Jump to content

Sexy Bandit Captives © [WIP] Support Thread


Recommended Posts

Posted
On 5/17/2022 at 2:35 AM, Blackbird Wanderer said:

That's actually an Easter egg; even if she talked to you she'd tell you they don't have the proper scent, and the Quest may not correctly circle back to reset everything for another try.  Recommend reloading and attempting via another source.

Hold on, how do you get the translation of the daedric language then? I had the same problem and then I re-loading a save before I spoke to the blind mage and this time I had to get the panties for Ri'saad. But I have the same problem with him.

If you are not supposed to get the translation from the caravans, how do you get it then? Or is that part of the "circle"? And you never get it?

Posted
24 minutes ago, Steriml said:

Hold on, how do you get the translation of the daedric language then? I had the same problem and then I re-loading a save before I spoke to the blind mage and this time I had to get the panties for Ri'saad. But I have the same problem with him.

If you are not supposed to get the translation from the caravans, how do you get it then? Or is that part of the "circle"? And you never get it?

I believe Blackbird Wanderer meant that there are other sources of getting Elisif's panties, not of getting the translation. Dressers in her room contain her clean panties, you need worn. Stealing, even pickpocketing, won't work. Perhaps some NPC could help you?

Posted

Unfortunately, new game also results in no second captive spawn after handing the translation. Perhaps some mods interfere, but why do they not mess with the first captive spawn?..

Posted
On 9/7/2022 at 5:46 PM, Blackbird Wanderer said:

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.

 

Thank you; very kind.

 

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.

 

The Point is that their Number grows out of Control and collapses the Game, just when other Bandits come to the party.

 

So the Requirement is to Control their maximum Number 5 and remove them from the Active Scrips tray as soon as they die

Posted
9 hours ago, Kharadin said:

I believe Blackbird Wanderer meant that there are other sources of getting Elisif's panties, not of getting the translation. Dressers in her room contain her clean panties, you need worn. Stealing, even pickpocketing, won't work. Perhaps some NPC could help you?

Yea, I tried speaking to Elisif directly since I am a thane in Solitude, but she was having none of it. I also spoke with all the servants and none wanted to help me. Finally I also spoke with Taarie who finally helped me, but only after doing her quest "Fit for a jarl" first.

Posted
8 hours ago, Steriml said:

Yea, I tried speaking to Elisif directly since I am a thane in Solitude, but she was having none of it. I also spoke with all the servants and none wanted to help me. Finally I also spoke with Taarie who finally helped me, but only after doing her quest "Fit for a jarl" first.

You can also pay Gulum-Ei in the Winking Skeever, presuming you've not done his Quest and killed him.

 

10 hours ago, GamerLat said:

remove them from the Active Scrips tray as soon as they die

How?  The OnDying() Event in their script already ends with Disable() and Delete().

 

16 hours ago, Kharadin said:

Perhaps some mods interfere, but why do they not mess with the first captive spawn?

Unknown and perplexing since they run the same procedure.  Try console "Help SBCInit" and see what it returns.  Should be an integer and it may tell us something.

 

On 9/10/2022 at 2:16 AM, tinkerbelle said:

Is there a way for me to see if the bandit camp is part of bleak falls barrow location in my game without using the CK?

A tailored script is what it would take.  First though, can you stop Loot from reordering so we can at least rule out the overwrite possibility?  Also, before doing BFB, try this (ideally from a new game if possible):

  • Console: "PRID 9BCD6" then "INV" -- if should show the Dragon Stone the Draugr boss's inventory before anything else has happened.

 

On 9/10/2022 at 12:58 AM, EinarrTheRed said:

But, when we first discovered this problem we figured that out (about a year ago) and removed that exterior cell from being part of the BleakFalls Barrow location, so it shouldn't be happening.

Indeed, it can't be happening unless the owning cell is part of the BFB Location, and an overwrite of that change is the only conceivable explanation.

On 9/9/2022 at 5:17 PM, shardoom said:

It honestly feels like it was put there to troll anyone doing the main quest to become a dragonborn.

Far from it.  The reality is there's a lack of sites remaining that other popular mods don't take up, so it's using what there is to work with.  To that end EtR has done an admirable job.

But . . . what if there were two versions of the camp superimposed over each other, with most things in the camp enable-parented to a common marker such that at low level the camp is significantly smaller and not nearly as populated?  Basically a core version for low level, and an expanded version for Level 20+ or some such.

Posted (edited)
19 minutes ago, Blackbird Wanderer said:
On 9/10/2022 at 1:16 AM, tinkerbelle said:

Is there a way for me to see if the bandit camp is part of bleak falls barrow location in my game without using the CK?

A tailored script is what it would take.  First though, can you stop Loot from reordering so we can at least rule out the overwrite possibility?  Also, before doing BFB, try this (ideally from a new game if possible):

  • Console: "PRID 9BCD6" then "INV" -- if should show the Dragon Stone the Draugr boss's inventory before anything else has happened.

I tried a new test using the testing profile by moving SBC to just before the alt-start files and then not looting.  Similar results, then I removed genesis and SD-Cages, started again, only to see that I'd lost the marker altogether.  Both were started in the alt-start prison.

 

I did look at Xedit.  It's not the TESedit I used back in the Oblivion days.  LOL  I found the dragonstone and some dialogue for Farengar, but I couldn't find anything that placed the dragonstone.  So I assume the Draugr boss is created with it.  There were no obvious edits to any of it, but since I avoid such things, I easily could have missed it.  Looks like bethesda classifies the dragonstone and the jagged crown as books.  LOL

 

I'll check the inventory of the draugr boss a little later.

 

Edited by tinkerbelle
Posted
18 minutes ago, Blackbird Wanderer said:

 

 Far from it.  The reality is there's a lack of sites remaining that other popular mods don't take up, so it's using what there is to work with.  To that end EtR has done an admirable job.

But . . . what if there were two versions of the camp superimposed over each other, with most things in the camp enable-parented to a common marker such that at low level the camp is significantly smaller and not nearly as populated?  Basically a core version for low level, and an expanded version for Level 20+ or some such.

 

Ooh I like the sound of that. The best of both worlds that way!

 

Evolving bandit camps huh... Did you just open a brand new can of worms??!

Posted (edited)
42 minutes ago, Blackbird Wanderer said:

Unknown and perplexing since they run the same procedure.  Try console "Help SBCInit" and see what it returns.  Should be an integer and it may tell us something.

"Help SBCInit" returns 1.0 before handing the translation and 3.0 right after that.

 

BTW, I forgot to mention that I run SE (doubt it matters here though?).

 

P.S. SBCInit is also 1.0 when leading the first captive to master Uvani.

Edited by Kharadin
Added the postscriptum
Posted
2 hours ago, Kharadin said:

"Help SBCInit" returns 1.0 before handing the translation and 3.0 right after that.

That's normal, so it's not the problem.

 

2 hours ago, Kharadin said:

BTW, I forgot to mention that I run SE (doubt it matters here though?).

Not at all, but good to know.

 

2 hours ago, Kharadin said:

P.S. SBCInit is also 1.0 when leading the first captive to master Uvani.

Also normal.  Thanks for the report.  Try this and see what happens (console) -

StopQuest SBCH
StartQuest SBCGo

Then wait a couple of minutes and query the state of the camps via SBCRecovery again.

 

2 hours ago, shardoom said:

Evolving bandit camps huh... Did you just open a brand new can of worms??!

Oh, indeed!  And would that solve the issue where the respawing bandits forever spawn at the level you first encountered them if those added were disabled the first time around?

Posted (edited)
3 hours ago, Blackbird Wanderer said:
On 9/10/2022 at 1:16 AM, tinkerbelle said:

Is there a way for me to see if the bandit camp is part of bleak falls barrow location in my game without using the CK?

A tailored script is what it would take.  First though, can you stop Loot from reordering so we can at least rule out the overwrite possibility?  Also, before doing BFB, try this (ideally from a new game if possible):

  • Console: "PRID 9BCD6" then "INV" -- if should show the Dragon Stone the Draugr boss's inventory before anything else has happened.

With SBC positioned just before the alt-start mods, genesis and sd-cages removed, I started from the alt-start prison with a new character (actually the same one I've been using).  Typing the prid acted like it was the baseID, something about invalid or whatnot.  Double checked the ID, but it should have been correct.  alt-started with a "left dead" selection.  COC'd to BleakFallsBarrow (BFB) Sactum.  Consoled the golden claw, entered the puzzle door.  Killed a wench who stands near the bridge.  Got the word, waited for the draugr overlord, consoled the draugr overlord, that's him.  "Prid 9bcd6", INV, and all he's got is his armor and a weapon.  The armor had a number of notes about "Bad Editor ID [ID code]", the mod listed was 'Skyrim Immersive Creatures' (which I'll try removing for the next time).  Killed the draugr overlord, looted him, but no dragonstone.  Checked the boss chest, no dragonstone.  Went outside, killall'd the bandits, checked the chiefs, one of whom had been standing at where the marker spot has been (but no marker, I hadn't seen Farengar).

 

So, I'll try removing Skyrim Immersive Creatures and do another run.  Interesting that the draugr overlord didn't exist until I was in the sactum.

 

Edit:  I'm beginning to question my sanity.  Maybe there is no dragonstone.

 

Skyrim Immersive creatures removed, Cleaned save.  COC to the sactum, checked the draugr overlord inventory, only armor, shield and weapon.  Bad Editor ID on the armor again, but listing mod 00.  I could try removing that mod, but then I'd need another game to play.  Killed the draugr overlord, still no dragonstone.  Maybe I should have taken the other pill.

 

Edited by tinkerbelle
New Info
Posted
3 minutes ago, Blackbird Wanderer said:

Oh, indeed!  And would that solve the issue where the respawing bandits forever spawn at the level you first encountered them if those added were disabled the first time around?

 

I think so, since the <20 spawner would be disabled and a brand new takes its place.

Posted
1 hour ago, Blackbird Wanderer said:

Then wait a couple of minutes and query the state of the camps via SBCRecovery again.

Nope, doesn't seem to work, unfortunately. Gives several lines of GetIntoFaction >>0 (or maybe >>0) in console after StartQuest SBCGo, after several minutes of waiting SBCRecovery still returns the void.

Posted
On 8/25/2022 at 7:00 PM, Blackbird Wanderer said:

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.

 

Thank you, it was most annoying as had to go back about 5 days in saves to get before that quest

 

Posted

In my new playthrough (latest SBC, Skyrim AE) , I was sent to free Seguri.

Managed this without a problem, brought her to the College, the Scot freed her, I gave her Armour and Weapon, she's on her way to Riverwood.

So far so good, but I still have "Liberate, Escort or subjugate Seguri" active in my journal.

I do have innkeeper dialogue but no luck so far getting a new hold.

Posted
6 hours ago, RomulusAugustulus said:

So far so good, but I still have "Liberate, Escort or subjugate Seguri" active in my journal.

See if "StartQuest SBCRecovery" clears your journal.

Check "Help SBCInit" and see if it's =3

then "StopQuest SBCH" and "StartQuest SBCGo"

Posted

Hello i was a big fan of the previous version of SBC, this new version seems promising, i got the quest from Falk Firebeard he sent me to some Ironback hideout (close to thalmor embassy) , i killed all the bandits, read the journal from bandit chief inventory, couldnt find any girl near the camp, went back to solitude and the quest restarted and asked me to go back to the same location, i went back after a while , checked the bodies again and to my surprise there was a second note in the bandit chief inventory, read that but it gave no instructions or quest, moment i left the location, the quest restarted and was asking me to go back to the same location, Falk isnt helping either.

Any suggestions as to how to proceed will be greatly appreciated.

Posted (edited)
19 hours ago, Blackbird Wanderer said:

See if "StartQuest SBCRecovery" clears your journal.

No

19 hours ago, Blackbird Wanderer said:

Check "Help SBCInit" and see if it's =3

It's "1"

19 hours ago, Blackbird Wanderer said:

then "StopQuest SBCH" and "StartQuest SBCGo"

I did a save and then set SBCInit to 3 and executed the two commands. Didn't do anything

 

I loaded the save and will go on. Hulda didn't have any SBC dialogue; will check other innkeepers.

Edited by RomulusAugustulus
Posted
2 hours ago, RomulusAugustulus said:

No

It's "1"

I did a save and then set SBCInit to 3 and executed the two commands. Didn't do anything

 

I loaded the save and will go on. Hulda didn't have any SBC dialogue; will check other innkeepers.

I see I'm not alone now! ?

Posted
11 hours ago, orcmaster01 said:

Any suggestions as to how to proceed will be greatly appreciated.

No idea why there wasn't a Captive at the site; there should have been a Quest marker on her no matter where she was, and the first Captive is marked essential so she can't be killed.

Also, make sure you're running the latest version (v0.98g) with the latest patch (4).

SBC v0.98g Patch 4 LE.7zSBC v0.98g Patch 4 SSE.7z

 

Unfortunately the only suggestion is to reload to a save prior and see if the behavior repeats.  Failing that, unload the mod, clean the save, and reload the mod.  A couple of people are having problems with the 2nd round of bandit camps, but the first one has seemed to work for most so this is a new wrinkle.

Posted (edited)

It's getting weirder and weirder.

I Thought I could maybe trigger something by going to Seguri and recruit her. Other than in previous playthrougs this worked well. I told her that I liked to have her with me and she became a follower (messagebox "Added through vanilla process"), then told her to leave and had the dialogue to add her to EFF. Very good!

BUT

I can't select her any more. Pointing the crosshair on her shows nothing, I can't interact. And weirdest of all, if I select her in the console, it says her name was "15278317", which is her BaseID.

I guess this  save is totally FUBAR...

 

 

Edit:

I loaded another save from before recruiting Seguri and did the same stuff again, just to be sure and this time, the EFF-add didn't go completely smoothless (the SBC dialogue  "Hello again" is still there) but at least she had the "Follow me" dialogue.

Didn't help with the hanging journal entry, though.

 

Edit2: Since Bethesda decided to update the game, I will have to wait for the SKSE-Update to play. ?

Edited by RomulusAugustulus
Posted
13 hours ago, RomulusAugustulus said:

It's getting weirder and weirder.

I Thought I could maybe trigger something by going to Seguri and recruit her. Other than in previous playthrougs this worked well. I told her that I liked to have her with me and she became a follower (messagebox "Added through vanilla process"), then told her to leave and had the dialogue to add her to EFF. Very good!

BUT

I can't select her any more. Pointing the crosshair on her shows nothing, I can't interact. And weirdest of all, if I select her in the console, it says her name was "15278317", which is her BaseID.

I guess this  save is totally FUBAR...

 

Do you use heelsfix?

Posted
16 hours ago, RomulusAugustulus said:

It's getting weirder and weirder.

I Thought I could maybe trigger something by going to Seguri and recruit her. Other than in previous playthrougs this worked well. I told her that I liked to have her with me and she became a follower (messagebox "Added through vanilla process"), then told her to leave and had the dialogue to add her to EFF. Very good!

BUT

I can't select her any more. Pointing the crosshair on her shows nothing, I can't interact. And weirdest of all, if I select her in the console, it says her name was "15278317", which is her BaseID.

I guess this  save is totally FUBAR...

That sounds likes a bug paradise halls got sometimes it happened to slaves sometimes and happened far more often from deadly wenches then any other npcs

Posted

In the last chapter, the hero couldn't find the dragonstone.  In the past, at some point it had ended up in the hands of a bandit boss in the bandit camp just outside Bleak Falls Barrow (BFB).  Later play-throughs had the dragonstone as marked on the floor of the bandit camp but the actual stone was nowhere to be found.  Removing genesis and SD-cages did not improve the situation, instead making the quest marker become erratic.

 

After a couple of days of thinking, a brand new hero attempted the run.  Not only did the dragonstone reappear, but it appeared on the draugr overlord.  Putting genesis and SD-cages back into the mod order had the dragonstone still with the draugr overlord and not in the bandit camp.

 

I'd heard of some mod scripts becoming "baked" into the save file, but hadn't seen evidence of that.  But apparently, when an earlier play-through was made with an earlier version of Sexy Bandit Captives (SBC), the dragonstone became baked onto the bandit camp boss.  A later version of SBC removed the bandit camp from the BFB loc definition and made the dragonstone inaccessible.

 

I played this new hero a little longer and noticed some other things I hadn't seen before.  Things involved with other mods.

 

The moral of the story is that while a beginning of the game save can be used for various play-throughs for a while, eventually a mod update or removal is going to bite your hero where the sun doesn't shine.

 

Posted (edited)

Hi again, Sometimes when playing a male character, a subjugated captive will call me Mistress. I think it's right after the dialogue where you say you're going to call her a slut from now on, and she says something like "Thank you mistress, it makes me so horny to be called that." I've also had it happen when a subjugated captive is following you, and you tell them to stop following.

 

A couple of times now I've lost the ability to subjugate after a single unsuccessful subjugation attempt. I just don't get the option any longer, and can only free them or take them to Dris. They don't seem to hold it against me afterward though. I've freed/subbed about 50 captives, if that's relevant.

 

Sort of a typo in the captive 'skooma fiend' backstory, there's a line, "There would be more like me if they kept stayed sharp." I think the 'kept' is probably a relic of a previous draft, and is unnecessary.

 

Also a heads-up that the SBC194.pex included in patch 4 is an earlier version (about 4 months earlier) than the one you got me to test via PM (which fixed the 'Falkreath Bandits killing Captives' problem). Cheers, thanks for all your work so far.

Edited by eldritch68
Additional info

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...