavemind.pex matter at all.  All SBC is doing is literally looking to see if paradise_halls.esm is in your load order (that's what is in the JSON file) and if it finds that it should turn on the toggle in the MCM and it should activate a handoff dialog option to trigger the PAHE enslavement routine.  For some reason, it isn't.  Its also sometimes not doing that for EFF and a few other mods and why isn't yet known but its being worked on.

 

Its possible the enslavement routine might not work anymore, but we don't know that because the dialog itself isn't triggering and it should be.  Why its not detecting the esm is the mystery.  It should be detecting it, that part is pretty simple and straight forward; but for an unknown reason(s) it isn't detecting it.  (As a side note, it uses the same method of handing a NPC off to PAHE and triggering enslavement as SL Defeat, and that still works, so it should work here as well IF we can figure out why the esm isn't being properly detected when present and active).

 

The issue with MBC 2+ in SE is simpler, the esp name is different that what the JSON is looking for (its looking for the explorer version of the LE mod), change the file name in the JSON to MoreBanditCamps.esp and it should detect that mod correctly in SE.  Likewise for LE if you are using the non-explorer version you'll need to update the file name for that as well. 

Edited by EinarrTheRed
Posted (edited)
2 hours ago, Naps-On-Dirt said:

I dunno, those wisps might be a wee bit too powerful.  I never touched that dragon, I was busy fighting the bandits who were splitting their time between me and the dragon.  But then it landed in the middle of camp in front of like five or six wisps...

They're practically undefeatable at level 17, manageable at 34 with Serana and a competent follower. I'd say they should definitely be toned down a bit for the initial encounters.

 

That's playing with mostly cosmetic mods and nothing that should seriously affect the balance of combat. What mods is Einarr using?!

Quote

I've had the opposite problem in testing, just Lydia by herself is tearing through both bandits and the wisps so fast its actually caused glitches which in turn revealed a bug that we're working on.

 

Edited by Balgin
Posted
7 minutes ago, Balgin said:

That's playing with mostly cosmetic mods and nothing that should seriously affect the balance of combat. What mods is Einarr using?!

Also what level?  I think ~70.

 

In any case, I've wanted to apply a scalable damage to the wisps.  BTW - these are the nerfed version over what was initially developed. ?

Posted

Haven't had a chance to test this yet but I just read about deleted navmeshes.

This is a huge gamebreaker, I hope someone's on it because, and I don't want to sound rude, but, I'm not going to put this into my game in that state. :(

 

Deleted navmeshes will fuck up your day and give you random ctd's which are a nightmare to track down on load orders with a decent stack of mods in.

Posted
18 minutes ago, Balgin said:

That's playing with mostly cosmetic mods and nothing that should seriously affect the balance of combat. What mods is Einarr using?!

Ordinator

Apocalypse Magic

Lost Grimoire

Skill Cap Removal

Zim's Artifacts

and lastly my Whiterun mod (which updates Lydia) which is actually the important bit

 

My mod uses vanilla perks for Lydia, and caps her level at 60... but the perks make her much more effective in combat (perks make more of difference than level increases, that one reason my version of Lydia is deadly while higher level vanilla Lydia is incompetent... vanilla Lydia has NO combat perks, all she has is raw levels, health and stats, but no perks that multiply the effectiveness of any of that).  All the perks she's given in my mod are vanilla perks from Skyrim.esm  Here's the list:

 

Spoiler

Savage Strike

Devastating Blow

Power Bash

Deflect Arrow

Elemental Protection

Tower of Strength

Conditioning

Armsman

Barbarian

Overdraw

Shield Wall

Juggernaut

 

But all those mods mostly don't make any difference as my character with all those spells and abilities doesn't even enter the fight... its just Lydia with Zim's Spellbreaker shield, Dawnbreaker and Ebony armor and those perks that make all the difference.  Spellbreakers warding helps her block some of the magical damage, Dawnbreaker does good damage but for the most part its magical effects make little difference (the wisps aren't undead nor are the bandits).  She's probably do just as well if I gave her an Ebony Sword that had been tempered and no enchantments.

 

Also my mod makes her look better. ?

 

My character is level 77, Lydia is capped at 60.

 

17 minutes ago, Blackbird Wanderer said:

In any case, I've wanted to apply a scalable damage to the wisps.  BTW - these are the nerfed version over what was initially developed. ?

Hehe... yeah, you folks don't want to know what is was like before that.  (Bloody slaughter is what it was! ?)

Posted (edited)

Okay. So tackling the whisps at level 1 is a deathtrap. At level 17 it's very difficult but can be done. At level 34 it's doable. Then at level 77 (with a level 60 Lydia) they're trivial.

 

Oof. No wonder I was struggling to try to use a new clean save to check the mod so that old save stuff (tm) wouldn't break it.

Edited by Balgin
Posted
6 minutes ago, shardoom said:

Haven't had a chance to test this yet but I just read about deleted navmeshes.

Maybe you should have read the REPLY to that post.

 

6 minutes ago, shardoom said:

This is a huge gamebreaker, I hope someone's on it because, and I don't want to sound rude, but, I'm not going to put this into my game in that state. :(

 

Deleted navmeshes will fuck up your day and give you random ctd's which are a nightmare to track down on load orders with a decent stack of mods in.

There are NO deleted navmeshes.  That person deleted 18 navmeshes because... actually I've no clue why they would do that... just that it should NOT have been done and they've fucked up their copy of the mod by doing so.

 

 

Posted
17 minutes ago, EinarrTheRed said:

Maybe you should have read the REPLY to that post.

 

There are NO deleted navmeshes.  That person deleted 18 navmeshes because... actually I've no clue why they would do that... just that it should NOT have been done and they've fucked up their copy of the mod by doing so.

 

 

 

Ahh, good to know mate, good to know.

I'm still rebuilding my game after an AE upgrade so I haven't had a chance to play with this yet but I was a little worried for a second there.

Posted

@EinarrTheRed Just cracked this open in Xedit to have a look and while there aren't 18 deleted navmeshes (there are two missing triangles attached to doors I think that throw out an error though in Xedit) there are a TON of ITM's and worldspace entries that don't follow the update.esm's water records.

 

This (the SE version at least) needs a thorough cleaning.

Posted
20 minutes ago, DeathLoop36 said:

LE v.98c
Never saw any notes . Never saw a User agreement page either. I am  happy for those that got it to work. I give up

 

Give .98d a try when it comes out. I personally think .98c was jinxed; especially on SE.

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