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Sexy Bandit Captives © [WIP] Support Thread


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Posted
20 minutes ago, Blackbird Wanderer said:

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.

I'm running SSE version 0.98g as provided by the mega link, you're right, those objects are initialized as disabled. I saw them on CK, while trying to do compatibility patches for my selection of mods, so I didn't realize they are there for other mods.
I just found that there is a patch for version 0.98g, there is no mention in the download section, at least I couldn't find it (unless the mega link provides version 0.98g with the patch applied).

So this "compatibility" issue is not such as long as I don't have Genesis Watchtowers Reborn. No?

 

Other thing I noticed its that there is a bunch of navmeshes deleted and even not replaced, as far as i know removing original navigation meshes could be bad to the game. And BlaakFallsBarrowExterior02 has two layers of navmeshes applied by this mod.
 

Posted
35 minutes ago, furel said:

So this "compatibility" issue is not such as long as I don't have Genesis Watchtowers Reborn.

Correct.

 

35 minutes ago, furel said:

Other thing I noticed its that there is a bunch of navmeshes deleted and even not replaced, as far as i know removing original navigation meshes could be bad to the game.

In some cases the original navmeshes are flawed as delivered from Bethesda and some of these were corrected in the course of developing SBC.  @EinarrTheRed may have more  to say on the issue.  Unless you experience a specific in-game issue, it's likely nothing to worry about.

 

38 minutes ago, furel said:

And BlaakFallsBarrowExterior02 has two layers of navmeshes applied by this mod.

Will check.  The EtR patch was merged with the parent mod and may have duplicated that one.

Posted
1 hour ago, Blackbird Wanderer said:

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.

Interesting. It does seem consistent to a save file. Reloading the same save caused the same crash 3 or 4 times. Other saves never had this issue. I had to abandon the girl in the library and Tab out of his conversation before it could progress until I could maybe find a fix and progress onwards. I went and did some other quests instead while I waited.

Posted
10 minutes ago, Balgin said:

Interesting. It does seem consistent to a save file. Reloading the same save caused the same crash 3 or 4 times. Other saves never had this issue. I had to abandon the girl in the library and Tab out of his conversation before it could progress until I could maybe find a fix and progress onwards. I went and did some other quests instead while I waited.

This sounds like what was happening to me.  What I did to get around it was as soon as arriving in the purple world I player.moveto'd my companion back in the library.  That avoided the crash.

Posted
1 hour ago, Blackbird Wanderer said:

In some cases the original navmeshes are flawed as delivered from Bethesda and some of these were corrected in the course of developing SBC.  @EinarrTheRed may have more  to say on the issue.  Unless you experience a specific in-game issue, it's likely nothing to worry about.

I know Bethesda made the navmesh just work, but in any case, the navmesh should be modified and not removed for stability's sake, unless there is no other way.

 

1 hour ago, Blackbird Wanderer said:

Will check.  The EtR patch was merged with the parent mod and may have duplicated that one.

It seems to be the case, the navmeshes are following a path that has no sense.

Posted

0.980 does not work in my environment, so I am forced to use a past version.

I think there was a console command for LezBlock, can you tell me the exact command?

Posted
9 hours ago, assblaster3001 said:

What exactly is this mod? Also, is there a way to disable the Sofia or Recorder content?

In a nutshell, it's captive rescue from various bandit camps but there's a developing storyline that goes over all that which is why it's a WIP.

 

Currently there is no Sofia or Recorder content until voicings can be worked out.  It still detects those mods, but doesn't do anything with them ATM.  When that content is reestablished, it's 100% up to the user to include them in the captive lists or not.

  • 2 weeks later...
Posted
On 3/10/2023 at 10:14 PM, Blackbird Wanderer said:

Currently there is no Sofia or Recorder content until voicings can be worked out.  It still detects those mods, but doesn't do anything with them ATM.  When that content is reestablished, it's 100% up to the user to include them in the captive lists or not.

 

Would it be easier to integrate generic, vanilla-voiced followers in this way? I love the idea of importing followers into the Captive system and freeing them from bandits rather than bumping into them in an inn somewhere.

Posted
1 hour ago, eldritch68 said:

Would it be easier to integrate generic, vanilla-voiced followers in this way? I love the idea of importing followers into the Captive system and freeing them from bandits rather than bumping into them in an inn somewhere.

It was already done.  That was the origin of the idea and the SBC module supporting it for custom captives, and it will return at some point.  Sofia and Recorder were excursions of this due to the fact they have their own non-standard follower systems that have to be integrated to make it work for them.

Posted
On 3/24/2023 at 8:24 AM, Blackbird Wanderer said:

It was already done.  That was the origin of the idea and the SBC module supporting it for custom captives, and it will return at some point.  Sofia and Recorder were excursions of this due to the fact they have their own non-standard follower systems that have to be integrated to make it work for them.

I hope it returns sooner, rather than later. That sounds awesome! Would they be in addition to the mod's own captives, or instead of?

Posted
1 hour ago, eldritch68 said:

Would they be in addition to the mod's own captives, or instead of?

In addition to.  In addition to the 90 SBC Captives, there were 20 configurable custom captive slots and the recommended solution was to merge all the follower mods you wanted into one and SBC would use them as a resource.  The custom captives ended up in the random mix so you never knew when you'd run across them.  There was a script that stored the gear they had with them from their source mod, and after they were released and traveled to whatever destination, they would recover their mod provided possessions.

Posted
10 hours ago, Blackbird Wanderer said:

In addition to.  In addition to the 90 SBC Captives, there were 20 configurable custom captive slots and the recommended solution was to merge all the follower mods you wanted into one and SBC would use them as a resource.  The custom captives ended up in the random mix so you never knew when you'd run across them.  There was a script that stored the gear they had with them from their source mod, and after they were released and traveled to whatever destination, they would recover their mod provided possessions.

 

Thats freaking awesome.  I barely use vanilla followers and don't have any custom ones for that reason, but if I did I'd do this.  :D Maybe I'll look into some now.  Though I think I'm out of .esp slots and need to do a armor & clothing mod merge again.

Posted
On 3/25/2023 at 10:44 AM, Blackbird Wanderer said:

In addition to.  In addition to the 90 SBC Captives, there were 20 configurable custom captive slots and the recommended solution was to merge all the follower mods you wanted into one and SBC would use them as a resource.  The custom captives ended up in the random mix so you never knew when you'd run across them.  There was a script that stored the gear they had with them from their source mod, and after they were released and traveled to whatever destination, they would recover their mod provided possessions.

I agree with Naps-On-Dirt, that does sound awesome. That's a feature I'd love to see re-instated.

 

Any word on a possible 98h release, or are we just not there yet?

Posted

I'm using latest version with the fixes in the thread on Skyrim SE 1.5.9.7 and somehow the MCM doesn't detect that I have Paradise halls and ZAZ installed, what could be wrong?

Posted
1 hour ago, Billy1969 said:

I'm using latest version with the fixes in the thread on Skyrim SE 1.5.9.7 and somehow the MCM doesn't detect that I have Paradise halls and ZAZ installed, what could be wrong?

Those are both known problems with unknown solutions.  We've never been able to figure out why just those mods fail to detect, and they seem to fail with SE more than LE, and using the same algorithm to detect as all the other mods.  However, the good news is it should be zero impact.  The game-play interface with those two mods is quite small.  Zaz just detects a Faction, and PH allows for direct conversion; both ostensibly disposable features.

 

Question:  Are either of the SE versions of those mods marked ESL?  (i.e., Are their load orders beyond the first 255 slots?)

Posted (edited)

No Paradise Halls is an .esm and the name is as it's in the .ini  (paradise_halls.esm) and Zaz isn't eslified either, I didn't touch them, I have however a ton of other mods in .esp-fe far beyond the 255 limit but everything sexlab related I keep as is to minimize problems, bandit captives is a regular .esp also, and more bandit camps which got detected correctly is also a regular .esp

 

Edit: It also detected Sofia and Recorder correctly in the MCM, it's just PH and ZaZ it didn't detect... strange.

Edited by Billy1969
Posted

A question I have recently started to use ostim in place of sexlab. SBC uses sexlab as a master. Has anyone made an SBC that does not require sexlab as master? Or is there even a plan for ostim version or a patch avalible.

Posted
On 3/29/2023 at 6:31 PM, Billy1969 said:

it's just PH and ZaZ it didn't detect... strange

Pondering this -- thanks for bringing it up -- and there's two processes happening here; the problem is likely endemic to only one of them.  There's 1) the system where the file names are pulled from the JSON file (this allows user customization), and 2) the search for the file name in the load order.  Everything works fine on the LE test setup, and has also worked fine with SE tests.  However, both LE and SE users have reported this problem unique to PH and ZaZ.  Just wondering if it would make a difference if the file name were to be hard coded into the script instead of pulled from the JSON file.

 

Tried an experiment here if you're willing, as a user with this known issue, to be a test case.  This script has one small change to the detection sequence for only PAHE, and will show a MessageBox indicating if PAHE is detected or not.  Please drop this into your Data\Scripts folder for the mod and let us know what happens -- you prompt the detection sequence by opening the MCM.

SBCS194.pex

Posted
On 3/30/2023 at 5:37 PM, KCOLL said:

Has anyone made an SBC that does not require sexlab as master? Or is there even a plan for ostim version or a patch avalible.

Probably no on both counts, and you're not the first to ask.  It's far more complicated than it would seem on the surface; not just a simple patch.  While possible, it would be MAJOR surgery to do so and would result in two mods being maintained as future development progresses.  At last count there were around 122 connections to SexLab that become broken if that mod is removed as a hard dependency (discovered the hard way) and each has to be pointed to its target SexLab element for things to work correctly.  That would be only a large undertaking if OStim had exactly equivalent Factions and other elements to work with (no idea if it does or not), but if there are any differences, then it's a HUGE undertaking and it's like we're reinventing fire.

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

Pondering this -- thanks for bringing it up -- and there's two processes happening here; the problem is likely endemic to only one of them.  There's 1) the system where the file names are pulled from the JSON file (this allows user customization), and 2) the search for the file name in the load order.  Everything works fine on the LE test setup, and has also worked fine with SE tests.  However, both LE and SE users have reported this problem unique to PH and ZaZ.  Just wondering if it would make a difference if the file name were to be hard coded into the script instead of pulled from the JSON file.

 

Tried an experiment here if you're willing, as a user with this known issue, to be a test case.  This script has one small change to the detection sequence for only PAHE, and will show a MessageBox indicating if PAHE is detected or not.  Please drop this into your Data\Scripts folder for the mod and let us know what happens -- you prompt the detection sequence by opening the MCM.

SBCS194.pex 8.74 kB · 1 download

 

Unfortunately PAH still doesn't get detected by the script :(  I played for an hour or two and checked the mcm several times in between to see if it got detected but it didn't.  Edit: I didn't get the messagebox either, nothing.

Edited by Billy1969
Posted
3 hours ago, Billy1969 said:

Edit: I didn't get the messagebox either, nothing.

Then something is not right.  Either the detection script isn't running when you open the MCM (possible, but doubtful), or the game isn't seeing where you put the script.  That was why it was built to provide positive confirmation of either success or failure to detect.  Will research.

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