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Sexy Bandit Captives © [WIP] Support Thread


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Posted (edited)

Yeah is seems I've broken something. This isn't the first captive. Going to a bandit camp sometimes none the captives have any subjugation option at all. Then reloading and replaying that save and the captives may have the relevant dialog options to be subjugated. Still some of them will only trigger one subjugation attempt and then no further attempts work. Maybe the script thinks it still the first captive?

 

P.S. I think it's the purple haze that's messing it up. If you attempt a subjugation and it results in sex you get another shot. But if you get purple haze you don't. Or is that the way it's supposed to work? if you get zapped with purple haze the first try then it not supposed to ever work?

NoOptionToSubjugate.png

Edited by Leela2076
Posted
5 hours ago, Leela2076 said:

Yeah is seems I've broken something. This isn't the first captive. Going to a bandit camp sometimes none the captives have any subjugation option at all. Then reloading and replaying that save and the captives may have the relevant dialog options to be subjugated. Still some of them will only trigger one subjugation attempt and then no further attempts work. Maybe the script thinks it still the first captive?

 

P.S. I think it's the purple haze that's messing it up. If you attempt a subjugation and it results in sex you get another shot. But if you get purple haze you don't. Or is that the way it's supposed to work? if you get zapped with purple haze the first try then it not supposed to ever work?

NoOptionToSubjugate.png

something i have seen happen is the subjugation dialogue is there, just not on the first level of dialogue.

in the picture above have you tried choosing the first option (get the restraints off), that should open up a second level of dialogue.

in that second level of dialogue there should be a subjugation dialogue.

 

Posted

SO just to double-check, currently having the ring in inventory does nothing and you cannot learn spell to disenchant, yet ?

 

Just wanted to make sure I am not waiting to get send to the void for no reason lol and not trying to find a way to disenchant if there isnt a way yet?

Posted
3 hours ago, kohlteth said:

SO just to double-check, currently having the ring in inventory does nothing and you cannot learn spell to disenchant, yet ?

That's another development stub, but it's at least near the top of the list of things to be developed next.

Posted
41 minutes ago, Blackbird Wanderer said:

That's another development stub, but it's at least near the top of the list of things to be developed next.

 

 

Cool can't wait to see how our very hard to understand guy in Winterhold College gets to "give them a wee spankin" 

 

Btw any news on your Whiterun project?

Posted
On 9/30/2022 at 9:09 PM, valcon767 said:

something i have seen happen is the subjugation dialogue is there, just not on the first level of dialogue.

in the picture above have you tried choosing the first option (get the restraints off), that should open up a second level of dialogue.

in that second level of dialogue there should be a subjugation dialogue.

 

I've tried every dialog option. If the Subjugation fails on the first try you're done.

 

I also noticed that persuasion to go to Whiterun seems to always fail. My PC's got 160 Speech with an Amulet of Articulation and the freed captive never goes to the suggested place. My character could talk a Khajiit out of his last hit of skooma.

Posted
11 hours ago, kohlteth said:

Btw any news on your Whiterun project?

Really @EinarrTheRed's project.  A bit stalled while investigating a mysterious (but significant) FPS drop that has been extremely elusive.

 

9 hours ago, Leela2076 said:

I've tried every dialog option. If the Subjugation fails on the first try you're done.

Will look at the conditions.  It sounds like the parsing that was supposed to happen only with the first Captive is being applied everywhere.  Thanks for the report.

 

9 hours ago, Leela2076 said:

I also noticed that persuasion to go to Whiterun seems to always fail. My PC's got 160 Speech with an Amulet of Articulation and the freed captive never goes to the suggested place. My character could talk a Khajiit out of his last hit of skooma.

That doesn't sound right at all.  Testing with a first level character and a speech console set to 75 succeeds every time.  Will investigate.

Posted
On 9/25/2022 at 11:24 PM, DonQuiWho said:

I keep getting sent to Falkreath by every innkeeper etc I ask, but going there, I can't find anyone with the relevant quests.  And Nenya is nowhere to be seen

 

I also have a heap of Stack Dumps in my save (between 40 and 50 so far), and a new one seems to be added each time I try to initiate further progress on the quest by talking to innkeepers etc

 

I just realised that when Falkreath was given to the Stormcloaks in the maIn game 'Season Unending' quest,  Nenya gets parked in The Blue Palace basement.  Will the quest as from Falkreath function OK if she's there?

 

Anyone else done/tried this, and how did you get on?

 

TIA for any help on this

 

1 - Thanks for the earlier reply on that one

 

However, unfortunately the quest doesn't progress by direct contact with Nenya.  I've now visited Nenya in The Blue Palace basement, and like most of the other Civil War displaced, she's not too chuffed to see my PC.  And she had no dialogue that seemed to further the quest.  Other places that I tried on travels, inns etc, still all refer to Falkreath.  And my SBC stacks still seem to grow each time I ask. 

 

FWIW, here's a couple of pics from ReSaver, showing the errors arising.  If this is just a stuck quest, is there any way/do you have any idea where it's at/how I can move it forward, please?

 

2 - And another quick question, thanks.  My first rescued captive was released OK, but I still have their depleted Cuffs in my inventory.  Are they useable in later stages/elsewhere in game, or can I just get rid of them?  If that's stated elsewhere, apols, as I have missed it ...

 

DQW

IMG_5319 - Copy.JPG

IMG_5320 - Copy.JPG

Posted
3 hours ago, DonQuiWho said:

I've now visited Nenya in The Blue Palace basement, and like most of the other Civil War displaced, she's not too chuffed to see my PC.  And she had no dialogue that seemed to further the quest.

Before we try anything more heavy handed, try console: "GetStage SBCSS" -- it should be 11,12, or 13.

Then make sure the version of Nenya you're talking to is RefID 19823.  Not sure if CW swaps instances or something but I expect not if you're getting the Quest marker on her.

 

If both of these conditions are not met, the dialogue won't occur.  There's no direct condition for RelationshipRank, but it's possible that's blocking normal dialogue so you could try console adjusting it to 1 or 2.

 

If that doesn't work, you could go back to an earlier save.  The mage you're sent to is random and you may not get the same one or you can actually just go to one of the three without talking to a blacksmith or lesser local mage.

 

If that doesn't work or you don't want to go back to an earlier save, try console: "SetStage SBCSS 15" but be aware this may make the text replacement not work correctly for the sections about who sent you onward.

Posted
8 hours ago, Blackbird Wanderer said:

Before we try anything more heavy handed, try console: "GetStage SBCSS" -- it should be 11,12, or 13.

Then make sure the version of Nenya you're talking to is RefID 19823.  Not sure if CW swaps instances or something but I expect not if you're getting the Quest marker on her.

 

If both of these conditions are not met, the dialogue won't occur.  There's no direct condition for RelationshipRank, but it's possible that's blocking normal dialogue so you could try console adjusting it to 1 or 2.

 

If that doesn't work, you could go back to an earlier save.  The mage you're sent to is random and you may not get the same one or you can actually just go to one of the three without talking to a blacksmith or lesser local mage.

 

If that doesn't work or you don't want to go back to an earlier save, try console: "SetStage SBCSS 15" but be aware this may make the text replacement not work correctly for the sections about who sent you onward.

 

Thanks for the detailed reply.  Going back in time, about 2 to 3 weeks real time, is NOT really now an option, so I'll try the other things asap, and let you know what happens

 

Again, tyvm

 

DQW

 

Posted
2 hours ago, DonQuiWho said:

Thanks for the detailed reply.  Going back in time, about 2 to 3 weeks real time, is NOT really now an option, so I'll try the other things asap, and let you know what happens

Just tried that last method and, be advised, it doesn't work.  Dris Uvani is not enabled (correctable via console), but also the dialogue stops because a RefAlias did not fill because you didn't talk to one of the three mages since that part is bypassed if you set the stage manually.  Will investigate an alternative solution if the others don't work for you.

Posted
On 10/2/2022 at 3:36 AM, Leela2076 said:

I also noticed that persuasion to go to Whiterun seems to always fail. My PC's got 160 Speech with an Amulet of Articulation and the freed captive never goes to the suggested place. My character could talk a Khajiit out of his last hit of skooma.

Examined the conditions and your Speechcraft ability is only one of them.  There's also a degree of trust at stake and if you've behaved in any way such that the Captive does not believe you have her best interests in mind, she'll listen to your proposition but never really consider doing as you suggest with your silver tongued entreaty.  She already has a plan, and this dialogue determines if you are able to talk her out of that plan.  That's a different proposition than suggesting something to someone who has no plan.

 

On 10/2/2022 at 4:48 PM, DonQuiWho said:

My first rescued captive was released OK, but I still have their depleted Cuffs in my inventory.  Are they useable in later stages/elsewhere in game, or can I just get rid of them?  If that's stated elsewhere, apols, as I have missed it ...

Sorry, never answered this.  They will factor in later, but for now they're useless.

Posted
On 10/5/2022 at 11:20 AM, Blackbird Wanderer said:

Examined the conditions and your Speechcraft ability is only one of them.  There's also a degree of trust at stake and if you've behaved in any way such that the Captive does not believe you have her best interests in mind, she'll listen to your proposition but never really consider doing as you suggest with your silver tongued entreaty.  She already has a plan, and this dialogue determines if you are able to talk her out of that plan.  That's a different proposition than suggesting something to someone who has no plan.

 

 

So, if you've ever subjugated her there's no way. OK

 

Any thing on the captives standing on horses? I need to try with a not-subjugated captive and see if it happens if they're following you to someone who can remove the collar. So far it's only subjugated captives.

Posted
9 hours ago, Leela2076 said:

Any thing on the captives standing on horses? I need to try with a not-subjugated captive and see if it happens if they're following you to someone who can remove the collar. So far it's only subjugated captives.

Curious, and perplexing how to solve it.  There is a tag in the following procedure for "Ride Horse" and in some cases it's marked True (deliberately since if it worked correctly, we would want it that way).  What appears to be the conflict is the behavior executing while simultaneously calling for a prescribed Idle animation type that's overriding the ride horse animation and keeping them standing, even on horseback.  One way to solve it may be to just mark everything False for "Ride Horse", but there's a strong chance that's baked into the game saves.  Will investigate.

Posted
1 hour ago, Blackbird Wanderer said:

Curious, and perplexing how to solve it.  There is a tag in the following procedure for "Ride Horse" and in some cases it's marked True (deliberately since if it worked correctly, we would want it that way).  What appears to be the conflict is the behavior executing while simultaneously calling for a prescribed Idle animation type that's overriding the ride horse animation and keeping them standing, even on horseback.  One way to solve it may be to just mark everything False for "Ride Horse", but there's a strong chance that's baked into the game saves.  Will investigate.

 

FWIW, players will jump up and stand on their horses if they drink a potion whilst riding, and sometimes if a DD side effect kicks off

Posted
On 8/30/2022 at 8:31 PM, GamerLat said:

Ok,   because even that Wisps are killed,  the scripts never disappear from active scripts ( Check With Resaver tool) 

Used Resaver to diagnose this, and it appears a RefAlias was inadvertently keeping these script instances active, even on a disabled/deleted Actor.  A purging procedure appears to have taken care of the issue.  The limitation with this type of fix, however, is that it may only address new script instances, and either Resaver or SaveTool, etc., would be needed to purge old orphaned instances attached to previous saves.

 

Thanks for the report.  This was junk in the background that was helping nothing.  The fix will be part of the next update.

 

On 8/28/2022 at 10:45 PM, GamerLat said:

Is there a way to stop those Annoying messages?  ?

If we're talking about the same thing, then no.  It wasn't a leftover Debug Notification as originally thought.  It's actually the Quest Journal cycling as intended as you enter/leave the trigger volume.  You're the only one that's complained that they were annoying.  In most cases there would only be one cycle expected unless you're skirting a perimeter or something.

Posted (edited)

OOIC, does anyone else playing on SSE find that they have 'Defeat' in their game, but that it is not ticked off in the Installed Mods page (last MCM page)?

 

If it's not ticked, given that there are at least 3/4 versions of Defeat available in SSE, which version of 'Defeat' are you using, please?

 

FWIW, I'm using Bane Master's

 

  • 'Defeat SSE.5.3.6 Bane Live 08022022'

 

along with the addon mod

 

  • Dynamic DefeatLRG 1-4 SSE
Edited by DonQuiWho
Posted
3 hours ago, DonQuiWho said:

If it's not ticked, given that there are at least 3/4 versions of Defeat available in SSE, which version of 'Defeat' are you using, please?

What is the filename for the version you're using?  The expected filename is: "SexLabDefeat.esp" and it's only the filename that would govern detection -- though there's some still-not-understood voodoo happening with PAHE.  Hopefully this isn't another example of that.

 

If it is anything different, you can change the expected target in the SexyBanditCaptives.json file under SKSE\Plugins.  Alter the name in the rightward column.

Posted
1 hour ago, Blackbird Wanderer said:

What is the filename for the version you're using?  The expected filename is: "SexLabDefeat.esp" and it's only the filename that would govern detection -- though there's some still-not-understood voodoo happening with PAHE.  Hopefully this isn't another example of that.

 

If it is anything different, you can change the expected target in the SexyBanditCaptives.json file under SKSE\Plugins.  Alter the name in the rightward column.

 

My MO2 Plugin List/Load Order and the SBC .json

  • SBC SexyBanditCaptives.json

both show the same name for the esp, wrt the Defeat Mod that I am using, which can be found at....

 

 

===============

 

I did change the original version of the SBC .json MBC ref filename to ...

  •     "EtR MBC Patch"             : "EtR MBC Camp Patch (explore).esp",

and saved the original version in a 'backup' sub-directory, renamed as

  • SexyBanditCaptives - original.json

but I shouldn't have thought that that would be a problem?

 

 

Posted

Similarly Paradise Halls Reborn isn't recognized but it's easy enough to just paralyze a captive and then enslave them.

 

The plugin is "paradise_halls.esm" which matches what's in the JSON so it seems like it should be finding it.

Posted (edited)

LE 0.98g with patch 4

Patch 4 seems to have completely solved the problems that I was having with the Khajiit and Elisif's Panties quests that caused the entire questline to disappear just before completion.

 

Whiterun/Halted Stream Camp

Exterior cell.  Bandits killed, wisps killed.  Attempted to subjugate the one captive, failed on first attempt, no subsequent attempts available so I wound up freeing her.  Possibly because the Bandit Chief was still alive in the Interior cell?

Interior cell.  Bandits killed, Bandit Chief killed, wisps killed.  2 captives, both subjugated.

 

Captured correspondence led me to White River Watch.

I killed all of the bandits from the outside, through the cave, and the Bandit Chief on the outside at the top, finding one captive on my way through.  Went back to get the captive, and found one live bandit whom I had previously killed and the wisps that I had to kill.  Captive subjugated.

 

Silent Moons Camp

1 captive in exterior.  Cleaned out exterior, cleaned out interior.  Went back and attempted to subjugate captive.  Failed on first attempt, no subsequent attempts available.

Edited by kalador
new information
Posted
18 hours ago, kalador said:

Silent Moons Camp

1 captive in exterior.  Cleaned out exterior, cleaned out interior.  Went back and attempted to subjugate captive.  Failed on first attempt, no subsequent attempts available.

 

Did you get TWO captives?  One inside, and one outside?  Or just the one, outside?

Posted
4 hours ago, DonQuiWho said:

 

Did you get TWO captives?  One inside, and one outside?  Or just the one, outside?

Just the one on the outside.  First attempt at subjugation failed, no further attempts available.

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