Sanziee Posted January 16, 2023 Posted January 16, 2023 45 minutes ago, Blackbird Wanderer said: 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. Ok so uh, something happened. Before talking to Ulvanis SBCinit is at 1.0. I go to the tavern and they tell me the trouble's in Whiterun. I talk to Whiterun's steward and he gives me two separate reports, one directing me to White River Watch and the other to Redoran's reatreat, and SBCinit is at 3.0. I go to White River Watch and capture the two women there, and SBCinit goes to 7.0, and there is still a quest marker on Redoran's Retreat. I go to Redoran's Reatreat and there are two captives there as well, but they don't get quest markers over them. The quest marker stays in the middle of the room saying to "find the captives in Redoran's Retreat". I capture the two women and SBCinit stays at 7.0 and the quest does not get updated. I check with another inn keeper who points me to Solitude and when I get there I get the same bug with the steward saying he's got a report but not starting the quest.
Blackbird Wanderer Posted January 16, 2023 Author Posted January 16, 2023 49 minutes ago, Sanziee said: Ok so uh, something happened. Ok, that's good data. Will investigate but no idea how long until we find a smoking gun, if ever.
RevanCathal Posted January 23, 2023 Posted January 23, 2023 Running into an issue where when you get to the Blind mage at the Mages College, all seems ok until he gets knocked back from an attempt to remove the restraints and gets stuck in the sense that nothing progresses but evrybody is still moving and the game is still going. Clicking on him gets a "Person is busy" message.
Naps-On-Dirt Posted January 23, 2023 Posted January 23, 2023 4 hours ago, Jgoftl said: Running into an issue where when you get to the Blind mage at the Mages College, all seems ok until he gets knocked back from an attempt to remove the restraints and gets stuck in the sense that nothing progresses but evrybody is still moving and the game is still going. Clicking on him gets a "Person is busy" message. Try clicking on him then "moveto player", after he gets knocked back he is trying to walk back to you. Forcing him to you might let the quest continue. 1
Blackbird Wanderer Posted January 23, 2023 Author Posted January 23, 2023 9 hours ago, Jgoftl said: Running into an issue where when you get to the Blind mage at the Mages College, all seems ok until he gets knocked back from an attempt to remove the restraints and gets stuck in the sense that nothing progresses but evrybody is still moving and the game is still going. Clicking on him gets a "Person is busy" message. @Naps-On-Dirt is correct. It's an infrequently seen issue where the game's AI pathing gets stuck, and the scene doesn't progress until the Actors are within a defined proximity. Starting the conversation in a slightly different position will often solve this as well. 1
RevanCathal Posted January 24, 2023 Posted January 24, 2023 21 hours ago, Naps-On-Dirt said: Try clicking on him then "moveto player", after he gets knocked back he is trying to walk back to you. Forcing him to you might let the quest continue. 16 hours ago, Blackbird Wanderer said: @Naps-On-Dirt is correct. It's an infrequently seen issue where the game's AI pathing gets stuck, and the scene doesn't progress until the Actors are within a defined proximity. Starting the conversation in a slightly different position will often solve this as well. Thanks. I'll try that on my next playthrough.
Naps-On-Dirt Posted January 24, 2023 Posted January 24, 2023 (edited) Trivial request: Could you take hoods off the list of clothes that the captives get when they make it to a store? It hides their cool hair that we have to have installed. Edited January 24, 2023 by Naps-On-Dirt 1
Blackbird Wanderer Posted January 24, 2023 Author Posted January 24, 2023 6 minutes ago, Naps-On-Dirt said: Trivial request: Could you take hoods off the list of clothes that the captives get when they make it to a store? It hides their cool hair that we have to have installed. Ok. 1
dje34 Posted January 25, 2023 Posted January 25, 2023 (edited) So I tried this mod on a brand new game, SBC v0.98g with patch3, all LE versions. It seems the option in Faralda dialogue to open the gate of the College of Winterhold from this mod is bugged, it worked once as it was supposed to, now that I get my character back to the College of Winterhold, Faralda is waiting outside as it never happened, the gate is locked, needing a key to be unlocked, and no more option in Faralda's dialogue to open the gate. I don't know if it was pointed or corrected in patches 4 or 5. You may want to investigate. EDIT - after further investigation on my own, I think the problem is that the quest First Lessons has to start with Faralda, which didn't start using the option in the dialogue from this mod. Faralda opened the path to the College, I made my character talk to the right persons to start the quest, and after the Mazken translation step from SBC mod, Faralda went to back to her first place, the lights opening the path were back to their first state and the gate was closed, as it never happened, but without the options to start the quest in Faralda dialogue, maybe because I made my character start the quest First Lessons with Mirabelle Ervine on my first and only trip to the College. EDIT 2 - I think the quest First Lessons has to be handled differently as it is in the SBC v0.98g patch 3 LE version for the option in Faralda dialogue from this mod to work correctly, main events in the College don't happen or have bugs when using the option from this mod. See you around. Edited January 26, 2023 by dje34 1
Naps-On-Dirt Posted January 25, 2023 Posted January 25, 2023 (edited) Ooh also while looking at getting into the college without joining, see if there is a way that going in your way doesn't make us constantly asked to leave the Hall of whatever, where your bed is, because that never stops even after joining the guild the proper way. If we go in first asking to see the blind mage, we can never sleep there until we become Archmage. Edit: Just checked, and even after becoming Archmage you still can't sleep in your apprentice bed. Edited January 26, 2023 by Naps-On-Dirt
VisjeBliep Posted February 4, 2023 Posted February 4, 2023 (edited) After upgrading to 2010937353_SBCv0.98gPatch5SSE.7z I'm getting an error when opening the MCM: Error loading SexyCaptiveBandits.json! and Error loading SBCReports.json! In the information tab of the MCM it doesn't detect the following mods: More Bandit Camps Slave Tats Recorder Follower Sofia Follower Zaz framework Interestingly enough it does seem to detect Schlongs of Skyrim. I did the following to upgrade: Create a new save and quit Skyrim. Remove SBC v0.98g Start Skyrim and load the previously made save. Acknowledge the message saying this save relies on SBC which is no longer present. Walk around a bit and create a new save. Clean the save with resaver. Install SBC v0.98g patch 5 SSE. Run FNIS. Let Mod Organiser 2 sort the plugins. Start Skyrim, walk around, fast travel to various places across the map. The information tab simply doesn't seem to detect the additional mods I have installed. Is there anything else I can do? Edited February 4, 2023 by VisjeBliep
Blackbird Wanderer Posted February 4, 2023 Author Posted February 4, 2023 1 hour ago, VisjeBliep said: Is there anything else I can do? There are workarounds to manually set the GlobalVariables that are normally set automatically by the detection sequence that runs, but anything you set would be erased the next time the MCM opens so that's not really an acceptable solution. What I would recommend investigating are the file names associated with the mod list you posted. If you look in SKSE\Plugins for the file "SexyBanditCaptives.json". In it you'll see a list of titles with corresponding filenames. Some of them (looking at you, More Bandit Camps) are titled differently from their LE counterparts. Just change them to what you've got and save it. Zaz is no longer used; there's just a Faction that may be present that sometimes interfered, and Sofia/Recorder are temporarily not used, so the only other one of consequence is SlaveTats.
VisjeBliep Posted February 4, 2023 Posted February 4, 2023 (edited) Thanks for the reply, that got me on the right track I think. Looking in MO2's vfs explorer there are no json files for SBC in my instance. Comparing the two .7z files there are differences to the structure. In "Sexy Bandit Captives v0.98g SSE.7z" the two .json files are present in "00 Main - SKSE - Plugins". That path does not exist in the other archive "2010937353_SBCv0.98gPatch5SSE.7z". Searching for json files in this archive yields no results for me. It's also missing the meshes, textures and a lot of other things. From that I figured the patch, despite of it's much larger file size, is not a standalone version. I'm sorry if this was posted somewhere already. So then I installed the non-patch file over the patch file and merged them in MO2. Then ran FNIS again taking note that it was reading SexyBanditCaptive animation files. After this things seem to be better. SBC now recognizes that Slave tats, Recorder follower, Sofia follower, Schlongs of Skyrim, Underground Bathhouse and Zaz framework are installed. But it doesn't recognize More Bandit Camps. I could start the quest by reading the mysterious note in one of the shops. Any more ideas I could look into? Edited February 4, 2023 by VisjeBliep
Blackbird Wanderer Posted February 4, 2023 Author Posted February 4, 2023 33 minutes ago, VisjeBliep said: From that I figured the patch, despite of it's much larger file size, is not a standalone version. No, it certainly is not. You need the latest version + latest patch. Glad you got it working. If it's detecting those mods, it's finding the JSON file. None of that would work otherwise. Find where your instance is and update the More Bandit Camps line to the SE filename and detection should work for it.
VisjeBliep Posted February 4, 2023 Posted February 4, 2023 Thanks, that sorted the issue. In the file "SexyBanditCaptives.json" I change the following line: "MBC" : "MoreBanditCamps(Explorer'sEdition).esp", Into "MBC" : "MoreBanditCamps.esp", Now the MCM shows More Bandit Camps as being detected. When installing SBC I followed the optional / recommended mods section and searched for "More Bandit Camps by skillest" which lead me to this Nexusmods page. If you click the "Preview file contents" link there, it shows the name of the file as "MoreBanditCamps.esp". I don't know where most people will get this mod from. If it's reasonable to assume it's going to be that Nexus page then perhaps the .json file needs to be changed? Either way, thanks for the mod and the help.
Blackbird Wanderer Posted February 5, 2023 Author Posted February 5, 2023 3 hours ago, VisjeBliep said: I don't know where most people will get this mod from. If it's reasonable to assume it's going to be that Nexus page then perhaps the .json file needs to be changed? It's not the source, it's the platform. You selected an SSE mod because you're playing on that platform. SBC is developed and tested mainly on LE. MBC uses different file names for some reason between its LE and SSE versions. However, that JSON file was mainly built to allow people to bundle mods together using MergePlugins, etc., and to point to the new resources. It also just happened to provide a ready method to fix the MBC naming issue.
shardoom Posted February 5, 2023 Posted February 5, 2023 Finally got around to some Sexy Bandit Captives missions in my current playthrough. I like the new story elements, they add a nice amount of depth and a 'reason' beyond perversity to rescuing the girls. The cool scene after rescuing Fawn with the two little demons was a pleasant surprise. I like the new voicework too, although there were a couple that seemed to be missing lipsynch? I'm not a fan of the vagueness of the mission prompts though. Randomly travelling from hold to hold and inn to inn hoping to trigger the next stage seems a little tedious. I don't really have a suggestion on how to improve that however, just giving my honest feedback. I had to load a save after bring the girl to the blind mage at the college. He kinda fritzed out the first time he got knocked down removing the bindings, then when he got up he went to sandboxing instead of continuing the scene. The second time though (after loading a save) it all went as it was supposed to so not sure what happened. I do kinda miss being able to 'randomly' run into bandit camps that have captured women though and being able to sneak in and perv. Can we have some non-mission critical captives like in the old version of the mod. Maybe once we've started with the quests and got a certain amount of progress done?
Naps-On-Dirt Posted February 5, 2023 Posted February 5, 2023 (edited) 4 hours ago, shardoom said: I do kinda miss being able to 'randomly' run into bandit camps that have captured women though and being able to sneak in and perv. You still can, if you pass near a camp that has captives in it already. The difference with the old version is that now captives are placed piecemeal, a few at a time when other captives are freed, instead of all being on the map filling all the bandit camps at once. So there is way less of a chance to find one before you're told about it, but it can happen. Happens to me at least a couple times per playthrough. This difference has changed how I play Skyrim. With the old version any time I was near bandit camps I'd assault them to see if there were captives to be freed. Now, I generally avoid interacting with bandit camps unless I'm specifically sent there by a quest. Except those few times that I stumble on one that has captives, then I attack and free them. Edited February 5, 2023 by Naps-On-Dirt
Blackbird Wanderer Posted February 5, 2023 Author Posted February 5, 2023 8 hours ago, shardoom said: Randomly travelling from hold to hold and inn to inn hoping to trigger the next stage seems a little tedious. There's nothing random about it. Any innkeeper can point you to the next target area, with the only restriction being they won't tell you all of them. The first time you talk to them they can tell you up to two; after that it's one. Also, once you've talked to one innkeeper in a given Hold, you've effectively talked to all of them in that Hold. You won't get more information until you move on. This is deliberate in keeping the Player moving around for reasons that won't become apparent for another couple of chapters. 8 hours ago, shardoom said: The cool scene after rescuing Fawn with the two little demons was a pleasant surprise. I like the new voicework too, although there were a couple that seemed to be missing lipsynch? Will pass that onto our voice actors, and will check on the LIP files; thanks for the observation. Fun fact: the two Mazken aren't actually small, it's just their projections/manifestations into the void are weak because they aren't really there and that space isn't altogether of their native plane. Eventually there may be an opportunity for them to be seen full size. 8 hours ago, shardoom said: I had to load a save after bring the girl to the blind mage at the college. He kinda fritzed out the first time he got knocked down removing the bindings, then when he got up he went to sandboxing instead of continuing the scene. We may change the animation event for that, or at least turn down the intensity. A couple of people have had that problem. The issue is entirely with the game engine not pathing correctly back to start the ordered scene. It's been solvable for most people using the console (immersion breaking, yes) and "MoveTo Player" on him. Testing using the ICOW mod provided an area with more obstructions, but most of the time the scene happens normally. Considering building a parallel fail-safe timer or something to remedy the occasional issue. 8 hours ago, shardoom said: I like the new story elements, they add a nice amount of depth and a 'reason' beyond perversity to rescuing the girls. Goal! \o/ 8 hours ago, shardoom said: I do kinda miss being able to 'randomly' run into bandit camps that have captured women though and being able to sneak in and perv. @Naps-On-Dirt is 100% correct. The "Stumble Upon" procedure (it's really named that in the code) is specifically designed to make the Journal system work in these cases. However, because the entire Captive inventory isn't "in-world" all at the same time the opportunity to do so is lower. The Captives are placed in a geometric progression -- each camp you liberate will spawn two additional camp placements, with each camp having between 1-6 Captives depending on both the size of the camp, and on a user selected slider in the MCM. So eventually you will have more Captives placed than you can effectively deal with. That's when things might start to get interesting for the later chapters for other story-based reasons, but you can have up to 10 camps placed simultaneously so there will be opportunities later to do what you suggest with sneak/observe.
tinkerbelle Posted February 7, 2023 Posted February 7, 2023 On 2/5/2023 at 9:35 AM, Blackbird Wanderer said: On 2/5/2023 at 12:32 AM, shardoom said: I like the new story elements, they add a nice amount of depth and a 'reason' beyond perversity to rescuing the girls. Goal! \o/ You mean perversity isn't the goal? What's an old pervert supposed to do? Just kidding. I'm looking forward to the next chapters of the story.
shardoom Posted February 9, 2023 Posted February 9, 2023 (edited) @Blackbird Wanderer I seem to have ran into a couple of bugs... Playing on fully updated SE game with all latest SBC patches. I'm trying to clear the two misc quests that say, "Ask Sybille Stentor/Nenya etc etc" Bug #1 So I do the thing, talk to innkeepers and then Stewards and get sent to Swindlers den. There are three captives inside so I go full sneaky pervert mode and get up close so I can watch the show. Unfortunately the sex scenes don't really play out as they should. The perps get undressed, and begin but then immediately end, the captive redresses in whatever she was wearing before but the bandit doesn't, just wanders around with a supermassive size 10 (sos) schlong. That was disappointing, so oh well I kill all the bad guys and round up the fair maidens to bring to my favourite vampire in Solitude. Bug #2 I talk to Sybille and give her the vaguely Scottish sounding line and she asks me which captive she should free, I point her to Viatrix (it doesn't matter the bug happens on all of them it seems) but when she does the scene the restraints don't fully come off they flash repeatedly, I get a message about being over encumbered and then they settle on a white colour and Sybille acts as if her job is done. I go through my inventory assuming I was just close and the dormant restraints put me over, no go. After emptying my entire inventory and realising I have something invisible in there I open up the console and do a 'player.inv' and there is the culprit. Mod had dumped 128 'Mysterious restraints' into my inventory during Sybilles scene... Obviously I can use the console to nuke em, but I really hate having to use the console mid-game it takes me out of my adventure and makes me play god. Edited February 9, 2023 by shardoom
Blackbird Wanderer Posted February 9, 2023 Author Posted February 9, 2023 2 hours ago, shardoom said: I point her to Viatrix (it doesn't matter the bug happens on all of them it seems) but when she does the scene the restraints don't fully come off they flash repeatedly, I get a message about being over encumbered and then they settle on a white colour and Sybille acts as if her job is done. I go through my inventory assuming I was just close and the dormant restraints put me over, no go. Yikes. That's a runaway 'do' loop believed to be solved -- guess not. Will investigate. How's your script load? This could certainly happen if it was lagging. As for the scene, not sure where to go with that report. Things like that play fine on the test rig, but 99% of testing is done on LE. One would think the 64 bit engine would easily handle anything a 2011 game running a 32 bit developed mod could throw at it. Unless something is causing the interrupt like you're spotted -- just a guess.
shardoom Posted February 9, 2023 Posted February 9, 2023 1 hour ago, Blackbird Wanderer said: Yikes. That's a runaway 'do' loop believed to be solved -- guess not. Will investigate. How's your script load? This could certainly happen if it was lagging. As for the scene, not sure where to go with that report. Things like that play fine on the test rig, but 99% of testing is done on LE. One would think the 64 bit engine would easily handle anything a 2011 game running a 32 bit developed mod could throw at it. Unless something is causing the interrupt like you're spotted -- just a guess. Scripts run awesomely on SE, THIS mod is a gift from god. I haven't had script lag ever on SE. The scenes thing kinda stumps me too. Some scenes play fine. I have two thoughts on it. The times it has failed I have always killed at least 1 or 2 of the bandits on my way to perve. Would the scene end improperly and fail if a bandit that had been assigned to the sexy times was murdered before he could shoot his goo? Also, I have some animations blacklisted, so if you are calling specific animations directly as opposed to by tag then they will always fail. I've had that exact issue with another mod before.
Blackbird Wanderer Posted February 9, 2023 Author Posted February 9, 2023 1 hour ago, shardoom said: Would the scene end improperly and fail if a bandit that had been assigned to the sexy times was murdered before he could shoot his goo? No. There's a procedure to untangle things in that event. 1 hour ago, shardoom said: Also, I have some animations blacklisted, so if you are calling specific animations directly as opposed to by tag then they will always fail. I've had that exact issue with another mod before. Nope, called by tag. 1 hour ago, shardoom said: Scripts run awesomely on SE, THIS mod is a gift from god. I haven't had script lag ever on SE. Maybe it's running too fast.
LaEspada Posted February 10, 2023 Posted February 10, 2023 Having an issue actually getting directions after rescuing the first girl and the following quests for the first batch to spawn. The quest says to go to innkeepers and stewards, but I've tried so many times in different cities/villages each after waiting 24 hrs before asking again. Every time I keep getting that they don't know anything. The debug command to check how many have spawned is 3 atm. But I just can't seem to find them nor get pointers from NPCs on where to go. I've gone and done so many other things in the meantime and still haven't found an inkeeper/steward that will give me directions. Any ideas?
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