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Sexy Bandit Captives © [WIP] Support Thread


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Posted
5 hours ago, LaEspada said:

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?

Someone else reported something similar recently; this hasn't been seen in testing so not sure what to suggest other than reload to a save point before talking to Dris & Urag at the end of the translation Quest.  Maybe the script for the Steward notes didn't execute properly.  After you exit the College of Winterhold, you should be able to go to the Frozen Hearth immediately to figure out where your next destination is, but it doesn't matter which inn/Hold you go to.  The innkeepers all actually have the same knowledge to pass on.

 

If testing, recommend using the console to bounce between Stewards and make sure all are covered.  That would tell us if it were merely a display/Quest issue, or if the Quest/Placement portion was hung up somehow.

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

Someone else reported something similar recently; this hasn't been seen in testing so not sure what to suggest other than reload to a save point before talking to Dris & Urag at the end of the translation Quest.  Maybe the script for the Steward notes didn't execute properly.  After you exit the College of Winterhold, you should be able to go to the Frozen Hearth immediately to figure out where your next destination is, but it doesn't matter which inn/Hold you go to.  The innkeepers all actually have the same knowledge to pass on.

 

If testing, recommend using the console to bounce between Stewards and make sure all are covered.  That would tell us if it were merely a display/Quest issue, or if the Quest/Placement portion was hung up somehow.

 

I've tried every single innkeeper and steward in game.

 

I'll probably try testing with a new game and rushing through it to see if it happens again.

Edited by LaEspada
Posted

I'm not able to find the note anywhere. Would anyone happen to know exactly where it is in each of the shops? Or perhaps a way I can start the quest without it. Are there any stipulations in the game I have to achieve first before being able to see the note?

Posted (edited)
16 hours ago, Vikes 22 said:

I'm not able to find the note anywhere. Would anyone happen to know exactly where it is in each of the shops? Or perhaps a way I can start the quest without it. Are there any stipulations in the game I have to achieve first before being able to see the note?

On SSE?  Guessing, but reports of that problem have been exclusively on the SSE side.  Go to Belethor's shop and use the console:  "Player.AddItem XX06ACDE" to get the Curious Note (or use the AddItemMenu mod), drop it on the floor, pick it up and read it.  The first Quest should activate several seconds later -- it takes a while on some setups depending on capacity and mod/script loading.

 

Note: XX = SBC load order from your setup

Edited by Blackbird Wanderer
Posted (edited)

Pretty sure I'm up to date, on LE.  I've had my quest info about revealed Holds be emptied ("Seek information in Whiterun, Seek information in the Rift") twice now, and each time it was after clearing and releasing the captives from a previously unknown, stumbled-upon bandit camp.   Normally those are supposed to stay there until you go talk to the Steward, then they are replaced with the camp name right?  

 

 

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

from a previously unknown, stumbled-upon bandit camp

We may need to reexamine the information flow through the scripts for that case.  A new round of troubleshooting has begun and this will have its place on the list.  Thanks for the report!

Posted

I have this very intermittent CTD that sometimes occurs when I click on the final dialogue of a captive after freeing and equipping them, then asking them where they are gonna go next.  They tell me and I hit "ok you can go now" and crash.  I'm on LE and up to date with the mod (.98g).  May not even be related to this mod because its not my only intermittent crash (occasionally get one during Sexlab scenes lately) but I thought I should mention it in case its not just me.  I don't think I've reported this before but my memory sucks so sorry if its an echo.  :)

Posted (edited)

I've tried to get this going twice now (running LE), and at two different locations I get the same problem - it tells me to go to a certain dungeon, and when I kill the bandit leader there, it tells me to get the information off him, then read it.  I do that, the "read the information" objective drums complete.... and then nothing happens.  There's no quest entry in the log at that point. But if I leave the dungeon the objective to go into that dungeon reappears.  If I go back into the dungeon, the drum sounds and it marks the objective to go there complete again, and vanishes from the journal. Am I doing something wrong? There's no captives or anything in there..

Edited by GasBandit
Posted (edited)

So after playing with this mod during enough time to have a fairly correct idea, imho of course, I have to complain about two things :

 

1) the daedric flying buggers : there are too many and they have too many hit points, even in Novice difficulty, chasing them out in the wild is boresome

 

2) the buffed last bandit enemy : even in Novice difficulty, it can one shot my character which is lvl 45 with enchanted and improved full armor and shield, it is surprising and challenging but is also absurd, making it as dangerous as a revered dragon

 

So to make it more balanced I'm asking for SETTINGS in this mod to change these two.

 

This is absurd in Novice difficulty to have to chase flying daedric buggers out in the wild during hours and having the character being one shot by a buffed bandit stronger than most dragons.

 

Except these I don't have much to complain about, I'm having fun with this mod and waiting for the first stable version, if ever, for a true game.

 

Congratulations. Thanks. Keep up the good work.

 

See you around.

 

 

Edited by dje34
Posted
2 hours ago, dje34 said:

1) the daedric flying buggers : there are too many and they have too many hit points, even in Novice difficulty, chasing them out in the wild is boresome

 

2) the buffed last bandit enemy : even in Novice difficulty, it can one shot my character which is lvl 45 with enchanted and improved full armor and shield, it is surprising and challenging but is also absurd, making it as dangerous as a revered dragon

I agree completely, have made my frustrations known before.  Do what I do, don't immediately kill the final bandit, wait for the wisps to spawn, then console kill him/her.   Poof, all the wisps die and you don't have to waste ten to fifteen minutes reloading saves and re-doing the assault because the super soldier one-shotted you over and over.

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

I agree completely, have made my frustrations known before.  Do what I do, don't immediately kill the final bandit, wait for the wisps to spawn, then console kill him/her.   Poof, all the wisps die and you don't have to waste ten to fifteen minutes reloading saves and re-doing the assault because the super soldier one-shotted you over and over.

And here I've been console-killing the wisps one by one. I agree, they're an unpleasant chore, nothing fun about 'em, and they make me want to uninstall the mod altogether. I hope future versions have fewer of them, with lower HP, because they're a right pain the arse.

Posted (edited)

I have to do it too, they don't die when killing the last buffed bandit enemy with console command or by immersive means.

 

As appealing it may seem to play with sadism and masochism, power and sex, with this side of the mod, and as challenging and surprising it may be, it is absurd to not have settings in MCM menu to modify it so it is enjoyable for most players thanks to our own tweaks.

 

Making the last enemy always overpowered with the same stats and always many daedric wisps with the same health is like telling the same joke over and over again.

 

I know Skyrim, The Elder Scrolls games, video games, and life in general are about repetition, but as good as the joke is it ends bad when not tweaked.

 

Least but not last (maybe) 5.5 for dormant restraint is too much, collars weigh 0.5 in most mods.

 

 

I like this mod, I'm having fun playing with it and I think it is well made even in its beta state.

 

Now I stop complaining and go freeing the last virtual sexy bandit captives even if it takes ages due to the lack of difficulty settings.

Edited by dje34
Posted
On 2/25/2023 at 7:27 AM, Naps-On-Dirt said:

I agree completely, have made my frustrations known before.  Do what I do, don't immediately kill the final bandit, wait for the wisps to spawn, then console kill him/her.   Poof, all the wisps die and you don't have to waste ten to fifteen minutes reloading saves and re-doing the assault because the super soldier one-shotted you over and over.

Here I just deleted the wisps in the xEdit. The rest of the mod still works fine without them.

Posted

Ok, though a setting in MCM would avoid doing this.

 

And same goes for the leveling when freeing captives from restraints, sometimes it's just too much and I would appreciate changing this in MCM.

Posted

Hello...nice mod, but wow. Those bandit chiefs....I have no words. My character is at lvl 290 with mods and doing around 1000 damage per attack and it still took me around 400 hits to kill one that had 30k hp. Guessing they nullify 90% of damage or something? I also had 4 followers with me and they couldn't stand up long enough to do any damage to them. Did you intend to let the wisps be some kind of barrier cores like the saarthal quest? Please create mcm for them or just make them not so tough. And can we please have a guide on what skills to level to release restraints. 
Thanks for the mod either way. The captives look much prettier and the voice lines are a great addition. Gonna console kill the chiefs for now lol. 
 

Posted (edited)
6 hours ago, JayRoz said:

Did you intend to let the wisps be some kind of barrier cores like the saarthal quest?

The wisps act as healers for the last bandit.  Kill the wisps first.

Edited by Blackbird Wanderer
Posted
On 2/24/2023 at 9:25 PM, GasBandit said:

There's no captives or anything in there.

Unknown.  There are supposed to be captives.  Via the MCM you can select Quest markers to appear.  Also, what Locations are they?

 

18 hours ago, dje34 said:

Ok, though a setting in MCM would avoid doing this.

 

18 hours ago, dje34 said:

And same goes for the leveling when freeing captives from restraints, sometimes it's just too much and I would appreciate changing this in MCM.

Good feedback.  Will work on these.

Posted
13 hours ago, Blackbird Wanderer said:

Unknown.  There are supposed to be captives.  Via the MCM you can select Quest markers to appear.  Also, what Locations are they?

MCM is set to "Large Cheat" for quest markers.  When outside the dungeon, the quest marker is on the door of the dungeon.  Journal for the quest says:

 

"Proceed to Redoran's Retreat in Whiterun" for example.

 

Loading into the dungeon, I get the drum effect and the notice

 

"Completed: Proceed to Redoran's Retreat in Whiterun", and the quest marker disappears.  Clarvoyance spell now also says "no active quest" when trying to use it.  When the bandit leader was alive, he did have a marker on him, but after killing him and reading his note, there are now no quest markers.

 

Leaving the dungeon, I get a small status note in the upper left hand corner "Leaving Vicinity: Redoran's Retreat" and the marker reappears on the door to the dungeon.

 

Outside or inside the dungeon both, getstage console command on SBCID quest returns stage 10.

 

 

Posted (edited)

Once again my character just got one shot by the last buffed enemy bandit, with a woodcutter's axe it dealt more than 300 damage to a lvl 51 character wearing full improved nordic armor and shield.

 

In Novice difficulty.

 

The game is not entirely supposed to be realistic but while some aspects of the mod could be considered realistic, this situation is beyond absurd.

Edited by dje34
Posted
2 hours ago, dje34 said:

The game is not entirely supposed to be realistic but while some aspects of the mod could be considered realistic, this situation is beyond absurd.

Testing is usually done at much lower levels.  Obviously it doesn't scale linearly to those higher levels and is due an adjustment.

Posted (edited)

In cell SCBWTDragon there is a bed, a fire and some marks floating in the sky. It should be in this way?

 

Also, This same cell is conflicting whit From the Deeps, it changes EditID, XLCN and add a whole town in the same place and in the nearby cells.

I wonder if it could be made compatible.

Edited by furel
Posted
1 hour ago, furel said:

In cell SCBWTDragon there is a bed, a fire and some marks floating in the sky. It should be in this way?

What version of SBC are you running, and on which platform (LE/SSE)?  Likely you're not running the current version.

 

Checked the source file and in-game for the current version (Sexy Bandit Captives © [WIP] v0.98g + SBC v0.98g Patch 5) and these items are not enabled.  They are there only to support Genesis Watchtowers Reborn.esp.  Any compatibility issues within that cell will be between that mod and From the Deeps.

Posted

Playing SBC with From the Deeps enabled causes the game to CTD when the Dwemer mage takes us into Oblivion to remove shackles for the first time. I don't know which of the two mods is causing it but clearly they don't play well together. It's much more likely to be a conflict than one mod being wrong.

Posted
45 minutes ago, Balgin said:

Playing SBC with From the Deeps enabled causes the game to CTD when the Dwemer mage takes us into Oblivion to remove shackles for the first time. I don't know which of the two mods is causing it but clearly they don't play well together. It's much more likely to be a conflict than one mod being wrong.

Have seen the same CTD in testing without From the Deeps.  Was never able to pinpoint what was causing it, but it was intermittent and that seems to point to a resource limit of some sort being exceeded.  Script engine?  Graphics engine?  No idea.  Anecdotally, it seems to be seen less with a lighter mod load.

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