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Sexy Bandit Captives © [WIP] Support Thread


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Posted
15 minutes ago, ni1by2 said:

Anyway to get this to work with Ostim?

No.  Not without rewriting a lot of scripts and conditions, and changing up mod dependency.  Possible, but juice vs. squeeze.

Posted
On 11/18/2022 at 9:13 AM, Blackbird Wanderer said:

You may have missed something in this approach.  Try spawning the note in the cell it's supposed to be found.  Each of the four notes are unique to their location.  Try adding the note for Lucan Valerius while inside the Riverwood Trader.  Once it's in your inventory, drop it.  Then pick it up and read it.

 

No idea why the notes fail to spawn for some people.  It works fine for most and the mod in its test environment has never failed to spawn them.

For unrelated reasons I had to nuke my load order and start again, which somehow fixed the note spawn issue? I've got it working now but have no idea what the original problem was caused by :<

Posted (edited)
On 11/17/2022 at 5:14 PM, Blackbird Wanderer said:

No idea.  It's never been tested alongside that mod, but there shouldn't be a conflict just because there are edits to the same site.  SBC changes very little and just adds invisible markers for the most part.

 

How could I restart using console the quest for rescue captives?  as I said:   Because the fact that the Quest Marks are not closed in the 2 previous locations where I rescued captives, seems to be because is not updating the quest stage correctly

 

My last mission was in Mzinchaleft Ruin's, everything was going well until the quest Mark suddenly disappeared, I never found the captives and since there I have not flown to receive more missions From Jarls Admins or bartenders ...

Edited by GamerLat
  • 2 weeks later...
Posted
On 4/8/2022 at 7:05 PM, TheDuke99 said:

 

Hi. Same issue here.  0.98d SSE (AE)

 

Finished "The Plot thickens" quest.  Released Erith.  Quest "Read between the lines" started.

Giraud Gemane at the Bard's college gave me the Khajiit clues.  Visited all 3 Khajiit caravan leaders, but none of them could help!
Now in quest journal: find Ma'dran/find Ahkari/find Ri'saad are checked off, but "find the key Khajiit caravan leader who can translate Masken" ist still open.

 

No idea how to proceed.  Am I missing something?  Or is this a bug?

I have the same issue.

 

Seems it happens when I get my character to talk to one of the mentioned Khajiits and using the quest line before they are named by Giraud Gemane and added to the quest journal.

 

At least it happened once.

Posted
19 hours ago, dje34 said:

I have the same issue.

 

Seems it happens when I get my character to talk to one of the mentioned Khajiits and using the quest line before they are named by Giraud Gemane and added to the quest journal.

 

At least it happened once.

 

I think this may have been the same issue.  If so, it seems to sort itself eventually

Posted

As an aside, this mod is great fun, but I'd suggest that you use Fallrim's ReSaver tool to keep an eye on your saves

 

Basically, as soon as you see any sign of this mod generating either ....

 

- Suspended stacks (I now have 160+)

- Multiple (mine are also now 160+) Active Scipts (even TERMINATED ones)

 

...then go back to a save prior to their appearing and recommence your game there

 

I really have no certain idea why I have these, even after trying all the suggestions on the thread, and also a lot of help off thread from @Blackbird Wanderer - who I can't thank enough for this mod and his help - hasn't so far solved my problem.  But, whilst the game seems to play OK, it's getting a bit ragged, and my papyrus log shows a whole load of dumped stacks on startup and the number of Suspended Stacks increases every time I load it up.  Not even 30 days in QaSmoke will make them disappear  

 

One piece of advice I would give is that you should NOT complete the Civil War before you have this mod well established.  Although everything points to Nenya being the next Mage to contact, she was on the losing side in my game, but once she has been consigned to the Blue Palace, she has no SBC dialogue, nor do other mages, and none of the other suggestions as to how to get the game to move forward works

 

I'm certain that there is nothing really wrong with the base mod, per se, but you should really keep an eye out for any incipient problems, and if these show that your gameplay has done anything to knock it off course - insofar as that is evidenced by Suspended Stacks and Terminated Active Scripts - you should restart from a save prior to those appearing

 

Hope that helps others

 

And @Blackbird Wanderer, thanks for the mod, and hope you can get back to it from RL as soon as is preacticable 

Posted

There are still a lot of issues, bugs, and annoying events from this mod.

 

Sabrina Aurrus is flickering and teleporting.

 

Falion doesn't get out of his locked house.

 

Khajiits don't help with Mazken language.

 

Doesn't make a lot of sense playing it right now except for testing purpose.

Posted
18 hours ago, dje34 said:

Sabrina Aurrus is flickering and teleporting.

 

Falion doesn't get out of his locked house.

 

Khajiits don't help with Mazken language.

 

1 i have not run into that one, might have been just lucky

 

2 - vanilla issue (his package is a pita), i used Simply Knock to get to him (requirement for SLSurvival)

 

3 - they will but it can be tricky to get it right.  i have ran into times when i thought they were not helping, but that was operator error, you may have hit a bug.

 

Posted

I'm late in the game and have already rescued all the SBCs, but I'm noticing while revisiting bandit camps that once held them that sometimes there's a bandit with unnatural speed.  Seems that the final buffed bandit keeps his buffs after respawning.  Or at least the speed buff, not sure about the others.

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

I'm late in the game and have already rescued all the SBCs, but I'm noticing while revisiting bandit camps that once held them that sometimes there's a bandit with unnatural speed.  Seems that the final buffed bandit keeps his buffs after respawning.  Or at least the speed buff, not sure about the others.

Sounds like perhaps either the RefAlias didn't clear, or the scripted buff stays on the character even after a death/respawn.  Excellent information -- will look into fixing that.  Thanks!

  • 2 weeks later...
Posted (edited)

Had a weird bug where I had one the rescued captives become a follower. I tried to give them a home using MHIYH and I'm no longer able to talk to them, and their name has disappeared from the HUD when I'd normally hit E to talk, or when they say something (such as when I bump into them).

 

 

It's happened on both captives I directed to live in Whiterun and those I let live where they chose.

 

Edited by TJHinSkyrim
Posted
5 hours ago, TJHinSkyrim said:

Had a weird bug where I had one the rescued captives become a follower. I tried to give them a home using MHIYH and I'm no longer able to talk to them, and their name has disappeared from the HUD when I'd normally hit E to talk, or when they say something (such as when I bump into them).

Repeatable is good -- it makes it easier to troubleshoot.  Will see if it can be replicated in the test environment.  What follower mod were you using?

Posted
8 hours ago, Blackbird Wanderer said:

Repeatable is good -- it makes it easier to troubleshoot.  Will see if it can be replicated in the test environment.  What follower mod were you using?

 

Well, I use EFF for follower management, but I use MHIYH to make my followers live where I want.

 

As an aside, I thought of a few other anomolies that have appeared when playing with this mod, as follows:

1. EFF will randomly stop working properly, in that followers will stop following the PC and go back to their home and, if told to wait, they will still not follow the PC (although if an existing follower is actively following, a Group>Follow command will fix the issue)

2. When talking to a rescued captive after they've made it to their new home, some of them will show the "Follow me. I need your help" option twice

3. I don't know if this is intentional or not, but I've rescued about five captives at this stage and provided the translation to the Master at the college, but I haven't seen any cut scenes featuring the succubus's (succubi?) since the initial rescue.

4. Again, I don't know if this is intentional, but I've had multiple instances where captives/investigations sub-quests are active in different holds simultaneously.

Posted
19 hours ago, TJHinSkyrim said:

1. EFF will randomly stop working properly, in that followers will stop following the PC and go back to their home and, if told to wait, they will still not follow the PC (although if an existing follower is actively following, a Group>Follow command will fix the issue)

Hmm.  We may need to unravel EFF and see what Quest priority is assigned to the Follow feature and make sure the SBC actions are a lower priority.

 

19 hours ago, TJHinSkyrim said:

2. When talking to a rescued captive after they've made it to their new home, some of them will show the "Follow me. I need your help" option twice

Will look at conditions for that dialogue.  It sounds like it's coming once from SBC and once from EFF or vanilla.

 

19 hours ago, TJHinSkyrim said:

3. I don't know if this is intentional or not, but I've rescued about five captives at this stage and provided the translation to the Master at the college, but I haven't seen any cut scenes featuring the succubus's (succubi?) since the initial rescue.

Additional scenes haven't been built yet! :classic_tongue:

 

19 hours ago, TJHinSkyrim said:

4. Again, I don't know if this is intentional, but I've had multiple instances where captives/investigations sub-quests are active in different holds simultaneously.

That is absolutely deliberate and you may have up to 10 at one time in any mixture of different holds.  Eventually it will become a race to rescue before something bad happens due to the delay.

Posted
7 hours ago, devildx said:

Playing as a mage now and a lot of times I kill the captives during the fight with the bandits. Any chance that you make essential?

Examined this very issue with a play-tester high level mage, and it was a design choice to leave the Captives non-essential for the change in play-style it prompted.  i.e., No more fire-bombing the entire camp.

Posted
8 minutes ago, Mr_Shaky said:

I have a problem where after the first try the attempt subjugation option disappears from the dialogue.

Playing on SBC v0.98g Patch 4 SSE.

If it's the first Captive it's supposed to do that.  You have a 0% chance of subjugating that Captive.

If it's not the first Captive, then there's some other issue we need to investigate that will require more information.

Posted (edited)

It's the second. I already completed the quest for the first one.

If the subjugation attempt is successful than I can go again and finish the process. 

But if it fails and we get knocked down then the dialogue option disappears it seems.

Edited by Mr_Shaky
Posted
2 hours ago, Mr_Shaky said:

It's the second. I already completed the quest for the first one.

If the subjugation attempt is successful than I can go again and finish the process. 

But if it fails and we get knocked down then the dialogue option disappears it seems.

Ok, will look into that.

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