worik Posted August 30, 2022 Posted August 30, 2022 7 hours ago, Blackbird Wanderer said: Easy to turn them off in the next script batch. Or with a setting in the MCM? E.g. an entry on a MCM debug page to toggle stuff like that on and off ? ?
Blackbird Wanderer Posted August 30, 2022 Author Posted August 30, 2022 13 hours ago, eldritch68 said: Hi again, found a minor typo when a captive mentions slavers coming up from Cyrodil. Cyrodiil has to 'i's in it. Cheers. Actually found about six other instances. Thanks for pointing that out.
GamerLat Posted August 31, 2022 Posted August 31, 2022 On 8/29/2022 at 4:55 PM, Blackbird Wanderer said: 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. 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. Ok, because even that Wisps are killed, the scripts never disappear from active scripts ( Check With Resaver tool)
lunats Posted August 31, 2022 Posted August 31, 2022 The requirements says to install Aroused Redux, can this be replaced with OSL Aroused?
Blackbird Wanderer Posted August 31, 2022 Author Posted August 31, 2022 4 hours ago, lunats said: The requirements says to install Aroused Redux, can this be replaced with OSL Aroused? Unknown, but a quick trial shows that a mod organizer recognizes it as a valid substitute so it probably can serve as a replacement. Too bad it doesn't also support LE; OSL Aroused seems to be a well thought out and more efficient product with full backward compatibility to the mods it replaces. Try it and see what happens / please report back on this thread.
devildx Posted September 1, 2022 Posted September 1, 2022 On 7/7/2022 at 7:15 PM, Blackbird Wanderer said: 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. Just a update that I forgot to post. I changed the wisps faction to creaturefaction on SSEEdit and seems to have solved the problem with the Buxom Wench Yuriana extra spawns.
Blackbird Wanderer Posted September 1, 2022 Author Posted September 1, 2022 2 hours ago, devildx said: Just a update that I forgot to post. I changed the wisps faction to creaturefaction on SSEEdit and seems to have solved the problem with the Buxom Wench Yuriana extra spawns. The latest ESP (in patch 4) already changed the Wisps to be in their own Faction. 1
eldritch68 Posted September 3, 2022 Posted September 3, 2022 Have run into a captive named Raen Arrius at Camp Jolfingand. Killed all the bandits and wisps, but her eyes are still purple and she can't be interacted with. So either there's still a wisp out there somewhere, or the wisp's death hasn't registered properly. Any suggestions? I've spent 20 mins looking all around for a wisp, even tfc 1'd to look under the terrain. Fast travelled away, waited and came back. Reloaded the save. Nothing helped.
Blackbird Wanderer Posted September 3, 2022 Author Posted September 3, 2022 14 hours ago, eldritch68 said: Have run into a captive named Raen Arrius at Camp Jolfingand. Killed all the bandits and wisps, but her eyes are still purple and she can't be interacted with. So either there's still a wisp out there somewhere, or the wisp's death hasn't registered properly. Any suggestions? I've spent 20 mins looking all around for a wisp, even tfc 1'd to look under the terrain. Fast travelled away, waited and came back. Reloaded the save. Nothing helped. If you're running the latest patches, the death of the last bandit cues the death of all remaining wisps so that's likely not the issue. It sounds like a script has skipped a step, but since you're experimenting, try leaving the area and returning to clear the state of the Captive. Failing that, the console "killall" will take out everything in the area not essential (may need to tag the Captive with "setessential 1" first).
GamerLat Posted September 3, 2022 Posted September 3, 2022 On 8/29/2022 at 4:55 PM, Blackbird Wanderer said: 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. 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. Ok, because even that Wisps are killed, the scripts never disappear from active scripts ( Check With Resaver tool) WHAT ABOUT THE ANNOYING MESSAGES SHOWING UP ALL TIME, THERE IS ANY WAY TO STOP THEM?
eldritch68 Posted September 4, 2022 Posted September 4, 2022 8 hours ago, Blackbird Wanderer said: If you're running the latest patches, the death of the last bandit cues the death of all remaining wisps so that's likely not the issue. It sounds like a script has skipped a step, but since you're experimenting, try leaving the area and returning to clear the state of the Captive. Failing that, the console "killall" will take out everything in the area not essential (may need to tag the Captive with "setessential 1" first). Thanks for the heads-up. I had indeed missed the latest patch. Went back to previous save and events unfolded exactly as they should have.
Blackbird Wanderer Posted September 4, 2022 Author Posted September 4, 2022 21 hours ago, GamerLat said: THERE IS ANY WAY TO STOP THEM? Not without changing the source script. That will be done with the next patch or version. 1
GamerLat Posted September 5, 2022 Posted September 5, 2022 On 9/4/2022 at 11:31 AM, Blackbird Wanderer said: Not without changing the source script. That will be done with the next patch or version. Just Great, 'll be waiting for ?
RomulusAugustulus Posted September 7, 2022 Posted September 7, 2022 Reporting back after a long holiday and an even longer sick break. During my sickness I decided to do the jump and I uninstalled SkyrimSE together with all mods to get a fresh start with SkyrimAE. Installation of the mods went well, the game starts without a problem with "Alternate Start", character creation goes well, then an autosave happens. After the autosave, I am asked if I accept the rules for SBC, I click agree and save again. Now the trouble starts: I can load the first autosave without a problem but when I try to load the second one, the game crashes. The logs are full of SBC related errors. To test, I then removed SBC from my load order and now I can load my saves. I'm not aware that this was reported before... I will try to get at least the first stage of the main quest dona and then re-activate SBC to see what happens.
shardoom Posted September 7, 2022 Posted September 7, 2022 @Blackbird Wanderer you really should consider getting rid of that big bandit camp just outside the exit to Bleak Falls Barrow. BFB exit is wayyyy too early in the game to be fighting that kind of camp. You get sent there as one of your first main bloody quests lol I just came out of there at level 5, and couldn't get away. Got annihilated.
tinkerbelle Posted September 7, 2022 Posted September 7, 2022 2 hours ago, shardoom said: @Blackbird Wanderer you really should consider getting rid of that big bandit camp just outside the exit to Bleak Falls Barrow. BFB exit is wayyyy too early in the game to be fighting that kind of camp. You get sent there as one of your first main bloody quests lol I just came out of there at level 5, and couldn't get away. Got annihilated. Try fighting that camp with Genesis and SD Cages. You can leave the cliff at the exit without encountering the bandits of that camp. However, by design or accident, the dragonstone gets moved from the dragon priest within Bleak Falls Barrow to a bandit chief in the new bandit camp. Lore-wise this doesn't make much sense because the bandits can't get to the crypt through the exit of Bleak Falls Barrow and if the bandits went through the front there wouldn't be any draugr left to fight, the guy caught in the spider web wouldn't be alive, the golden claw would be missing and the poor smuck who gets poisoned at the first puzzle wouldn't need to open the gate in the first place. In my latest playtrhough, the bandit chief didn't exist and the marker for the dragonstone was on the floor about where the bandit chief would have been. So now my character is a dragonborn-hasn't-been-and-won't-be. LOL
Balgin Posted September 7, 2022 Posted September 7, 2022 On 9/3/2022 at 4:43 PM, Blackbird Wanderer said: If you're running the latest patches, the death of the last bandit cues the death of all remaining wisps so that's likely not the issue. With the latest patch it really doesn't. However Serana raising bandits as zombies does mean you can kill all the bandits and the zombie means the wisps stay around for ages so that could be why they don't disappear when the last bandit dies.
Kharadin Posted September 7, 2022 Posted September 7, 2022 First of all, glad to see the mod back! It is obvious very much work went into, production value is quite superb. Like the old wizard's voiceover and subtitles (for me, his voice lines are a bit easier to understand than the subtitles somehow ?). I wasn't able to see much more of the mod after finding the first captive, releasing her and doing all the stuff with... Elisif's things for now. How much time should pass before the second captive can be spawned? When you ask innkeeper or steward about news concerning disappearances, does that force a check that randomly tells whether the new captive spawns or not? Four in-game days passed, 2 days in Windhelm gave no new rumours as well as a day in Whiterun and a day in Falkreath, is that working as intended and I'm just impatient or is that a tad long?
GamerLat Posted September 7, 2022 Posted September 7, 2022 Other Scripts that Never die; SBCS322 Please Check it out ?
Blackbird Wanderer Posted September 7, 2022 Author Posted September 7, 2022 1 hour ago, Kharadin said: How much time should pass before the second captive can be spawned? Should be instantaneous upon returning to Dris with the completed translation. If not, try console: "StartQuest SBCRecovery" and see what it tells you about known and unknown camps. That should at least help identify the nature of the problem. 1 hour ago, Kharadin said: First of all, glad to see the mod back! It is obvious very much work went into, production value is quite superb. Thank you; very kind. 45 minutes ago, GamerLat said: Other Scripts that Never die; SBCS322 Will look into it; thanks! -- Wait, that's the same one that's on the Wisps. In any case, will look into moving it to the RefAliases and that may keep it from being persistent. Also, it should be a low impact since it's just three Events primed to trigger but never do unless it's attached to an enabled Wisp.
Blackbird Wanderer Posted September 7, 2022 Author Posted September 7, 2022 5 hours ago, tinkerbelle said: However, by design or accident, the dragonstone gets moved from the dragon priest within Bleak Falls Barrow to a bandit chief in the new bandit camp. Definitely by accident. That's super weird. Wondering if the game script that places it looks for a Boss tagged character within the Location and it needs splitting like a few other sites do. 3 hours ago, Balgin said: With the latest patch it really doesn't. @EinarrTheRed extended the leftward shelf and raised the cover, but it may need some more tweaking. Either that or those changes didn't get merged as intended. Will look into it. The intent was absolutely to allow a low level character to go, "holy crap . . ." and exit stage left without engaging the bandit army. 2
karlpaws Posted September 8, 2022 Posted September 8, 2022 10 hours ago, tinkerbelle said: However, by design or accident, the dragonstone gets moved from the dragon priest within Bleak Falls Barrow to a bandit chief in the new bandit camp. 4 hours ago, Blackbird Wanderer said: Definitely by accident. That's super weird. Wondering if the game script that places it looks for a Boss tagged character within the Location and it needs splitting like a few other sites do. @EinarrTheRed extended the leftward shelf and raised the cover, but it may need some more tweaking. Either that or those changes didn't get merged as intended. Will look into it. The intent was absolutely to allow a low level character to go, "holy crap . . ." and exit stage left without engaging the bandit army. I do remember that problem happening somewhat randomly a few months back, and I think the verdict was in the "game looks for boss in location" with ETR changing something about that camp to move it out of the location. Your guess that something got changed in an update is probably correct. 1
EinarrTheRed Posted September 8, 2022 Posted September 8, 2022 5 hours ago, Blackbird Wanderer said: Definitely by accident. That's super weird. Wondering if the game script that places it looks for a Boss tagged character within the Location and it needs splitting like a few other sites do. I thought we'd fixed that. And yes it looks for a boss at that area and surprisingly that includes the exterior instead of just the interior. Removing that exterior cell from the Bleakfalls location will fix it. Could of sworn we'd done that already though. Why Bugthesda even included that exterior cell I don't know. 5 hours ago, Blackbird Wanderer said: The intent was absolutely to allow a low level character to go, "holy crap . . ." and exit stage left without engaging the bandit army. Yup, even if you are detected, if you crouch down right by the exit there's no angle any bandit can get to hit you with bow or spell. You get some sneak skill points while you wait for them to calm down and then you can sneak off to the left (your left as you exit), drop down and scoot on out of there. Cause like Ralof says, you'd really rather not mess with them right now... Or.... you could take this bow and snipe at them, they can't get up there and if you're careful and patient and don't waste your arrows you can kill the whole camp from up there and get a nice boost to your archery skill. Hint: kill their archers and mages first and yes I was an asshole and gave them some good firing positions and cover... cause... challenge n stuff. There's several places on that upper ledge where they can't shoot at you, use cover wisely. Once you drop down you can't get back up (well, not without spending a lot of time climbing and its difficult). Or... you could jump down and melee the whole camp... and die messily. I don't recommend this option. Well unless you're just really into the idea of being enslaved by a whole bandit camp and have the mods for it in which case.... here's your big chance! Or... you could bring an army of followers and have a big messy and chaotic battle. And now with FSM + Defeat your followers can also be enslaved during said chaotic fun! Some people love that camp, some people hate it, some love to hate it, and mages just frenzy the heck out of it (Lucan will even sell you the Fury spell, what do you know, a place where it is REALLY useful!). 3
tinkerbelle Posted September 8, 2022 Posted September 8, 2022 18 hours ago, Blackbird Wanderer said: Definitely by accident. That's super weird. Wondering if the game script that places it looks for a Boss tagged character within the Location and it needs splitting like a few other sites do. Ah, it's been consistent for me since re-installing SBC. I would expect that because the original placement of the dragonstone was in a different cell, being that the dragon priest (or whatever that lich is) is inside the last section of bleakfalls barrow, that it wouldn't find a bandit leader outside of that cell. But the ways of skyrim engine are mysterious. Usually there's a bandit leader with the dragonstone, but this time ... Poor dragonbornless PC.
tinkerbelle Posted September 8, 2022 Posted September 8, 2022 12 hours ago, EinarrTheRed said: Or.... you could take this bow and snipe at them, they can't get up there and if you're careful and patient and don't waste your arrows you can kill the whole camp from up there and get a nice boost to your archery skill. Hint: kill their archers and mages first and yes I was an asshole and gave them some good firing positions and cover... cause... challenge n stuff. There's several places on that upper ledge where they can't shoot at you, use cover wisely. Once you drop down you can't get back up (well, not without spending a lot of time climbing and its difficult). Or... you could jump down and melee the whole camp... and die messily. I don't recommend this option. Well unless you're just really into the idea of being enslaved by a whole bandit camp and have the mods for it in which case.... here's your big chance! Or... you could bring an army of followers and have a big messy and chaotic battle. And now with FSM + Defeat your followers can also be enslaved during said chaotic fun! Some people love that camp, some people hate it, some love to hate it, and mages just frenzy the heck out of it (Lucan will even sell you the Fury spell, what do you know, a place where it is REALLY useful!). I'm trying to do a magic based character, so fury or frenzy does wonders in thinning the herd. Or used to, I've added sexlab survival to my mod order and even with reduced reduction of abilities, makes my character almost useless. Even default bandits can be too high of a level for those spells. The things we do to our(virtual)selves ...
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