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Sexy Bandit Captives © [WIP] Support Thread


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Posted

Hi,

 

Thank you for your great mod, it is very well done, I did not encounter any major problem, despite all the many other mods installed on my setup.

 

On the other hand, I can see in my backup (with the "Resaver" tool) a very large number of scripts SBCS322 remaining in the Active Scripts.

 

I've released or subjugated several dozen captives, and there are currently 138 instances of this script remaining in active scripts.

For each, I can see in Resaver :

SBCS322.OnLoad()

Actor.PathToReference() native

 

Is this the expected behavior ?

And won't these remaining scripts cause problems for the future of my playthrough on this save ?

 

The version of SBC installed is 98g with patch 5 ("Sexy Bandit Captives v0.98g SSE" + "2010937353_SBCv0.98gPatch5SSE")

Posted
12 hours ago, Boulo_92 said:

On the other hand, I can see in my backup (with the "Resaver" tool) a very large number of scripts SBCS322 remaining in the Active Scripts.

You can safely kill those past instances manually via that tool.  For the future ones, there was an experimental update regarding this that cleared the RefAliases that were holding these script instances open.  Try this and see if it shuts off the future instances.  Drop it into your Data\Scripts folder with the other PEX files / overwrite the old SBCS150.pex with this one.

SBCS150.pex

Posted
16 hours ago, Blackbird Wanderer said:

You can safely kill those past instances manually via that tool.  For the future ones, there was an experimental update regarding this that cleared the RefAliases that were holding these script instances open.  Try this and see if it shuts off the future instances.  Drop it into your Data\Scripts folder with the other PEX files / overwrite the old SBCS150.pex with this one.

SBCS150.pex 4.09 kB · 0 downloads

 

I'll try that and let you know.

Thank you.

Posted

Hello all, this mod looks fantastic, however I'm running into an issue where on my first attempt at SBC, after killing all the bandits and the daedra wisps, I approach and enter the other realm.  One daedra spawns and the sequence gets stuck just like that, nothing is said, I can't move, nothing.  I have gotten this to move on once on my playthrough, I've since reloaded before that moment for other reasons, and have no idea how to make it progress.  I have installed this mod on a fresh save, I'm playing SE.

I did look through some comments, but 58 pages is a lot to sift through: any guidance would be fantastic!

Posted
2 hours ago, Clannfear911 said:

Hello all, this mod looks fantastic, however I'm running into an issue where on my first attempt at SBC, after killing all the bandits and the daedra wisps, I approach and enter the other realm.  One daedra spawns and the sequence gets stuck just like that, nothing is said, I can't move, nothing.  I have gotten this to move on once on my playthrough, I've since reloaded before that moment for other reasons, and have no idea how to make it progress.  I have installed this mod on a fresh save, I'm playing SE.

Someone did a video walkthrough and was having the same problem.  It appears peculiar to SSE for some reason.  When the first Mazken appears, console her and type "disable".  The rest of the scene should short-circuit and complete.  You'll miss the dialogue, but you've seen it once, and you'll get a transcript.

Posted (edited)
Everything installed correctly, a note from the merchant from RiverWood.. but now, I only have "Seek information in Falkreath" in my quest list, but I can't find anything in Falkreath..

 

More bandit camp (explorer) is not detected.. "No captive placed" message also appears

Skyrim 1.6.640

Edited by bogdanor
Posted
On 5/16/2023 at 3:50 AM, Blackbird Wanderer said:

You can safely kill those past instances manually via that tool.  For the future ones, there was an experimental update regarding this that cleared the RefAliases that were holding these script instances open.  Try this and see if it shuts off the future instances.  Drop it into your Data\Scripts folder with the other PEX files / overwrite the old SBCS150.pex with this one.

SBCS150.pex 4.09 kB · 1 download

 

I deleted from my save in the Active Scripts all occurrences of the SBCS322 script and replaced the SBCS150.pex script with the one you posted.

Then I freed another captive, and several in-game days later I checked my save in Resaver :

 

The problem persists, I again have 4 occurrences of the SBCS322 script remaining in the Active Scripts

Posted
10 hours ago, Boulo_92 said:

The problem persists, I again have 4 occurrences of the SBCS322 script remaining in the Active Scripts

It may need the updated ESP file as well depending on if the Property for the RefAlias to clear was already declared or not . . . but that will take a full update, at least of the ESP and all the script files.  Will work on that and also test on this end.  Just looked at a save via Resaver and have two of those script instances active, so we still need to kill those off from whatever is holding them active.

Posted
15 hours ago, bogdanor said:
Everything installed correctly, a note from the merchant from RiverWood.. but now, I only have "Seek information in Falkreath" in my quest list, but I can't find anything in Falkreath..

Did you talk to the Steward in Falkreath?

 

 

Posted

Hey BW, so happy to see this is back! Deffo a must have mod in my loadout.

Having an issue - I get to the first captive after reading the note etc. Killed the wisps and all the bandits. When I try to subjugate them via dialogue choices it always ends in red mist. Always. I've upped several stats such as speech and magic abilities to 80%+ and even to 100% and still I cannot subjugate the captive. What am I doing wrong lol!?

Any thoughts appreciated.

Posted
6 hours ago, Stiffon67 said:

Having an issue - I get to the first captive after reading the note etc. Killed the wisps and all the bandits. When I try to subjugate them via dialogue choices it always ends in red mist. Always.

Just because there's a dialogue option to do something, doesn't mean it's actually possible.  (Think about bribing guards or intimidating an NPC early in the game -- you can select it, but it won't work and there may be consequences.)  After doing the same thing unsuccessfully, it would occur to the Player character (immersion) that maybe what they're attempting is beyond their current capabilities and perhaps they should investigate a different avenue -- and perhaps they need to seek help.  i.e., When someone encounters a set of mysterious magical restraints unlike anything they've seen before, an expectation of god-like omniscience as to the solution is unrealistic.  So, change your expectations.  As posted in the FAQ, many things changed with the re-release, and the mod has embraced the story driven roots it was always meant to have.  Just because you could release at-will in an older version, doesn't mean it's still possible in the current version.

 

TLDR; Stop trying to subjugate.  It won't work on the first Captive.

Posted (edited)
7 hours ago, Stiffon67 said:

Hey BW, so happy to see this is back! Deffo a must have mod in my loadout.

Having an issue - I get to the first captive after reading the note etc. Killed the wisps and all the bandits. When I try to subjugate them via dialogue choices it always ends in red mist. Always. I've upped several stats such as speech and magic abilities to 80%+ and even to 100% and still I cannot subjugate the captive. What am I doing wrong lol!?

Any thoughts appreciated.

 

You can't subjugate the first captive no matter how high your skills are, it's intended.  You have to take her to someone who can remove her restraints (removing the restraints yourself won't work either) to make the quest progress.

Edited by Billy1969
Posted
On 5/18/2023 at 4:40 AM, Blackbird Wanderer said:

TLDR; Stop trying to subjugate.  It won't work on the first Captive.

Thanks, will give that route a try :)

Posted
On 5/17/2023 at 12:00 PM, Boulo_92 said:

The problem persists, I again have 4 occurrences of the SBCS322 script remaining in the Active Scripts

Working on it.  Managed to stop the script instance spawning, but completely broke the wisp behavior in the process.  Still fiddling with it.

 

1120201615112689912-69991.gif

Posted
34 minutes ago, xyzxyz said:

It has been a year since the return. How is the mod doing?

Good question.  Stuck in some regions, and primed to surge forward in others.  RL time scarcity has unfortunately stalled a lot of the desired progress with much of the available time dedicated to bug stomping.  On the plus side, new techniques have been learned for some script/Quest tasks that will make things more stable and efficient.  And voicing for all the Actor lines will be forthcoming!

Posted
On 5/17/2023 at 12:00 PM, Boulo_92 said:

The problem persists, I again have 4 occurrences of the SBCS322 script remaining in the Active Scripts

This update seems to solve the SBCS322 script instance issue, and also does the following:

  • Makes the soul gem fragments non-persistent
    • Changes the fragments to be non-vanilla assets with an attached Event script that cleans them up
    • Verified the script instances do not persist after the object is deleted
  • Nerfs the Daedric Wisps a bit more
  • Nerfs the Last Bandit abilities a bit more

Please report back on if this solves outstanding issues, or creates other new ones!

SBC v0.98g Patch 6 LE.7z

SBC v0.98g Patch 6 SSE.7z

Posted (edited)

SBC v0.98g Patch 6 LE

So far, so good.  Completed the mission to release a captive, take her to Master Uvani at the College of Winterhold, and free her of her restraints, and I did not even have to stop and disable the patch!  Got the translation done and delivered, so now I am ready to start seeking out these poor, helpless damsels in distress and freeing them to find themselves a better life.

 

Write number of letters, right letters, wrong order.

 

Edited by kalador
correcting my spelling
Posted

I stopped playing with this mod as its causing me to have stack dumps when ever the blue wisps come out.  I added patch 6 and then i realized all my saves from today where corrupted in the skse some how.  Dont think it has to do with the patch because my previous saves prior to installing the patch were corrupted.  I had to load the save prior to just installing SBC.  I am running AE .640 .

 

The concept is cool and it seems fun.  Too bad its not working for me.  Good luck with it.

Posted

SBC v0.98g LE with Patch 6

Before restarting due to problems caused by another mod, I had found and released a total of five captives.  The third to be released was supposed to be going to the hot springs by Darkwater Crossing, but I never saw a message about her arriving at her destination, and she was never there any of the three times that I was in the area and stopped by to try to find her.  I searched the hot springs, Darkwater Crossing and the Eldergleam Sanctuary without ever finding her.  

After restarting with a far smaller number of active mods, I noticed that during the visit to the rift with Master Uvani and the first captive, beginning around the point where he was talking about the restraints were not made to get off on our side, the voice acting shut off for a total of three lines.  Subtitles were there but not the voice acting.  The first captive was heading towards the Silver Blood Inn in Markarth after release.  I was on the quest 'Revealing the Unseen' and had the quest markers for the Khajiit Caravans.  I had already been to Markarth delivering a Dwemer Ingot to Calcemo, so had killed Waylon, gotten the letter from Eltrys and heard the Vigilant asking about the haunted house.

The Khajiit were not there yet, but were traveling towards Markarth, so I stepped in to see if Katla had arrived yet, which she had not.  I got the 'House of Horrors' quest, and decided to do it while waiting.  When I finished clearing the house, I went to check on the Khajiit and noticed that I did not have quest markers for them now, even though the quest was active, and no dialogue options were available for translating the transcript.  Reloading earlier saves did not bring back the quest markers or the dialogue options.

Posted

Just put patch 6 on, and then had to restart so I'm going through the start of SBC again.  Wanted to report that the CTD I was experiencing when going to the purple plane with the blind wizard and the first rescued captive did not occur.  I was able to go through the whole scene over there and got brought back properly, no crash.    Yay!   ?  :)

Posted (edited)

SBC 0.98g LE with patch 6

Trying again.  It's two lines immediately following the line that begins with "So much powah." that are unvoiced.

Let me see if I can avoid getting distracted with all the pretties this time.

 

"Read Between the Lines"

Saved game after talking to Girard at the Bard's College.  Saved game again after talking to Akhari on the road near Kynesgrove.  On my way towards Markarth via Whiterun and experienced a CTD just past Whiterun.  Lost all progress, no quest markers, no dialogue options when talking to Khajiit traders from either save now.

 

Edited by kalador
Posted
3 hours ago, kalador said:

Trying again.  It's two lines immediately following the line that begins with "So much powah." that are unvoiced.

Check to make sure something in the download process wasn't corrupted.  These are the FUZ sound files for that line plus the next two.  Unpacked and verified good.

Sound Export Update 03JUN23.7z

No idea on the CTD, but your setup is an environment unique to you.  Those sections run fine for other users and experience no problems in the test environment where they're developed.  It sounds like something where script lag could be the culprit, or some unknown/unseen mod conflict.  The recommendation for troubleshooting things would be a minimal setup with only the base requirements just to see what happens.  Then add things back in and see where it breaks.

Posted (edited)

I feel as if I have been beating my head against the wall on this one.  Now, I need to replace the poor wall.

 

Silly question time:  Has this been tested with any of the perk overhaul mods?

 

The mod was working for me.  I successfully finished the 'Read between the lines' quest and freed some captives, then restarted another game because of a mod conflict.  It just occurred to me that when I restarted another game, I also switched over to using the Ordinator perk overhaul and have been unable to complete the 'Read between the lines' quest.  I am starting another game with the vanilla perk system and will see what happens.

 

Downloaded the sound files and will install them.

 

Confirmed.  Two attempts with the vanilla perk system resulted in two successes,  two attempts with Ordinator resulted in two failures to complete the 'Read between the lines' quest line.

Edited by kalador
Adding info

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