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Sexy Bandit Captives © [WIP] Support Thread


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Posted

More Bandit Camps doesn't seems to be detected properly, I can't activate it in the MCM. I have the latest version on Nexus but it seems that this mod is looking for "More Bandit Camps (Explorer's Edition).esp.

 

But the author for MBC recently just changed both versions to just be named: "More Bandit Camps.esp" which explains the discrepancy.

 

No big deal, just an fyi for those wondering who doesn't want to dig through the thread. I think a few other people probably reported this to Blackbird already

Posted
9 hours ago, asianboy345 said:

I have the latest version on Nexus but it seems that this mod is looking for "More Bandit Camps (Explorer's Edition).esp.

You can change the target in the file named "SexyBanditCaptives.json" under SKSE\Plugins to whatever it needs to be.

Posted
On 8/15/2022 at 2:32 PM, DonQuiWho said:

OK, I was unsuccessful on my first attempt, I think I've sniffed out a correct solution, but the quest journal shows

 

a red X beside the relevant Kat's name for the failed quest

and then

the next quest given by one of trhe business associates

the next quest saying to return to them

 

both of which which I have now done

 

But it seems to stop then as

no new quest appears ie return to the Kat

and

there is now no map marker for the Kat

 

Is the questline broken? - or Is this just some sort of intentional sadism added by BW? 

 

FWIW, I have  looked for the Kat where one might expect to find it, but so far it can't be seen, and some of it's mates are playing victim to bandits, ChainBeasts etc en usual route

 

Ah, Forget it.  Back in the game 5 min after a CTD and there he was, sound asleep in his tent, just where he wasn't when I went to look for him before I wrote all that 

 

Just left this here though, in case anyone esle is searching for the same thing.  Keywords: Panty Khajiit Kat Quest stops No marker

 

There are some really good ideas at work in this mod.  Great effects and visuals.  Very funny, whilst also requiring some serious effort to progress.  Makes for a great mix.  So a big Thank You to @Blackbird Wanderer for sticking with it, and all the hard work clearly involved

 

 

I had the EXACT same issue, the red X, sent back to find the right version of the item and then no sign of the quest giver, no quest marker, no new quest just the red X and a missing feline nowhere to be found. 

Posted
1 hour ago, kohlteth said:

I had the EXACT same issue, the red X, sent back to find the right version of the item and then no sign of the quest giver, no quest marker, no new quest just the red X and a missing feline nowhere to be found. 

If they're "missing", try finding them with the console (Ri'Saad, Ma'Dran, Ahkari):

Player.MoveTo 74340
Player.MoveTo 74345
Player.MoveTo 7434A

Will troubleshoot/investigate this from this end.  This appears to be an erratic issue that doesn't happen every time for some reason.  Thanks for the report.

Posted

Apologies if this has been addressed before; I looked around the thread and couldn't find a post with this specific report.

The captives in my game are missing the texture for the top/back of the head, underneath the hair- it appears as the usual missing-texture purple. I have not encountered any other missing textures in the mod, and this issue has appeared only on SBC captives, not any other npcs, modded or otherwise.

I am playing LE, with SBC installed on a new save. I am using Fair skin complexion as my default skin texture.

Posted
4 hours ago, Skyrimshaw said:

Apologies if this has been addressed before; I looked around the thread and couldn't find a post with this specific report.

The captives in my game are missing the texture for the top/back of the head, underneath the hair- it appears as the usual missing-texture purple. I have not encountered any other missing textures in the mod, and this issue has appeared only on SBC captives, not any other npcs, modded or otherwise.

I am playing LE, with SBC installed on a new save. I am using Fair skin complexion as my default skin texture.

What version of KSHair are you using?  Older versions sometimes exhibit this.  Testing was done with KSHair KS Hairdos Renewal-68311-1-9 (v1.9 it seems).

Posted
3 hours ago, Blackbird Wanderer said:

What version of KSHair are you using?  Older versions sometimes exhibit this.  Testing was done with KSHair KS Hairdos Renewal-68311-1-9 (v1.9 it seems).

Blackbird, that did the trick. Thank you. I was using KSHair 1.4. Upgrading seems to have fixed every instance of the missing texture. Thanks for the tech support, as well as the great work on your mod. ?

Posted

I think I've reported this before but I've been gone a bit and it popped up again when I started playing Skyrim again.  I crit-failed a release attempt and brought the captive to Nenya, offered myself to test her spell on.  She cast it, I got a notification that the SOS module or something was loaded, she grew her schlong but then nothing happened, she put her clothes back on and freed the captive.  I'm using version 0.98g LE, but if any hot patches have come out in the last few weeks I don't have them.  

Posted (edited)
23 hours ago, Skyrimshaw said:

Blackbird, that did the trick. Thank you. I was using KSHair 1.4. Upgrading seems to have fixed every instance of the missing texture. Thanks for the tech support, as well as the great work on your mod. ?

As a follow-up, after updating to KSHair 1.9, Immersive wenches started having some face-body color mismatches. Turns out I was using the immersive wenches patch for KSHair 1.4 as well. I updated to the patch for KSHair 1.6 (the most up-do-date available), which has fixed it so far (I haven't looked yet at every IW NPC). Just goes to show that changes in a complex modlist can have knock-on effects which you wouldn't necessarily expect. And be especially mindful of issues which can arise when changing versions of base mods upon which multiple others may depend.

 

Edited by Skyrimshaw
Posted
On 8/22/2022 at 7:55 PM, Naps-On-Dirt said:

I'm using version 0.98g LE, but if any hot patches have come out in the last few weeks I don't have them.

There's a script-to-ESP mismatch, and that section of script was the off-the-beaten-path one that was overlooked with the last version.  The next update (overdue, yes) will fix it, but the posted patches in this thread will too.

Posted

SBC v0.98f LE version > quest started by note from Belethor's shop in Whiterun, no report showing from dialogs with innkeepers, stewards and jarls from Whiterun, Dawnstar, Morthal, no quest update

 

SBC v0.98g LE version > report showing from dialog with Brill in Dragonsreach in Whiterun, quest update

 

After all I've read about the old SBC mod, and downloading the new SBC mod to try it, I can finally do more than just reading "Investigate Whiterun". ?

Posted
On 8/21/2022 at 8:20 AM, kohlteth said:

I had the EXACT same issue, the red X, sent back to find the right version of the item and then no sign of the quest giver, no quest marker, no new quest just the red X and a missing feline nowhere to be found. 

Troubleshooting this issue.  On the 2nd attempt, once you have the item the Journal didn't update the "Deliver the item to <Alias>" line.  Fixed it with an additional script line and it now activates the Quest marker on the proper Khajiit as well; available in the next update.

 

Thanks to you and @DonQuiWho for reporting this somewhat obscure issue.

Posted (edited)

Okay, so I'm at the point where I've got to talk to Falion.

 

Right now the mod is almost as boring as Angrim's Apprentice.

 

"Go here. Go there. Try this. Try that. See him. See her."

 

And they said the mod was for a Dominant Character.

 

It isn't worth my time.

Edited by dje34
Posted (edited)
2 hours ago, dje34 said:

Okay, so I'm at the point where I've got to talk to Falion.

 

Right now the mod is almost as boring as Angrim's Apprentice.

 

"Go here. Go there. Try this. Try that. See him. See her."

 

And they said the mod was for a Dominant Character.

 

It isn't worth my time.

Being sent to Falion is a big problem. Depending on what else you've done he could still be locked up in his house refusing to come out. The mage you're sent to depends on where you're being sent from. There's a short cut to skip that step but I can't remember what it is. You've basically played through the opening part of the mod. It opens up a lot after that.

 

Who said it was for dominant characters? In a certain way it is but you need to get the first slave freed before you can begin to enslave all the others (or set them free like a real hero would).

Edited by Balgin
Posted
4 hours ago, Balgin said:

Being sent to Falion is a big problem. Depending on what else you've done he could still be locked up in his house refusing to come out.

If that's a thing, a behavior modification can probably be added to pull him out to a different marker if he's the one selected, even if it's just to his front porch.  Will look into it.

 

The best console workaround for now (required in testing at times) is "PRID 1AA5E" then "MoveTo.Player" to get him near you but outside his house.

Posted
5 hours ago, Balgin said:

Being sent to Falion is a big problem. Depending on what else you've done he could still be locked up in his house refusing to come out.

This was actually an easy fix with a minor adjustment to an AI Package.  Patch is cumulative and includes everything from previous patches.

SBC v0.98g Patch 4 LE.7z

SBC v0.98g Patch 4 SSE.7z

Spoiler

image.png

 

Posted (edited)

At 70 freed captives I thought I was gonna run out, but they eventually refilled the unknown list and I was able to continue.  But now I'm at 90 and both lists are empty, and no innkeeper has any new info.   Is 90 the cap?  I thought it was a little higher.

 

Oh also, I got a quest objective to "Look for information among bandit leaders" that pointed to a bandit, but they were not carrying any notes or books.  I killed them, came back a few days later after the site respawned, the quest pointer was on another bandit, but that one also was carrying nothing pertinent.  The quest objective remains active with the pointer at the place the bandit died.  Or by now its pointing at another bandit.  :)

 

Edited by Naps-On-Dirt
Posted
4 hours ago, Blackbird Wanderer said:

If that's a thing, a behavior modification can probably be added to pull him out to a different marker if he's the one selected, even if it's just to his front porch.  Will look into it.

 

The best console workaround for now (required in testing at times) is "PRID 1AA5E" then "MoveTo.Player" to get him near you but outside his house.

If you pick the lock to get into his house he becomes very hostile and will only ask you to leave.

Posted
2 hours ago, Naps-On-Dirt said:

At 70 freed captives I thought I was gonna run out, but they eventually refilled the unknown list and I was able to continue.  But now I'm at 90 and both lists are empty, and no innkeeper has any new info.   Is 90 the cap?  I thought it was a little higher.

Just recounted: There are 90 unique Captive Actors.

 

1 hour ago, Balgin said:

If you pick the lock to get into his house he becomes very hostile and will only ask you to leave.

The patch should make doing so unnecessary.  If you're sent to him he should meet you on his porch if he was already inside.  If he was somewhere else, he should be en route to his porch and you can talk to him along the way if you intercept him.

Posted
3 hours ago, Naps-On-Dirt said:

Oh also, I got a quest objective to "Look for information among bandit leaders" that pointed to a bandit, but they were not carrying any notes or books.

Curious, was this the 1st (Bandit Leader's Journal) or 2nd note (Bandit Leader's Correspondence)?  Guessing the 2nd; there are some elusive logic issues getting it to work correctly in every possible instance.  Nothing critical though, just window-dressing and immersive background material.

Posted
1 hour ago, Blackbird Wanderer said:

Curious, was this the 1st (Bandit Leader's Journal) or 2nd note (Bandit Leader's Correspondence)?  Guessing the 2nd; there are some elusive logic issues getting it to work correctly in every possible instance.  Nothing critical though, just window-dressing and immersive background material.

I had already found both of those, so I guess it was the 2nd one again?  :)

Posted (edited)

I am enjoying many of your Innovations, but something that I find very Annoying are the repetitive Messages when you approach or leave the Zone where a Captive is.}

 

Is there a way to stop those Annoying messages?  ?

 

Besides why are keeping Active this kind of ScriptInstances?: SBCS322: *ff001421 (30df29c8)  NEVER DIE!

Edited by GamerLat
Posted
19 hours ago, GamerLat said:

I am enjoying many of your Innovations, but something that I find very Annoying are the repetitive Messages when you approach or leave the Zone where a Captive is.

Really a developmental tool, but the trigger appears to be working correctly.  Remember this is a WIP.  Easy to turn them off in the next script batch.

 

19 hours ago, GamerLat said:

Besides why are keeping Active this kind of ScriptInstances?: SBCS322: *ff001421 (30df29c8)  NEVER DIE!

Please elaborate.  That's the script for the wisps, though since they now have their own RefAliases (as of v0.98g Patch 3) it could perhaps be moved there instead of on the base Actor.

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