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Sexy Bandit Captives © [WIP] Support Thread


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Posted
38 minutes ago, Balgin said:

Are you sure it's SBC related?

 

Those messages began to appear only after the first ex captive was made guardswoman.

And one time in Whiterun I checked: the guardswoman was training with bow near Dragonsreach and the message appeared at this time.

 

I don’t think it’s a coincidence.

 

You can check too: when the message appears if you are in Whiterun, go checks near Dragonsreach if they are an ex captive training….

 

Posted (edited)

I've witnessed it in many locations far from Whiterun (sometimes even during combat). I'd recently gained that perk (for the first time ever and I've been playing Skyrim since release) shortly before the first time I ran into the obnoxious Arrows Recovery pop up. I wondered why I hadn't seen the notification in the few hours beforehand and wondered if it was a bug. I didn't dream that it could be a mod conflict.

Edited by Balgin
Posted
2 hours ago, OlgaHUmi said:

я играю в LE - нашла первую девушку в резиденции Черный Вереск -волосы у нее есть но они синие (KS у меня установлен обычный https://www.nexusmods.com/skyrim/mods/70363?tab=description ) как исправить синие волосы подскажите ? и нет файлов BS uunp - это очень некрасиво выглядит в игре ....

If it is some blue/purple colour, it might indicate a missing texture.

My first guess is, that it could be a filename error because you run your system in cyrillic language settings ? ? But that's just guessing on my end.

Posted
3 hours ago, OlgaHUmi said:

я играю в LE - нашла первую девушку в резиденции Черный Вереск -волосы у нее есть но они синие (KS у меня установлен обычный https://www.nexusmods.com/skyrim/mods/70363?tab=description ) как исправить синие волосы подскажите ? и нет файлов BS uunp - это очень некрасиво выглядит в игре ....

Опубликованная ссылка предназначена для HDT-физики KS Hair. Вам нужна обычная версия KS Hair, размещенная на OP в качестве мягкой зависимости. Попробуйте это и посмотрите, решит ли это проблему.

https://www.nexusmods.com/skyrim/mods/68311

Posted
2 hours ago, THANE05 said:

It doesn't work: the message still appears.

Yikes; that shouldn't be possible.  There are three scripts that have those words in a Debug.MessageBox line, and 085 was the only one where that line was active.  Before haring off on a wild hunt, can anyone else verify this didn't work?

 

@THANE05 Please confirm you placed the PEX file in \Scripts and not \Scripts\Source

Posted
12 hours ago, Blackbird Wanderer said:

Yikes; that shouldn't be possible.  There are three scripts that have those words in a Debug.MessageBox line, and 085 was the only one where that line was active.  Before haring off on a wild hunt, can anyone else verify this didn't work?

 

@THANE05 Please confirm you placed the PEX file in \Scripts and not \Scripts\Source

 

Sorry, I made a mistake.

 

Mod Organizer had made two separate installations for SBC and SBC patch 5.

I changed the PEX file in SBC but it was overruled by the unchanged one in patch 5.

 

Now I have changed the file in patch 5 (changed both files actually) and so far it’s working.

  • 2 weeks later...
Posted

Hey  I had a thought, after revisiting White River Watch for the 2nd or 3rd time to free some SBCs, the place was littered with soul gem fragments from the wisps. There's like 4-5 fragments per wisp, maybe 10 or so per site... thats a lot of game objects.  Can they be set to expire (like arrows do?) after a day or something?

Posted (edited)
48 minutes ago, Naps-On-Dirt said:

Can they be set to expire (like arrows do?) after a day or something?

Good question!  Will investigate.  Not sure how the game engine adjudicates persistence, and we usually have the opposite problem of the game cleaning up objects prematurely.

 

[Edit]: Cursory review determined the flag for forcing them to be persistent is not set in the script Function that places them.  They aren't otherwise held by a RefAlias or an ObjectReference as a Property that could also make them persistent.  They're placed as a LeveledItem with 5 elements; investigation continues.

Edited by Blackbird Wanderer
Posted

I'm still having an occasional crash upon releasing a captive, specifically as the players final dialogue line ends, "Name, you can go now" (or variation thereof) immediate CTD. Right now it is consistantly happening with a captive, I've tried releasing other captives first, moving her out of the fortress (Faldar's) to the outside and trying there, no luck.  What is happening right as the player's final dialogue line ends?

Posted

Just skimmed though this topic and never seemed to find an answer to a bug that seems to be happening in my game, not being fixed by reloading, reinstalling the mod, adding the patch or moving to bottom of load orders in both left and right panes (ModOrganizer2)

 

first captive (Jensine) in mistwatch, have successfully had the cutscene, but cannot 'attempt release' option, conversation just ends, and can be restarted but always fails to do anything when release is attempted. Attempt to subjugate does the correct animation without a problem, advancing the quest  (from stage 10 to 11) updates to 'find a blacksmith..' part, but still cannot do anything in conversation with her that I could not do before, and cannot talk to her about following

 

was there a solution to this bug up thread I missed?

 

This is the second game I used this mod, and first time it worked fine, without the steps outlined above, the conversation just doesn't seem to call anything this time around

 

thought this was a great mod, first time around, so wanted to go again with it, but sorta stumped at this point

Posted
5 hours ago, warpkin said:

first captive (Jensine) in mistwatch, have successfully had the cutscene, but cannot 'attempt release' option

You probably know from your first playthrough that you have to attempt a release once to then understand the task is beyond your abilities.

 

We checked that Jensine has the FemaleSultry voicetype, so she should have full access to all dialogues.  Advancing the Quest to 11 won't help; that just changes the Journal state.

Other conditions required to get that first Captive follow via the dialogue are:

  • Player's FactionRank for xx05F85B >= 1

FactionSpy is great for checking that or you can console command: "Player.GetFactionRank xx05F85B" where xx is your SBC load order hex alphanumeric.

If that's the problem, you can console command: "Player.SetFactionRank xx05F85B 1".

If that's not it post back and we'll try a different approach.

Posted
On 5/9/2023 at 2:14 PM, Naps-On-Dirt said:

CTD. Right now it is consistantly happening with a captive, I've tried releasing other captives first, moving her out of the fortress (Faldar's) to the outside and trying there, no luck.  What is happening right as the player's final dialogue line ends?

That final script mostly does some outfit checks (is she wearing anything unusual?), adds a couple of AI Packages, and adjusts a couple of Factions.  Nothing exotic, and it's especially curious that it's only happening with that one Captive.  This is sparking some ideas on how to approach this section differently, but we can't suggest an immediate solution.

Posted
12 hours ago, Blackbird Wanderer said:

You probably know from your first playthrough that you have to attempt a release once to then understand the task is beyond your abilities.

 

We checked that Jensine has the FemaleSultry voicetype, so she should have full access to all dialogues.  Advancing the Quest to 11 won't help; that just changes the Journal state.

Other conditions required to get that first Captive follow via the dialogue are:

  • Player's FactionRank for xx05F85B >= 1

FactionSpy is great for checking that or you can console command: "Player.GetFactionRank xx05F85B" where xx is your SBC load order hex alphanumeric.

If that's the problem, you can console command: "Player.SetFactionRank xx05F85B 1".

If that's not it post back and we'll try a different approach.

 

thank you very much for your response

 

the get factionrank command had a value of -2 Straight after the vision, talking to her results in conversation just closing after {attempt release} option is picked (as in picking that option does nothing - I know I have to try to do it once, I just cannot even try - the conversation just ends and nothing happens)

 

Setting factionrank to 1, just bypasses this and gives me the ' I think this maybe beyond my abilties ' conversation option, which when picked just exits the conversation, no further action (she says something dismissive but the conversation still ends)

 

have gone around this loop several times, and no option seems to fire

 

I will note again but the [ attempt subjugation ] DOES have a response - the failure where both actors collapse - but nothing else gets triggered by this coversation, still do not get any further options

Posted
9 hours ago, warpkin said:

I will note again but the [ attempt subjugation ] DOES have a response - the failure where both actors collapse - but nothing else gets triggered by this coversation

That just means there's no problem with that avenue.  That's all that's supposed to happen on Captive #1 if you pick subjugate.  You can't (yet).

 

Now we've just got to figure out what is blocking the continued dialogue for you, but if that previous FactionRank was -2 then something in the script that sets it is failing.  (And it works fine in a test environment.)

 

9 hours ago, warpkin said:

I think this maybe beyond my abilties ' conversation option, which when picked just exits the conversation

So it's the step immediately downstream of this that's hanging up because of the earlier script failure.  The first downstream block has no conditions and just holds a script that checks for followers, so we'll presume that's not the problem.  The next active dialogue you should run into at that point starts with the dialogue, "I overheard the bandits arguing.  Something about double-crossing their organizer."  That dialogue needs xx060372 <= 0 and also make sure the Quest stage for SBCSS is <=20.  Check both of those and adjust as needed as a workaround.

 

Now investigating the root cause as to why that script is failing for you.  The release Functions are now built as scenes, and it may take a bit of trolling to figure out where those Faction adjustments are.

Posted

setting xx060372 to 1 allowed conversation progress ('all the bandits are dead...) and follow option appeared so think I've got it bypassed

 

thank you for your assistance, will be happy to provide any info of my setup if you wish

 

sorry for not mentioning it before, but am using SSE version on AE, and have nethers follower framework, which I'm sure I saw mentioned upthread, as I said that didn't affect my previous playthrough though

 

Again thank you for your help

Posted
1 hour ago, warpkin said:

but am using SSE version on AE

Good to know as no other users have reported this particular issue.  But then, you had no issue the first play-through which is intriguing; we may never conclusively pin this one down.

Posted
4 hours ago, Blackbird Wanderer said:

Good to know as no other users have reported this particular issue.  But then, you had no issue the first play-through which is intriguing; we may never conclusively pin this one down.

 

I'm using the latest SE version too (there's no such thing as an AE version) and I didn't have this problem.

Posted
On 5/10/2023 at 6:34 PM, Blackbird Wanderer said:

That final script mostly does some outfit checks (is she wearing anything unusual?), adds a couple of AI Packages, and adjusts a couple of Factions.  Nothing exotic, and it's especially curious that it's only happening with that one Captive.  This is sparking some ideas on how to approach this section differently, but we can't suggest an immediate solution.

I will pay more attention to what they're wearing when it happens, although at that point I've already given them equipment and I always give everyone the same thing so I don't think its the outfit part.  What ended up happening was that I abandoned the two captives outside Faldar's Tooth, did other things including other SBC sites, went back later and I was able to free them without the CTD.   But the initial attempts I crashed at least a half dozen times before giving up and abandoning them.

Posted
4 hours ago, shardoom said:

I'm using the latest SE version too (there's no such thing as an AE version) and I didn't have this problem.

Neither did @warpkin on the first play-through.  That's the weird part and troubleshooting intermittent faults is especially vexing.

Posted
9 hours ago, VinnyPexeba said:

I hope I'm not too late.

 

I think I'm struck on ''Seek Information on Rift'' I've asked inkeepers but nothing...

Did you talk to the Steward in Riften?

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