Blackbird Wanderer Posted December 30, 2022 Author Posted December 30, 2022 3 hours ago, quasimodo75 said: BTW: Which blacksmith is ready to help with the restraints? Neither Eorlund nor Alvor have a fitting conversation option and the smith in Rifton just directs me to the court mage. Short answer: none. The development team arrived at the collective conclusion that blacksmiths would not have any abilities to remove these items. Eorlund was an option in earlier versions but this was revised out. 2
quasimodo75 Posted December 30, 2022 Posted December 30, 2022 (edited) THX! So I don´t have to look all across Skyrim for an able blacksmith. By the way: Love the scottish dialect of that blind wizard! ? Edited December 30, 2022 by quasimodo75 1
johnthenomad Posted December 31, 2022 Posted December 31, 2022 14 hours ago, xyzxyz said: Since the rework it works pretty good. Are you using the newest version? The old version (years ago) worked OK for me, which is when I discovered that the 'dormant restraints' were enchantable. Unfortunately, I've lost my old version of the mod and it's the new version that won't work for me. I figured out a round-about way to get the mysterious note to appear (see my earlier posts) but the quest flakes out before I ever get to any actual captives.
Blackbird Wanderer Posted January 1, 2023 Author Posted January 1, 2023 On 12/29/2022 at 11:49 PM, johnthenomad said: those dormant restraints are enchantable with any kind of enchantment, equipable, and allow me to wear five items of the same enchantment instead of the limit of four imposed by the game. Suggest this mod or something like it as an alternative for additional enchantments: https://www.nexusmods.com/skyrimspecialedition/mods/50956 Enchanting disenchanted restraints will be precluded in future versions. On 12/30/2022 at 8:30 PM, johnthenomad said: I figured out a round-about way to get the mysterious note to appear Good, but we're interested in finding the source of why the notes don't appear on some user's setups. This is an ongoing issue that has yielded no clues to date. There may be some experimentation soon regarding this issue. On 12/30/2022 at 8:30 PM, johnthenomad said: but the quest flakes out before I ever get to any actual captives What specifically happens? Does the "Sexy Bandit Captives" Quest start when you read the note and . . . then what? LE or SSE?
Naps-On-Dirt Posted January 5, 2023 Posted January 5, 2023 (edited) I'm using 0.98g LE. This is not my first runthrough with this version, so I'm not sure why this is happening, but I'm CTDing when the blind mage teleports us into the purple world with the first captive. The crash is not immediate, but it occurs before any dialogue happens or any other action. Perchance is there a way I can setstage or something to skip that step? Edit: Heh, I got past it by immediately player.moveto Lydia as soon as I arrived in the purple place. Dunno why that helped but it did. Scene continued on as normal when they got back. Edited January 5, 2023 by Naps-On-Dirt
Blackbird Wanderer Posted January 6, 2023 Author Posted January 6, 2023 2 hours ago, Naps-On-Dirt said: I'm using 0.98g LE. This is not my first runthrough with this version, so I'm not sure why this is happening, but I'm CTDing when the blind mage teleports us into the purple world with the first captive. The crash is not immediate, but it occurs before any dialogue happens or any other action. Perchance is there a way I can setstage or something to skip that step? Edit: Heh, I got past it by immediately player.moveto Lydia as soon as I arrived in the purple place. Dunno why that helped but it did. Scene continued on as normal when they got back. Seen this in testing; no idea why, and it was intermittent. Graphics overload? There's a lot of script business going on with that shift. Maybe we cue some of the setup before the teleport.
Spider-Domino Posted January 8, 2023 Posted January 8, 2023 Using v0.98g with the latest patch SSE, the note doesn't appear in any of the locations. I console command the note and the quest starts and says to talk to an inn keeper. Inn keeper has a dialogue to talk to a jarl in falkreath. Jarl's steward sends me to knife point ridge. When I get close the quest completes. There are no captives. When I go father away, the quest reappears. Any suggestions?
Blackbird Wanderer Posted January 8, 2023 Author Posted January 8, 2023 16 minutes ago, Spider-Domino said: When I go father away, the quest reappears. Any suggestions? Try starting over and you'll more than likely get another destination. If the same thing happens that will rule out some possibilities. If it doesn't happen again, it could be due to script lag, which causes intermittent problems that are tough to troubleshoot. You're not alone on SSE with the notes failing to appear, and we're trying to get to the bottom of why that is.
Spider-Domino Posted January 8, 2023 Posted January 8, 2023 2 hours ago, Blackbird Wanderer said: Try starting over and you'll more than likely get another destination. If the same thing happens that will rule out some possibilities. If it doesn't happen again, it could be due to script lag, which causes intermittent problems that are tough to troubleshoot. You're not alone on SSE with the notes failing to appear, and we're trying to get to the bottom of why that is. I've tried it two other times with two other destinations with similar results.
Blackbird Wanderer Posted January 8, 2023 Author Posted January 8, 2023 11 hours ago, Spider-Domino said: I've tried it two other times with two other destinations with similar results. Ok, that's consistent results. We'll see what the SSE test bed reveals. Just to confirm, you've not rolled SBC into a bashed patch or anything, or otherwise altered the mod in any way?
Spider-Domino Posted January 8, 2023 Posted January 8, 2023 4 hours ago, Blackbird Wanderer said: Ok, that's consistent results. We'll see what the SSE test bed reveals. Just to confirm, you've not rolled SBC into a bashed patch or anything, or otherwise altered the mod in any way? Correct 1
devildx Posted January 9, 2023 Posted January 9, 2023 On 12/29/2022 at 9:40 AM, Blackbird Wanderer said: Are you using the SBC SSE patch 5? 2010937353_SBCv0.98gPatch5SSE.7z 373.57 MB · 62 downloads It's happening b/c the Player fills a RefAlias while in the void, and that RefAlias is checked essential. The only way to fix it (short of a patch just for this) is to install patch 5 and do that sequence again. Are you using the SSE patch 5? - if you get Falion as the mage you have to take the first Captive to, he will now be waiting outside his house regardless of the time of day. Reveal hidden contents You can also use: "PRID 1AA5E" "MoveTo Player" to move him to wherever you are. The voice files have the fuz, lip and wav files. I think you can keep only the fuz files to reduce the size. 1
Blackbird Wanderer Posted January 9, 2023 Author Posted January 9, 2023 1 hour ago, devildx said: The voice files have the fuz, lip and wav files. I think you can keep only the fuz files to reduce the size. Good point, those are redundant. Thanks!
devildx Posted January 10, 2023 Posted January 10, 2023 (edited) EDIT> Latest SSE version with the patch5. Playing as a mage and is really frustating to fight with the wisps. I use the soul cloak spell from apocalypse and I think they react to the cloak so they keep disappearing even if I dont strike them. Maybe you can change so they don't react to those spells. I am also having CTD when I kill them related to that soul gem fragment drop or ash pile when they die. Don't know if is something on my end. Some NET Script Framework crash logs: Quote Possible relevant objects (4) { [ 1] TESNPC(Name: `Daedric Wisp`, FormId: 302145B0, File: `SexyBanditCaptives.esp`) [ 1] Character(FormId: FF003320, BaseForm: TESNPC(Name: `Daedric Wisp`, FormId: 302145B0, File: `SexyBanditCaptives.esp`)) [ 45] BSFadeNode(Name: `SoulGemPiece04`, Owner: `TESObjectREFR(FormId: FF0033AF, BaseForm: TESObjectMISC(Name: `Soul Gem Fragment`, FormId: 00067184, File: `Skyrim.esm`))`) [ 49] BSTriShape(Name: `inside`) Quote Possible relevant objects (3) { [ 1] TESNPC(Name: `Daedric Wisp`, FormId: 302145B0, File: `SexyBanditCaptives.esp`) [ 1] Character(FormId: FF003854, BaseForm: TESNPC(Name: `Daedric Wisp`, FormId: 302145B0, File: `SexyBanditCaptives.esp`)) [ 49] BSFadeNode(Name: `AshPile01`, Owner: `TESObjectREFR(FormId: FF00386C, BaseForm: TESObjectACTI(Name: `Ash Pile`, FormId: 0000001B, File: `Skyrim.esm`))`) } Quote Possible relevant objects (4) { [ 1] TESNPC(Name: `Daedric Wisp`, FormId: 302145B0, File: `SexyBanditCaptives.esp`) [ 1] Character(FormId: FF003887, BaseForm: TESNPC(Name: `Daedric Wisp`, FormId: 302145B0, File: `SexyBanditCaptives.esp`)) [ 45] BSFadeNode(Name: `SoulGemPiece05`, Owner: `TESObjectREFR(FormId: FF0038FF, BaseForm: TESObjectMISC(Name: `Soul Gem Fragment`, FormId: 00067185, File: `Skyrim.esm`))`) [ 49] BSTriShape(Name: `inside`) } Edited January 10, 2023 by devildx
Blackbird Wanderer Posted January 10, 2023 Author Posted January 10, 2023 (edited) 6 hours ago, devildx said: Playing as a mage and is really frustating to fight with the wisps. I use the soul cloak spell from apocalypse and I think they react to the cloak so they keep disappearing even if I dont strike them. Maybe you can change so they don't react to those spells. That's a great point; thanks for bringing it up! You not only identified an issue, you suggested a pretty likely cause. We'll work on that. 6 hours ago, devildx said: I am also having CTD when I kill them related to that soul gem fragment drop or ash pile when they die. Don't know if is something on my end. Could be your end, but most of the testing is on LE. SSE should do a better job of resource allocation with the 64 bit engine, but SSE is brittle in some odd ways so who knows? In general SBC has been more stable in SSE, so this point is curious. If it's reproducible, a test with a toggle for either of those may help ID the issue. Of the two the fragments seem like the more likely candidate since the game is suddenly calculating physics for 5 free objects falling. Isn't the glowing goo pile (a form of the ash pile object) only with vanquishing the Last Bandit? Experimental file, but a potential fix for both issues with this script. The spell effects are filtered for only hostile, and the gem fragments are turned off. Drop it into your \Scripts folder and let us know if this does the trick. SBCS322.pex Good feedback; thanks! Edited January 10, 2023 by Blackbird Wanderer 1
devildx Posted January 11, 2023 Posted January 11, 2023 14 hours ago, Blackbird Wanderer said: That's a great point; thanks for bringing it up! You not only identified an issue, you suggested a pretty likely cause. We'll work on that. Could be your end, but most of the testing is on LE. SSE should do a better job of resource allocation with the 64 bit engine, but SSE is brittle in some odd ways so who knows? In general SBC has been more stable in SSE, so this point is curious. If it's reproducible, a test with a toggle for either of those may help ID the issue. Of the two the fragments seem like the more likely candidate since the game is suddenly calculating physics for 5 free objects falling. Isn't the glowing goo pile (a form of the ash pile object) only with vanquishing the Last Bandit? Experimental file, but a potential fix for both issues with this script. The spell effects are filtered for only hostile, and the gem fragments are turned off. Drop it into your \Scripts folder and let us know if this does the trick. SBCS322.pex 2.12 kB · 0 downloads Good feedback; thanks! Just tested here and seems to have fixed both problems. Many thanks. 1
johnthenomad Posted January 12, 2023 Posted January 12, 2023 On 1/1/2023 at 6:32 AM, Blackbird Wanderer said: What specifically happens? Does the "Sexy Bandit Captives" Quest start when you read the note and . . . then what? LE or SSE? Well... I've made a number of attempts with varying results. One time the quest sent me to talk to some guy (I forget his name) in the Arcanaeum at the mage's college, but the quest marker just pointed to to some open air a few paces away from Urag gro-Shub - but there was no one there to talk to and the quest stalled. My latest attempt was after switching from NMM to Vortex. I can force the Curious Note to appear with the PLAYER.ADDITEM command in Belethor's shop and the quest does start, but the inn keeper at the Bannered Mare simply tells me to "Seek Information in Whiterun". There is no quest marker and I have no idea what information to seek, so I'm stalled again. I using LE.
Balgin Posted January 12, 2023 Posted January 12, 2023 When innkeeper's tell you to seek information they mean go to that place and talk to the jarl's steward (so in this case Proventus Avenicci, up in Dragon's Reach). 1
devildx Posted January 14, 2023 Posted January 14, 2023 (edited) On 1/10/2023 at 6:02 PM, Blackbird Wanderer said: That's a great point; thanks for bringing it up! You not only identified an issue, you suggested a pretty likely cause. We'll work on that. Could be your end, but most of the testing is on LE. SSE should do a better job of resource allocation with the 64 bit engine, but SSE is brittle in some odd ways so who knows? In general SBC has been more stable in SSE, so this point is curious. If it's reproducible, a test with a toggle for either of those may help ID the issue. Of the two the fragments seem like the more likely candidate since the game is suddenly calculating physics for 5 free objects falling. Isn't the glowing goo pile (a form of the ash pile object) only with vanquishing the Last Bandit? Experimental file, but a potential fix for both issues with this script. The spell effects are filtered for only hostile, and the gem fragments are turned off. Drop it into your \Scripts folder and let us know if this does the trick. SBCS322.pex 2.12 kB · 3 downloads Good feedback; thanks! Worked for that one but I am having CTD again when killing them. I think now is something on my game and will just delete the wisps from the plugin for now. Inside fort fellhamer garrison and their dead explosion seems to trigger the crash. Quote Possible relevant objects (4) { [ 1] TESNPC(Name: `Daedric Wisp`, FormId: 302145B0, File: `SexyBanditCaptives.esp`) [ 1] Character(FormId: FF003E93, BaseForm: TESNPC(Name: `Daedric Wisp`, FormId: 302145B0, File: `SexyBanditCaptives.esp`)) [ 45] BSFadeNode(Name: `ImpWoodDoorSingle01`, Owner: `TESObjectREFR(FormId: 00044758, File: `Skyrim.esm`, BaseForm: TESObjectDOOR(Name: `Wooden Door`, FormId: 00042035, File: `Skyrim.esm`))`) [ 49] NiNode(Name: `FortRuinsDoorWall`) Quote Possible relevant objects (5) { [ 1] TESNPC(Name: `Daedric Wisp`, FormId: 302145B0, File: `SexyBanditCaptives.esp`) [ 1] Character(FormId: FF003C24, BaseForm: TESNPC(Name: `Daedric Wisp`, FormId: 302145B0, File: `SexyBanditCaptives.esp`)) [ 15] NiAlphaProperty(Name: null) [ 45] BSFadeNode(Name: `GenericBannerRed01.nif`, Owner: `TESObjectREFR(FormId: 000EB67D, File: `Skyrim.esm`, BaseForm: BGSMovableStatic(FormId: 000D201D, File: `Skyrim.esm`))`) [ 49] BSTriShape(Name: `Banner1_Banner`) Edited January 14, 2023 by devildx
Sanziee Posted January 16, 2023 Posted January 16, 2023 Everything works fine until asking the steward for info on the 2nd set of captives and they tell you they've got info on the missing women, but then not hand you a note and revert back to saying "I've told you everything I know" and the quest not starting. Total bug reporting noob so I'm not sure what information needs to be provided. "help SBCInit" shows a 7.0, I know that much. 1
Blackbird Wanderer Posted January 16, 2023 Author Posted January 16, 2023 3 minutes ago, Sanziee said: Everything works fine until asking the steward for info on the 2nd set of captives and they tell you they've got info on the missing women, but then not hand you a note and revert back to saying "I've told you everything I know" and the quest not starting. Total bug reporting noob so I'm not sure what information needs to be provided. "help SBCInit" shows a 7.0, I know that much. For starters: SSE or LE? Running 0.98g? Applied patch 5? SBCInit = 7 seems too high for only the 2nd set of Captives, but that wouldn't preclude anything with the note(s). Try running that sequence again from an earlier save and see if it does the same thing. Some people have script lag on their systems and important steps get skipped.
Sanziee Posted January 16, 2023 Posted January 16, 2023 12 minutes ago, Blackbird Wanderer said: For starters: SSE or LE? Running 0.98g? Applied patch 5? SBCInit = 7 seems too high for only the 2nd set of Captives, but that wouldn't preclude anything with the note(s). Try running that sequence again from an earlier save and see if it does the same thing. Some people have script lag on their systems and important steps get skipped. SSE and using both 0.98g and patch 5. SBCinit is 1.0 before the first set of captives.
Blackbird Wanderer Posted January 16, 2023 Author Posted January 16, 2023 24 minutes ago, Sanziee said: SSE and using both 0.98g and patch 5. SBCinit is 1.0 before the first set of captives. Ok, so something odd is happening. SBCInit should =3 with the 2nd set of Captives. Had a chance to run through again and see if the problem repeats?
Sanziee Posted January 16, 2023 Posted January 16, 2023 This is on a clean save I made after I had this same thing happen before, though I didn't think to check any values on that file. I can run through it again once I get the energy to sit through the cutscenes again
Blackbird Wanderer Posted January 16, 2023 Author Posted January 16, 2023 13 minutes ago, Sanziee said: This is on a clean save I made after I had this same thing happen before, though I didn't think to check any values on that file. I can run through it again once I get the energy to sit through the cutscenes again You don't need to run through everything. If you've got a save just before you talk to Dris/Urag the second time, that will work.
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