shardoom Posted July 16, 2022 Posted July 16, 2022 (edited) 9 hours ago, RomulusAugustulus said: It was a f*cked up savegame. I went back to one where the SBC quest was active (is it intended that it sometimes vanishes from the journal?) and here the patch worked just fine. My follower table is empty now. After a certain amount of active quests are reqched they start to disappear from the journal. Quest Journal Limit Bug Fixer - Recover Disappeared Quests That fixes it. (On a SE game) Edited July 16, 2022 by shardoom
RomulusAugustulus Posted July 16, 2022 Posted July 16, 2022 Now the weirdest thing ever happened. I have one subjugated girl (Ingen) follow me. I fast travel to one of my houses (Heljarchen Hall in this case) and enter. Ingen doesn't come in. I go out and see her standing on my horse (the one belonging to the house) and the horse with Ingen standing on it follows me around just as Ingen should. I tell her to lie down, she does so - on top of the horse. I fast travel away and Ingen follows - without the horse. I fast travel close to the house, Ingen is still following but as soon as I am about to enter the house, she is again attached to the horse. I reloaded and could reproduce. I reloaded again, left Ingen behind and got another slut following me (Viaan) - same behaviour. Fast travel to another house - same thing Fast travel with an EFF follower - normal behaviour. Now, it would be very weird if SBC had something to do with this but maybe @Blackbird Wanderer could look into this?
Blackbird Wanderer Posted July 16, 2022 Author Posted July 16, 2022 2 hours ago, RomulusAugustulus said: Now, it would be very weird if SBC had something to do with this but maybe @Blackbird Wanderer could look into this? Just scratching the surface, it seems as if there's a conflict between the ordered animation for being horseback and the SBC driven Idle, and the SBC Idle may just be a higher priority (likely since it's 90 for the Quest with the RefAliases attached to it). What horse is this that belongs with the house? What house? And are you running any horse behavior mods like Convenient Horses? Was Ingen ever ordered to ride a horse, or was this something the game engine prompted? Looking at the CaptiveFollowing Packages, the regular following behavior (which has RideHorse?=True) got split when swimming because a different set of Idles is needed. Riding a horse may need a similar treatment. Honestly, it was never tested with a mounted Player so this is new territory we're exploring. Remind me if you're running LE or SE and we'll see if we can modify this behavior without excluding riding for a following Captive altogether.
RomulusAugustulus Posted July 17, 2022 Posted July 17, 2022 (edited) On 7/16/2022 at 9:14 PM, Blackbird Wanderer said: What horse is this that belongs with the house? The unnamed horses the steward buys for the Hearthfire houses What house? I tried Heljarchen Hall and Windstad Manor And are you running any horse behavior mods like Convenient Horses? No (Edit: Now that I can't load the save anymore, I went over my mods and found that Improved Adoptions does in fact change some things with horses but since I never ride, I can't tell what exactly) Was Ingen ever ordered to ride a horse, or was this something the game engine prompted? No and the player never rides a horse It's SSE with SBC .98g Patch 3 For the moment, I solved this by entering the house and "moveto player" but I have the savegame if further testing is required. Edited July 18, 2022 by RomulusAugustulus 1
RomulusAugustulus Posted July 18, 2022 Posted July 18, 2022 Now I absolutely ran into a wall. I'm sure it has nothing to do with SBC, since it has happened in many playthroughs. From a certain point savegames from this playthrough do not load anymore. No matter how far back I go, the game CTDs just after the save is loaded. This is at least the fourth time this has happened with various loadorders and setups. Some time around level 60 (+-5) the playthrough is simply over. Starting a new game with the same profile is no problem, so it doesn't seem the loadorder has anything to do with it. Fallrim Tools doesn't find anything out of order and the logfiles look pretty normal. No idea what happens here. SBC-wise this means I can't further investigate the horse problem, sorry. On the bright side, I had already "treated" about 90 captives, so it was time to start a new game, anyways.
Billy1969 Posted July 18, 2022 Posted July 18, 2022 (edited) 5 hours ago, RomulusAugustulus said: Now I absolutely ran into a wall. I'm sure it has nothing to do with SBC, since it has happened in many playthroughs. From a certain point savegames from this playthrough do not load anymore. No matter how far back I go, the game CTDs just after the save is loaded. This is at least the fourth time this has happened with various loadorders and setups. Some time around level 60 (+-5) the playthrough is simply over. Starting a new game with the same profile is no problem, so it doesn't seem the loadorder has anything to do with it. Fallrim Tools doesn't find anything out of order and the logfiles look pretty normal. No idea what happens here. SBC-wise this means I can't further investigate the horse problem, sorry. On the bright side, I had already "treated" about 90 captives, so it was time to start a new game, anyways. It sounds like around level 60 you hit the savegame file size limit, there is a fix for it in sse engine fixes mod where you can increase the maximum size to 128mb from 64mb in the .ini, 128Mb is the absolute limit though and I already hit it once lol. Edit: If you're on Skyrim LE, not sure if there's a fix for that one, you should google skyrim savegame file size limit and maybe someone made a fix for that version also. Edited July 18, 2022 by Billy1969
Libita Posted July 18, 2022 Posted July 18, 2022 (edited) I was unable to finish "read between the lines" since after talking to Ri'Saad, Ahsaki and Ma'Dran didn't have any lines regarding getting the translation. I then finished the quest using the console with SetStage [don'trememberid] 70 (I think). THe quest completed. Uh, but what now? Barmaids don't have any new rumours at all. Can this be salvaged? The problem was probably that I did the quest "Restoring Order" (from the Saints & Seducers Creation) in between. Edited July 18, 2022 by Libita Specification.
Blackbird Wanderer Posted July 18, 2022 Author Posted July 18, 2022 5 hours ago, Libita said: I then finished the quest using the console with SetStage [don'trememberid] 70 (I think). Several script steps get skipped if you do this; that's why it won't work. No idea why you didn't get the Khajiit dialogue; that issue seemed to be fixed since it's been some time since anyone reported a problem, but anything can (fail to) happen with enough script lag. Are you using the most recent version? (v0.98g) As for salvage, perhaps. Try this (console): ResetQuest SBCSV SetStage SBCSV 60 Player.AddItem XX22645E 1 (Substitute XX with your SBC load order) That should pick the Quest back up (unverified) where you can return to Giraud.
Libita Posted July 19, 2022 Posted July 19, 2022 I am using 0.98g, with SBC _not_ part of my merged/bashed patch, but my mod setup is quite large, so I probably messed something up somewhere. Unless others report this too, I wouldn't pay too much attention to this one case. I tried out the codes you gave me, and I was able to finish the quest normally. Uvani mentions sensing some more collars. Speaking with innkeepers did nothing on the first location (just going straight to "that's all I know"), but the second one worked normally. Thanks. On a side note, when you hand in the translation and Urag isn't in the room, Uvani asks for him and nothing happens. Maybe he'll come eventually. This can of course be circumvented by waiting until he's there normally.
eldritch68 Posted July 23, 2022 Posted July 23, 2022 Something I've noticed but keep forgetting to mention, is that when you tell your subjugated Captives to 'Make themselves at home, but stay in this general area' inside a player home, they will sandbox for a while but eventually, after you've come and gone numerous times, they seem to run out of things to do and just stand in the one place. I don't know if this is unique to mod-added player homes, as that's pretty much all I use, but I'm pretty sure it happens in Breezehome as well. Is that by design, to cut down on script load maybe? Or (more likely) am I suffering from script overload?
shardoom Posted July 23, 2022 Posted July 23, 2022 1 hour ago, eldritch68 said: Something I've noticed but keep forgetting to mention, is that when you tell your subjugated Captives to 'Make themselves at home, but stay in this general area' inside a player home, they will sandbox for a while but eventually, after you've come and gone numerous times, they seem to run out of things to do and just stand in the one place. I don't know if this is unique to mod-added player homes, as that's pretty much all I use, but I'm pretty sure it happens in Breezehome as well. Is that by design, to cut down on script load maybe? Or (more likely) am I suffering from script overload? That often happens when you have too many npcs in a cell trying to sandbox.
eldritch68 Posted July 23, 2022 Posted July 23, 2022 1 hour ago, shardoom said: That often happens when you have too many npcs in a cell trying to sandbox. Now that you mention it, I usually have three or four followers with me, and NFF is getting them to sandbox as well. That's could it. But there are like ten or twenty NPCs in any city sandboxing at any one time, with no stoppage?
isofuso15 Posted July 23, 2022 Posted July 23, 2022 It seems more bandit camps patch doesen't work for me (AE). I installed the mod but I can't even check it on MCM
leakim Posted July 23, 2022 Posted July 23, 2022 (edited) I recently updated my old LE setup to SE instead. Included in that setup was Sexy Bandit Captives. When I played that in LE, when I approached the first captive everything was working. However, this time in SE, the sequence does not play out properly. Apparently the first succubus(?) appears but not the other and then the scene simply gets stuck. I looked at the Papyrus log and the following error appears. [07/23/2022 - 11:22:31AM] Error: Cannot call GetFactionRank() on a None object, aborting function call stack: [alias PlayerAlias on quest SBCMain (31023433)].sbcplayerscript.BC() - "SBCPlayerScript.psc" Line 127 [ (31097F50)].sbcs208.OnTriggerLeave() - "SBCS208.psc" Line 19 [07/23/2022 - 11:22:31AM] WARNING: Assigning None to a non-object variable named "::temp14" stack: [alias PlayerAlias on quest SBCMain (31023433)].sbcplayerscript.BC() - "SBCPlayerScript.psc" Line 127 [ (31097F50)].sbcs208.OnTriggerLeave() - "SBCS208.psc" Line 19 [07/23/2022 - 11:22:31AM] Error: Cannot call AddToFaction() on a None object, aborting function call stack: [alias PlayerAlias on quest SBCMain (31023433)].sbcplayerscript.BC() - "SBCPlayerScript.psc" Line 128 [ (31097F50)].sbcs208.OnTriggerLeave() - "SBCS208.psc" Line 19 [07/23/2022 - 11:22:31AM] Error: Cannot call GetFactionRank() on a None object, aborting function call stack: [alias PlayerAlias on quest SBCMain (31023433)].sbcplayerscript.BC() - "SBCPlayerScript.psc" Line 131 [ (31097F50)].sbcs208.OnTriggerLeave() - "SBCS208.psc" Line 19 [07/23/2022 - 11:22:31AM] WARNING: Assigning None to a non-object variable named "::temp14" stack: [alias PlayerAlias on quest SBCMain (31023433)].sbcplayerscript.BC() - "SBCPlayerScript.psc" Line 131 [ (31097F50)].sbcs208.OnTriggerLeave() - "SBCS208.psc" Line 19 [07/23/2022 - 11:22:31AM] Error: Cannot call AddToFaction() on a None object, aborting function call stack: [alias PlayerAlias on quest SBCMain (31023433)].sbcplayerscript.BC() - "SBCPlayerScript.psc" Line 132 [ (31097F50)].sbcs208.OnTriggerLeave() - "SBCS208.psc" Line 19 [07/23/2022 - 11:22:31AM] Error: Cannot call GetFactionRank() on a None object, aborting function call stack: [alias PlayerAlias on quest SBCMain (31023433)].sbcplayerscript.BC() - "SBCPlayerScript.psc" Line 127 [ (31097F50)].sbcs208.OnTriggerLeave() - "SBCS208.psc" Line 19 [07/23/2022 - 11:22:31AM] WARNING: Assigning None to a non-object variable named "::temp14" stack: [alias PlayerAlias on quest SBCMain (31023433)].sbcplayerscript.BC() - "SBCPlayerScript.psc" Line 127 [ (31097F50)].sbcs208.OnTriggerLeave() - "SBCS208.psc" Line 19 [07/23/2022 - 11:22:31AM] Error: Cannot call AddToFaction() on a None object, aborting function call stack: [alias PlayerAlias on quest SBCMain (31023433)].sbcplayerscript.BC() - "SBCPlayerScript.psc" Line 128 [ (31097F50)].sbcs208.OnTriggerLeave() - "SBCS208.psc" Line 19 [07/23/2022 - 11:22:31AM] Error: Cannot call GetFactionRank() on a None object, aborting function call stack: [alias PlayerAlias on quest SBCMain (31023433)].sbcplayerscript.BC() - "SBCPlayerScript.psc" Line 131 [ (31097F50)].sbcs208.OnTriggerLeave() - "SBCS208.psc" Line 19 [07/23/2022 - 11:22:31AM] WARNING: Assigning None to a non-object variable named "::temp14" stack: [alias PlayerAlias on quest SBCMain (31023433)].sbcplayerscript.BC() - "SBCPlayerScript.psc" Line 131 [ (31097F50)].sbcs208.OnTriggerLeave() - "SBCS208.psc" Line 19 [07/23/2022 - 11:22:31AM] Error: Cannot call AddToFaction() on a None object, aborting function call stack: [alias PlayerAlias on quest SBCMain (31023433)].sbcplayerscript.BC() - "SBCPlayerScript.psc" Line 132 [ (31097F50)].sbcs208.OnTriggerLeave() - "SBCS208.psc" Line 19 So it looks to me like some variables associated with the SBCMain quest in the script SBCPlayerScript has not been initialized. For whatever reason. I tried running "StopQuest SBCMain" followed by "StartQuest SBCMain", and that seemed to fix the issue. At least now I can get through the scene. Although I do suspect I may run into more issues associated with this problem down the line... (making me so sad) - Nevermind that. Apparently doing it once got it working. But I cannot for the life of my reproduce the behavior where I got it working by loading that same save and trying again. Is this a known issue or is my game just borked somehow? Edited July 23, 2022 by leakim
RomulusAugustulus Posted July 23, 2022 Posted July 23, 2022 I started a new game and freed three girls until now. One of them is out there in the world, the other two I could persuade to go to Breezehome and wait for me. Now when I go there and ask Viania to follow me (SBC "Hello there" and so on), nothing happens. No changes in any faction, SBC or other. And of course, the EFF takeover doesn't work. Adding her to the potential follower faction doesn't change this, the SBC dialogue simply has no effect. EFF is recognized per SBC MCM and works for other followers and of course I would be able to simply add Viania to EFF but then her SBC dialogue options ("Hello there") are still active and this kind of annoys me. Relevant factions before I do anything are: SBC: xx02ab0f 17 xx04af9d 4 xx00e6b1 50 xx00egb7 -1 xx0137ce 13 xx015895 50 Other: 00019809 0 (potential marriage) I don't know if this is added by SBC After the "Hello there -> I'd like to have you around" dialogue, the factions are exactly the same. Is there anything I could do console wise?
shardoom Posted July 23, 2022 Posted July 23, 2022 9 hours ago, eldritch68 said: Now that you mention it, I usually have three or four followers with me, and NFF is getting them to sandbox as well. That's could it. But there are like ten or twenty NPCs in any city sandboxing at any one time, with no stoppage? I believe its to do with navmesh pathing, when they can't find a route to where they want to go (ie too many npc's in the way), they give up. In city's there are usually alternate routes or just more open walkways.
LordSpud Posted July 23, 2022 Posted July 23, 2022 Hello, I have a small (and I mean small) issue. First sorry if this was already brought to your attention and/or fixed and I missed it. The orc captive in embershard mine is missing the teeth textures. (they are purple) Tried reinstalling, no luck. But again this honestly is not that big of an issue. If I messed something up or anybody else knows a simple fix for this let me know. Thank you.
eldritch68 Posted July 24, 2022 Posted July 24, 2022 10 hours ago, shardoom said: I believe its to do with navmesh pathing, when they can't find a route to where they want to go (ie too many npc's in the way), they give up. In city's there are usually alternate routes or just more open walkways. Yeah, they did end up all clustered in the same walkway. Okay, something to keep in mind: player homes with nice wide corridors.
Blackbird Wanderer Posted July 24, 2022 Author Posted July 24, 2022 6 hours ago, LordSpud said: The orc captive in embershard mine is missing the teeth textures. (they are purple) Tried reinstalling, no luck. But again this honestly is not that big of an issue. If I messed something up or anybody else knows a simple fix for this let me know. There are no orc Captives from SBC. It sounds like that's from a different mod. 18 hours ago, eldritch68 said: Is that by design, to cut down on script load maybe? Or (more likely) am I suffering from script overload? @shardoom's advice sounds on the mark regarding cell loading. An SBC future development will be an improved destination set of AI Packages that will have a 'home' marker specific to each Catpive so their home-seeking behavior will be more reliable, especially after following then being dismissed (which doesn't work like that currently). 11 hours ago, leakim said: So it looks to me like some variables associated with the SBCMain quest in the script SBCPlayerScript has not been initialized. For whatever reason. Yes, but the errors for operating on a 'none' input are 1) harmless and 2) from a procedure that has nothing to do with that scene executing, and 3) is identical in SSE to what was running in LE. Let's challenge that theory; here's an updated script that should eliminate those cited errors. Drop it into your Data\Scripts folder and see if that changes anything. SBCPlayerScript.pex "StopQuest SBCMain" risks breaking everything if it dumps the contents of the RefAliases at the time. 16 hours ago, RomulusAugustulus said: After the "Hello there -> I'd like to have you around" dialogue, the factions are exactly the same. Is there anything I could do console wise? Found some script errors in that one that will take some time to evaluate. Since nothing has changed with that script, it's going to be something in dependent scripts, so the chase begins.
leakim Posted July 24, 2022 Posted July 24, 2022 (edited) 6 hours ago, Blackbird Wanderer said: Yes, but the errors for operating on a 'none' input are 1) harmless and 2) from a procedure that has nothing to do with that scene executing, and 3) is identical in SSE to what was running in LE. Let's challenge that theory; here's an updated script that should eliminate those cited errors. Drop it into your Data\Scripts folder and see if that changes anything. SBCPlayerScript.pex 16.56 kB · 2 downloads "StopQuest SBCMain" risks breaking everything if it dumps the contents of the RefAliases at the time. Loaded to a save where I had not manually touched the SBCMain quest. Tried again, but result is the same. Less errors in papyrus log though. [07/24/2022 - 09:55:11AM] WARNING: Assigning None to a non-object variable named "::temp0" stack: [None].SBCS170.GE() - "SBCS170.psc" Line 18 [None].SBCS170.OnEffectFinish() - "SBCS170.psc" Line 11 [07/24/2022 - 09:55:11AM] WARNING: Assigning None to a non-object variable named "::temp0" stack: [Active effect 7 on (31069719)].SBCS170.GE() - "SBCS170.psc" Line 18 [Active effect 7 on (31069719)].SBCS170.OnEffectStart() - "SBCS170.psc" Line 5 But I can imagine that was the expected result. Basically it works like this for me: Ignore I said anything about starting/stopping the quest. The quest sequence maybe works 1 out of 10 times, to my untrained it appears to be completely random. It's probably something borked with my game. Will see if I can investigate it further myself. Let me ask you this: Should the variables I referred to in the above question be set at the time this sequence occurs (first approach to captive). I am simply asking to know if some irreparable damage is baked into my save. Edited July 24, 2022 by leakim
leakim Posted July 24, 2022 Posted July 24, 2022 (edited) I did a further investigation of my Papyrus log files and it appears that during this scene I am getting continuous stack dumps. And when the scene gets stuck one of the first stack traces that gets dumped is one (or two?) from SBC. When this does not happen, the scene plays out as expected. I cannot currently explain why I am getting continuous stacks dumps during this scene. This does not happen during normal gameplay, but I specifically made a small program to monitor these dumps now. EDIT: The same stack dumping starts happening when entering the "dream" sequence with the blind mage in Winterhold. So I can imagine it is related to that. Maybe I have some conflicting mod installed... although I am not really sure how I would figure out which. On a unrelated note: It seems that in my game the scripts associated with the "Daedric Wisps" stays active in native call "PathToReference" after they are killed. I can't imagine that's intended either. Spoiler Edited July 24, 2022 by leakim
Blackbird Wanderer Posted July 24, 2022 Author Posted July 24, 2022 On 7/23/2022 at 6:01 AM, RomulusAugustulus said: EFF is recognized per SBC MCM and works for other followers and of course I would be able to simply add Viania to EFF but then her SBC dialogue options ("Hello there") are still active and this kind of annoys me. xx00e6b1 50 There was no script issue as originally thought; I'd forgotten I need to load both EFF and AFT to work on that script in CK since there are pointers to both mods scripts therein. Just tested in game with EFF loaded (LE) and added a post destination Captive via SBC dialogue as an EFF follower without a problem. No idea why it's not working for you unless there's some difference in the way you have things set up. If you didn't get the notification in the upper left "Adding Follower via EFF", and the Messagebox: "<name> is following" then the script is likely not firing for some reason like it's unable to access the script in EFF. Packaging? Merging? If you are getting the first notification, but you get "Non-Valid EFF Quest" then it's not finding the proper Quest in EFF to use, likely because the FormID for the Quest has been changed due to something like a merge. If we're not able to figure it out, you can still do as you suggested and use EFF. You can turn off the "Hello there" dialogue option with "SetFactionRank xx00e6b1 to -2"
RomulusAugustulus Posted July 24, 2022 Posted July 24, 2022 (edited) 1 hour ago, Blackbird Wanderer said: Just tested in game with EFF loaded (LE) and added a post destination Captive via SBC dialogue as an EFF follower without a problem. No idea why it's not working for you unless there's some difference in the way you have things set up. If you didn't get the notification in the upper left "Adding Follower via EFF", and the Messagebox: "<name> is following" then the script is likely not firing for some reason like it's unable to access the script in EFF. Packaging? Merging? If you are getting the first notification, but you get "Non-Valid EFF Quest" then it's not finding the proper Quest in EFF to use, likely because the FormID for the Quest has been changed due to something like a merge. I get no notification at all when asking a former captive to follow me. They do not even follow via SBC. In the old version (0.971 I believe), it didn't work either but they were at least following via SBC. When asking a second girl, the first one would then drop from following, similar as in vanilla. But since the new version, simply nothing happens. I never merge any mods, I always use them out of the box. I guess something else is interfering here. I will create a profile with a minimum setup, just SBC, EFF and their requirements and see what happens. On another note: I usually send the girls to Dragonsreach but now I started to use Breezehome as a landing spot. When I entered, all the 5 girls there had changed into Stormcloak uniform. Is this somehow intended? Edited July 24, 2022 by RomulusAugustulus
Blackbird Wanderer Posted July 25, 2022 Author Posted July 25, 2022 4 hours ago, RomulusAugustulus said: On another note: I usually send the girls to Dragonsreach but now I started to use Breezehome as a landing spot. When I entered, all the 5 girls there had changed into Stormcloak uniform. Is this somehow intended? Nope. Will look at why that's happening! There is a Civil War post-Battle of Whiterun shift for the SBC suggested guards to be in that uniform, but it's being applied to the Breezehome crowd for some reason. The mystery is why. What version of EFF are you running? SBC test setup runs "Extensible Follower Framework v4-0-2"
RomulusAugustulus Posted July 25, 2022 Posted July 25, 2022 5 hours ago, Blackbird Wanderer said: What version of EFF are you running? SBC test setup runs "Extensible Follower Framework v4-0-2" I'm running v4-0-5 which is the latest version for SSE.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now