Blackbird Wanderer Posted June 4, 2023 Author Posted June 4, 2023 20 hours ago, kalador said: 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. Ok, that sounds like a new addition to the known conflicts. Bizarre that would be an issue since there's no interaction with perks at all in SBC, but there it is. Thanks for the troubleshooting.
Boulo_92 Posted June 6, 2023 Posted June 6, 2023 (edited) On 5/27/2023 at 11:59 PM, Blackbird Wanderer said: This update seems to solve the SBCS322 script instance issue After installing the patch, I released other captives and after that checked my save : there are no more SBCS32 scripts remaining in the active scripts. --> Well done, thank you. I've observed that the behavior of whisps seems to have changed since the patch : now most of the time they no longer teleport after being hit ; before the patch they systematically teleported after the 1st hit. In addition I came across a new problem, maybe unrelated to the previous one : I was freeing captives in a cave, after defeating the last enemy there were 3 captives to free. No worries with the first 2 that I was able to free, but impossible to speak with the 3rd. There is no cursor that appears to activate the NPC. I tried via the console disable then enable : no change This is the captive Alea (SBCCaptive003 "Alea" [NPC_:4B002985]) I don't think the problem is related to the base NPC, I performed a "player.placeatme 4B002985 1" and the activation cursor appears well on the new NPC. I left the area, went to free other captives elsewhere (without encountering any problem), then came back to try to talk to the "phantom captive" Alea : no change, no cursor appears to talk to her. The objective to free her stays active in the log, and updates when I move far enough from her or get close (as expected) --> it is impossible to free her because impossible to talk to her because of the absence of an activation cursor on her. Another minor issue : when I release a captive from her restraints, I find 2 sets of restraints in my inventory : 1 "disenchanted restraint" and 1 "dormant restraint" ; Shouldn't there be only one ? Edited June 6, 2023 by Boulo_92
Blackbird Wanderer Posted June 6, 2023 Author Posted June 6, 2023 2 hours ago, Boulo_92 said: --> it is impossible to free her because impossible to talk to her because of the absence of an activation cursor on her. Pretty sure this is the result of skipping the script line to allow dialogue once the last bandit dies which is exactly the type of thing that happens with script lag/skipping. Presumed non-repeatable until proven otherwise. Not sure if there's a mirroring console command to get around that. (Just checked and there appears to not be a console command for this.) There may be alternatives that could be built to prevent a lockout like this, such as a dummy dialogue that's active for the conduit captive while the last bandit is alive. Will explore that idea. Will check on the Wisp phasing as that was the principal criteria evaluated for success with the new script attachment to the RefAlias instead of to the Actor Record itself. [Ah, self inflicted wound. The test RefAliases were not replicated beyond the two used for testing, so any Wisps beyond two would not have a RefAlias to occupy. Fortunately, that's an easy fix.] Here's an LE update to patch 6 that should fix the Wisp phasing issue for all of them this time. No time to do the SSE one right now. LE: SexyBanditCaptives.esp 1
Naps-On-Dirt Posted June 6, 2023 Posted June 6, 2023 19 hours ago, Boulo_92 said: I left the area, went to free other captives elsewhere (without encountering any problem), then came back to try to talk to the "phantom captive" Alea : no change, no cursor appears to talk to her. The objective to free her stays active in the log, and updates when I move far enough from her or get close (as expected) --> it is impossible to free her because impossible to talk to her because of the absence of an activation cursor on her. I don't know if its the same thing but this occasionally happens to me. Usually because the captive got hurt during the fighting beforehand. I use console command "stopcombatalarmonactor" on them, and if that doesn't fix it immediately I leave the zone and come back and usually they're fine. A couple times it has lasted longer so I left for a day or two to do other things and came back and was able to free them. 1
Boulo_92 Posted June 7, 2023 Posted June 7, 2023 18 hours ago, Naps-On-Dirt said: I don't know if its the same thing but this occasionally happens to me. Usually because the captive got hurt during the fighting beforehand. I use console command "stopcombatalarmonactor" on them, and if that doesn't fix it immediately I leave the zone and come back and usually they're fine. A couple times it has lasted longer so I left for a day or two to do other things and came back and was able to free them. Thank you. I went back to the cave and tried the console command "stopcombatalarmonactor" on the captive Alea --> no change I went out and re-entered the cave--> no change I'll try to go back to see her again after a few days have passed.
hungvipbcsok Posted June 9, 2023 Posted June 9, 2023 I am having trouble with the MCM not showing up. I had it shown up before in previous run with the name +Sexy bandit... and it won't show up in this newest run. Anyone have any idea how to force it appear. The setstage command seem fail to do so.
Blackbird Wanderer Posted June 9, 2023 Author Posted June 9, 2023 (edited) 7 hours ago, hungvipbcsok said: I am having trouble with the MCM not showing up. I had it shown up before in previous run with the name +Sexy bandit... and it won't show up in this newest run. Anyone have any idea how to force it appear. The setstage command seem fail to do so. Was this on a new start? The implementation of the MCM was changed with the latest update, but it always appears in testing. FYI - Test environment does run Jaxonz MCM Kicker, if that helps. Edited June 9, 2023 by Blackbird Wanderer
Boulo_92 Posted June 10, 2023 Posted June 10, 2023 On 6/7/2023 at 4:53 PM, Boulo_92 said: I'll try to go back to see her again after a few days have passed. I came back to see the captive Alea after a few days, and still no change, impossible to activate her to talk to her. The "stopcombatalarmonactor" command seems to have no effect for the case I encountered. I'll try to go see her again after the bandit respawn period, but I don't have high hopes. In the meantime, I reproduced the same problem again with another captive : There were 6 captives to free, once all the enemies were defeated, everything went well to free the first 5, but impossible to activate the last one, exactly the same problem as before with the Alea captive. I think I'm unlucky ? I reloaded a previous save before the start of the fight and restarted the release of the 6 captives, and this time everything went well, I was able to complete the release of the 6 captives. As Blackbird Wanderer suggested, this seems like a random issue related to the stress of the papyrus engine during the fight with the last ennemy. I see stack dumps in my papyrus log from time to time, but not constantly and I have nothing in the "Suspended Stacks" in my backup.
Blackbird Wanderer Posted June 10, 2023 Author Posted June 10, 2023 9 minutes ago, Boulo_92 said: The "stopcombatalarmonactor" command seems to have no effect for the case I encountered. It's probably not that at all anyway. Towards the end of the Last Bandit sequence there's a script command AllowPCDialogue() that is more than likely getting skipped on some of your run-throughs, so it's leaving that Actor in the Disallowed state. Unfortunately, there's no mirroring console command to turn this switch back on, and that's sparked thoughts of doing that bit differently using a dialogue stub instead of this Papyrus switch.
Boulo_92 Posted June 10, 2023 Posted June 10, 2023 13 minutes ago, Blackbird Wanderer said: It's probably not that at all anyway. Towards the end of the Last Bandit sequence there's a script command AllowPCDialogue() that is more than likely getting skipped on some of your run-throughs, so it's leaving that Actor in the Disallowed state. Unfortunately, there's no mirroring console command to turn this switch back on, and that's sparked thoughts of doing that bit differently using a dialogue stub instead of this Papyrus switch. Ok, thank you for your answer. I will leave my mute captive Alea alone and wait for a mod update with the new implementation.
Blackbird Wanderer Posted June 11, 2023 Author Posted June 11, 2023 2 hours ago, Boulo_92 said: I will leave my mute captive Alea alone and wait for a mod update with the new implementation. Not sure if it could be made retroactive. Will ponder that one.
Boulo_92 Posted June 11, 2023 Posted June 11, 2023 16 hours ago, Blackbird Wanderer said: Not sure if it could be made retroactive. Will ponder that one. I managed to talk to the Alea captive after executing the AllowPCDialogue command on her via a script. After that, everything went well : I was able to talk and free her normally and the quest objectives updated as expected. For those who encounter the same problem and have the Sexlab Survival mod installed, I provide the solution that I used to be able to speak with the captive who remained silent after the end of the fight : I modified a script from the "Sexlab Survival" mod, the script used by the debug menu functionality accessible via the "All In One key". I added in the debug menu a new line at the end called "AllowPCDialogue on Target". This executes the command AllowPCDialogue(true) on the NPC targeted by the cursor. Procedure : Requirements : You must have the Sexlab Survival mod installed on your environment, version 0.685 Beta ("Sexlab Survival 0.685 BETA (14-Mar-2022)") - Copy (replace the one already present) the _SLS_AllInOneKey.pex script present as an attachment in your game directory : The Elder Scrolls V Skyrim Special Edition\Data\Scripts - Start the game - Stand in front of the captive to be corrected, so that the cursor is pointing at her - On your keyboard press the "All In One key" (see the first page of the Sexlab Survival MCM if you don't know the key) - In the menu wheel that opens, select "Misc" - Then select "Debug Menu" - Then in the list that is displayed, select the last line : "AllowPCDialogue on Target" - If the captive has been detected, you will then see the notification "AllowPCDialogue done" - If the captive was not detected, you will see the notification "No crosshair ref" ; in this case, try the procedure again, taking care to aim the captive. --> Now you can talk to the captive and free or subjugate her, according to your wishes. _SLS_AllInOneKey.pex _SLS_AllInOneKey.psc
Blackbird Wanderer Posted June 11, 2023 Author Posted June 11, 2023 1 hour ago, Boulo_92 said: I modified a script from the "Sexlab Survival" mod, the script This is exactly what was being considered organic to SBC, and not requiring a cross-mod dependence. But . . . rigging that sequence to not ever turn off PC dialogue in the first place (use a blank dialogue stub instead) is probably a better long term solution. For the current method, if only there were a IsPCDialogueAllowed() Function it could repeat turning it off until it was not longer true. Thanks for all the user feedback and troubleshooting of the issues that never crop up in testing. Invaluable!
Boulo_92 Posted June 11, 2023 Posted June 11, 2023 1 hour ago, Blackbird Wanderer said: This is exactly what was being considered organic to SBC, and not requiring a cross-mod dependence. But . . . rigging that sequence to not ever turn off PC dialogue in the first place (use a blank dialogue stub instead) is probably a better long term solution. For the current method, if only there were a IsPCDialogueAllowed() Function it could repeat turning it off until it was not longer true. Thanks for all the user feedback and troubleshooting of the issues that never crop up in testing. Invaluable! Totally agree with you. What I was suggesting in my last post is only a quick workaround to "unblock" captives having the issue I encountered, i.e. to recover impacted captives after the issue occurs. I am sure you will find the best solution of the origin of the problem. Thanks again for your time and for providing us with this great mod. 1
Naps-On-Dirt Posted June 13, 2023 Posted June 13, 2023 First new runthrough with patch 6. I seem to have fallen into a hole. I have completed the prelude, talking with the blind mage and gone on a royal panty raid, etc. Quest journal says to talk to innkeepers, but I've been to nearly every hold and no one has heard anything, talking to both innkeepers and stewards. Finally I wanted a hint so I ran SBCRecovery, but both pages are blank, there are no SBCs deployed right now. Sooo, um, not sure what to do next. I thought that once I got the translation done and was given the ring, it'd be off to the races so to speak.
Blackbird Wanderer Posted June 14, 2023 Author Posted June 14, 2023 7 hours ago, Naps-On-Dirt said: Sooo, um, not sure what to do next. I thought that once I got the translation done and was given the ring, it'd be off to the races so to speak. Hmmm. No idea, really. Nothing like that has ever happened in testing. Console query SBCInit and see if it =3. If not, there must be a reason why. If it is we can try a couple of things to maybe jump start the process.
Naps-On-Dirt Posted June 14, 2023 Posted June 14, 2023 8 minutes ago, Blackbird Wanderer said: Hmmm. No idea, really. Nothing like that has ever happened in testing. Console query SBCInit and see if it =3. If not, there must be a reason why. If it is we can try a couple of things to maybe jump start the process. Yep, SBCInit is 3.
Blackbird Wanderer Posted June 14, 2023 Author Posted June 14, 2023 9 hours ago, Naps-On-Dirt said: Yep, SBCInit is 3. Ok, try "StopQuest SBCGo", exit console and wait a few seconds, then go back in with "StartQuest SBCGo". If this doesn't work we'll have to pick apart the other conditions required.
Naps-On-Dirt Posted June 14, 2023 Posted June 14, 2023 3 hours ago, Blackbird Wanderer said: Ok, try "StopQuest SBCGo", exit console and wait a few seconds, then go back in with "StartQuest SBCGo". If this doesn't work we'll have to pick apart the other conditions required. That seems to have done it, I ran SBCRecovery and there's one site listed, I'll go talk to some innkeepers to "discover" it. Thanks!! 1
Blackbird Wanderer Posted June 14, 2023 Author Posted June 14, 2023 5 hours ago, Naps-On-Dirt said: That seems to have done it, I ran SBCRecovery and there's one site listed, I'll go talk to some innkeepers to "discover" it. Thanks!! Now as to why it hung up in the first place, that remains a mystery for the ages.
kalador Posted June 14, 2023 Posted June 14, 2023 SBC 0.98g LE with patch 6 Nothing gamebreaking, just more weird stuff from me. I do not use SBC clothes because I have had problems with the captives wearing them even after being given something else to wear and going through the dialogue to change their clothing to what they were given. This was in previous versions, I have not tried this with the latest patch. Captives set to use "Vanilla" clothes. When released and told to find something for themselves, they will pick up weapons, but not armor. When given armor, they will wear the boots and bracers, but keep on the vanilla dress instead of wearing the armor. When set to "No Clothes", they will pick up both weapons and armor, and will wear the armor.
Blackbird Wanderer Posted June 14, 2023 Author Posted June 14, 2023 2 hours ago, kalador said: they will pick up weapons, but not armor That's an idiosyncrasy of using the vanilla clothes selection. They are already registering that they have something valid for Slot 32, so they skip the armor search which runs until Slot 32 is filled. It can be filled by either clothes or armor, but you can't specify in the behavior package which to prioritize and it would loop indefinitely if the accompanying script looked only for armor but there was none to be found. We've recently learned something about outfit management methods from studying the EFF mod, and it may be applicable to SBC so there are potential changes to this on the horizon. 1
Naps-On-Dirt Posted June 19, 2023 Posted June 19, 2023 On 6/14/2023 at 3:20 PM, Blackbird Wanderer said: Now as to why it hung up in the first place, that remains a mystery for the ages. I think I know why it didn't work. This was the first playthrough with the new patch, and at some point it looks like you changed the "user agreement" from a game startup popup to the first time entering the MCM? I didn't realize that, and hadn't gone into the MCM for SBC until today. Sooooo, I began the mod the old way, reading a note in the Riverwood Trader, and going from there. I bet some background things weren't started or something.
Blackbird Wanderer Posted June 19, 2023 Author Posted June 19, 2023 7 minutes ago, Naps-On-Dirt said: I think I know why it didn't work. This was the first playthrough with the new patch, and at some point it looks like you changed the "user agreement" from a game startup popup to the first time entering the MCM? I didn't realize that, and hadn't gone into the MCM for SBC until today. Sooooo, I began the mod the old way, reading a note in the Riverwood Trader, and going from there. I bet some background things weren't started or something. The reading of the note is still part of the sequence; it just isn't enabled until activated via the MCM. You can actually go to one of the note sites and watch it appear immediately after you activate the MCM. Most of the testing is done from a new game/clean save, but it's been tested on existing saves as well and doesn't seem to have a problem. Now, would any of that interrupt the progression to the post-Quest initialization after Read Between The Lines? It would be a stretch to see it that way.
Naps-On-Dirt Posted June 24, 2023 Posted June 24, 2023 On 6/11/2023 at 1:31 PM, Boulo_92 said: I managed to talk to the Alea captive after executing the AllowPCDialogue command on her via a script. After that, everything went well : I was able to talk and free her normally and the quest objectives updated as expected. For those who encounter the same problem and have the Sexlab Survival mod installed, I provide the solution that I used to be able to speak with the captive who remained silent after the end of the fight : I modified a script from the "Sexlab Survival" mod, the script used by the debug menu functionality accessible via the "All In One key". I added in the debug menu a new line at the end called "AllowPCDialogue on Target". This executes the command AllowPCDialogue(true) on the NPC targeted by the cursor. Procedure : Requirements : You must have the Sexlab Survival mod installed on your environment, version 0.685 Beta ("Sexlab Survival 0.685 BETA (14-Mar-2022)") - Copy (replace the one already present) the _SLS_AllInOneKey.pex script present as an attachment in your game directory : The Elder Scrolls V Skyrim Special Edition\Data\Scripts - Start the game - Stand in front of the captive to be corrected, so that the cursor is pointing at her - On your keyboard press the "All In One key" (see the first page of the Sexlab Survival MCM if you don't know the key) - In the menu wheel that opens, select "Misc" - Then select "Debug Menu" - Then in the list that is displayed, select the last line : "AllowPCDialogue on Target" - If the captive has been detected, you will then see the notification "AllowPCDialogue done" - If the captive was not detected, you will see the notification "No crosshair ref" ; in this case, try the procedure again, taking care to aim the captive. --> Now you can talk to the captive and free or subjugate her, according to your wishes. _SLS_AllInOneKey.pex 150.82 kB · 2 downloads _SLS_AllInOneKey.psc 192.54 kB · 2 downloads Heh, this just happened to me, I found a captive that I couldn't talk to and stopcombatalarmonactor didn't do anything. I switched out this script and was able to talk to her again, so Lynly Soriksen thanks you for preventing her from permanently serving all the bandits that spawn in Smugglers Hollow. 1
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