Naps-On-Dirt Posted June 26, 2023 Posted June 26, 2023 Two more things I've noticed since the new patch. First, I have yet to crash when releasing a captive like I was before (right when they are about to say "Thank you for freeing me, maybe we'll see each other again") so hopefully whatever was causing that is gone. Second, we're getting both Dormant Restraints and Disenchanted Restraints when we free captives. But I have an unequal number of them, so I think we're not getting the Disenchanted one when we have to go Nenya/the Solitude vampire mage/the blind mage for help. Also, I see that now the restraints are being removed in the purple plane, whereas before they were just changing color to grey and were removed when we got back to reality.
Blackbird Wanderer Posted June 26, 2023 Author Posted June 26, 2023 50 minutes ago, randy1990 said: i cant find the notes how do i start it? Have you activated the mod via the MCM (presuming you're running the newest version)? Do that first, then go look at one of four sites posted in the OP.
randy1990 Posted June 26, 2023 Posted June 26, 2023 44 minutes ago, Blackbird Wanderer said: Have you activated the mod via the MCM (presuming you're running the newest version)? Do that first, then go look at one of four sites posted in the OP. have noting in the mcm on the se Version
Blackbird Wanderer Posted June 27, 2023 Author Posted June 27, 2023 4 hours ago, randy1990 said: have noting in the mcm on the se Version Like, no MCM? Or the MCM is already running? You never specified what version and patch you were running so it's difficult to diagnose your problem. Try going to Belethor's in Riverwood and look upstairs on the end table between the beds. If there is no note there, then try the following while still there: Console: "Player.PlaceAtMe xx06F32B 1" where xx is your SBC load order hexadecimal value. The note should appear at your feet. Read it and wait a few seconds -- the first Quest should notify started.
randy1990 Posted June 27, 2023 Posted June 27, 2023 4 hours ago, Blackbird Wanderer said: 4 hours ago, Blackbird Wanderer said: Like, no MCM? Or the MCM is already running? You never specified what version and patch you were running so it's difficult to diagnose your problem. Try going to Belethor's in Riverwood and look upstairs on the end table between the beds. If there is no note there, then try the following while still there: Console: "Player.PlaceAtMe xx06F32B 1" where xx is your SBC load order hexadecimal value. The note should appear at your feet. Read it and wait a few seconds -- the first Quest should notify started. sorry for my bad English. I installed mcm but the mod is not displayed there and I installed the mod yesterday that was the SE version
Blackbird Wanderer Posted June 27, 2023 Author Posted June 27, 2023 3 hours ago, randy1990 said: sorry for my bad English. I installed mcm but the mod is not displayed there and I installed the mod yesterday that was the SE version Still follow these directions: Try going to Belethor's in Riverwood and look upstairs on the end table between the beds. If there is no note there, then try the following while still there: Console: "Player.PlaceAtMe xx06F32B 1" where xx is your SBC load order hexadecimal value. The note should appear at your feet. Read it and wait a few seconds -- the first Quest should notify started.
dragon13 Posted July 1, 2023 Posted July 1, 2023 does this new version no longer add slaves to existing bandit locations?
Naps-On-Dirt Posted July 1, 2023 Posted July 1, 2023 11 hours ago, dragon13 said: does this new version no longer add slaves to existing bandit locations? It does, but it deals them out piecemeal instead of all at once like the original version. You have to start the mod in the MCM and then go read a note and then talk to an innkeeper before you can find your first captives. Its all explained in the original post...
dragon13 Posted July 1, 2023 Posted July 1, 2023 51 minutes ago, Naps-On-Dirt said: It does, but it deals them out piecemeal instead of all at once like the original version. You have to start the mod in the MCM and then go read a note and then talk to an innkeeper before you can find your first captives. Its all explained in the original post... thanks was a little worried especially since the mod added a ton of new locations, though i'd personally prefer if there was a version that didnt add them (ran out of bleak falls barrow right into a bandit ambush)
Naps-On-Dirt Posted July 1, 2023 Posted July 1, 2023 3 hours ago, dragon13 said: thanks was a little worried especially since the mod added a ton of new locations, though i'd personally prefer if there was a version that didnt add them (ran out of bleak falls barrow right into a bandit ambush) Yeah that one is ... not easy to do when you're at that level (unless you put off the main quest 'til your 20s or something.) I initially just run away from that encampment and only go back when SBC puts captives there. And by then hopefully I'm a good enough Illusionist that I can just make the camp fight itself.
Leela2076 Posted July 2, 2023 Posted July 2, 2023 Somehow I've bugged the "read between the lines" quest. After visiting the bard and asking for a translation he sends me to find all the Kahjit traders. Except none of them have anything to say about the dialog. All their name appear in the quest log but there's no map indication for them and no quest related dialog. Where did I go wrong on this?
Naps-On-Dirt Posted July 2, 2023 Posted July 2, 2023 8 minutes ago, Leela2076 said: Somehow I've bugged the "read between the lines" quest. After visiting the bard and asking for a translation he sends me to find all the Kahjit traders. Except none of them have anything to say about the dialog. All their name appear in the quest log but there's no map indication for them and no quest related dialog. Where did I go wrong on this? Check with Giraud again, I think you missed another dialogue asking where you can find the Khajiit. That should put them on the map.
Blackbird Wanderer Posted July 2, 2023 Author Posted July 2, 2023 16 hours ago, Leela2076 said: Where did I go wrong on this? Unsure, but it likely wasn't anything you did (or didn't do). This has happened to other users, and the only culprit ever identified was script lag where a critical script line was skipped. The best advice that can be offered is to go back to an earlier save and try it again -- this has worked for some people. This script is under examination for how to make it more reliable in an overloaded Papyrus environment, and/or build in workarounds. It will move a notch higher in priority due to your report; thanks! 15 hours ago, Naps-On-Dirt said: Check with Giraud again, I think you missed another dialogue asking where you can find the Khajiit. That should put them on the map. This likely won't work, as the additional dialogue from Giraud was designed to produce the Quest markers, but not to be necessary to the Quest. It was deliberately optional and tested to be such.
Leela2076 Posted July 4, 2023 Posted July 4, 2023 Replaying the conversation with Giraud seems to have worked. One indication of where it may have gone off the rails is there were no quest markers for the traders when the script bombed. So for anybody stumbling upon this in the future... When you talk to Giraud, after asking him where the traders are, immediately check to see if the Kahjiit traders have quest markers on the map. If not go back and try the conversation again. 1
Leela2076 Posted July 7, 2023 Posted July 7, 2023 Patch 6 seems broken another way. After completing the bit with the Khajit I went back to the Winterhold college. None of the lins for Urag or Uvani are voiced. And once the lecture is over right after starting the "Ask an Inn Keeper" bit it throes an error "SBC JSON failed to load correctly" throws that twice then when opening the MCM it throws 3 more failed JSON errors. Another thing I figured out where the Khajiit/panty quest is bugging out. If you save and reload the reloaded game no longer has the relevant quest markers or dialogs. You have to play all the way from taking the first captive to WInterhold all the way up to returning the translation to Uvani without loading a save.. It seems the Khajit's extra dialog isn't making it to the save. So reverting to Patch 5 all the dialog plays and no JSON warnings. I "think" I hadn't started any of the quests before I updated to Patch 6. "Think". 1
shardoom Posted July 8, 2023 Posted July 8, 2023 I recently took a break from modding/playing Skyrim to play ToTK. However, when I returned to try and play today I ran into a curious problem that took me a while to solve... SBC v0.98g Patch 6 SSE is causing save game corruption issues. It took me a while to find because this mod very rarely causes me stability issues, you guys are generally very thorough with your testing. Unfortunately I narrowed it down to this patch, I can switch my bug on and off by literally turning this patch on or off in MO2. To be clear, any save game I make with this patch file loaded will NOT load again afterwards. 1
Blackbird Wanderer Posted July 8, 2023 Author Posted July 8, 2023 19 minutes ago, shardoom said: To be clear, any save game I make with this patch file loaded will NOT load again afterwards. Egad, that's not good. To be specific, were these runs from an existing game with SBC previously loaded, or new exposures? There really weren't many changes made, but there was some significant restructuring done to eliminate the zombie script instances associated with the Wisps.
shardoom Posted July 8, 2023 Posted July 8, 2023 28 minutes ago, Blackbird Wanderer said: Egad, that's not good. To be specific, were these runs from an existing game with SBC previously loaded, or new exposures? There really weren't many changes made, but there was some significant restructuring done to eliminate the zombie script instances associated with the Wisps. It's an ongoing playthrough. Saves load fine with patch 5 reinstalled, patch 6 corrupts them. I haven't tested a new game with patch 6, lemme go do a quick run test and get back to you.
shardoom Posted July 8, 2023 Posted July 8, 2023 So I did a quick CoC to Riverwood, let everything load waiting for all my mods to initiate, went into sbc mcm and ititiated the mod (I like that change). fast travelled over to Belethors grabbed the note, talked to Hulda and started the quest. Making a save and loading it from there worked. Not sure if that far enough into the mod for the problem to present itself, or maybe patch 6 simply isn't compatible with patch 5 and requires a new game?
Balgin Posted July 8, 2023 Posted July 8, 2023 1 hour ago, Blackbird Wanderer said: Egad, that's not good. To be specific, were these runs from an existing game with SBC previously loaded, or new exposures? There really weren't many changes made, but there was some significant restructuring done to eliminate the zombie script instances associated with the Wisps. In that case I'm glad I haven't installed the latest patch yet, only downloaded it.
Blackbird Wanderer Posted July 8, 2023 Author Posted July 8, 2023 3 hours ago, shardoom said: Not sure if that far enough into the mod for the problem to present itself, or maybe patch 6 simply isn't compatible with patch 5 and requires a new game? It sounds like the latter. That's (perhaps) the unintended consequence of the restructuring to eliminate a different problem. Thanks for the test, troubleshooting, and report follow-up. ☮️ 1
shardoom Posted July 9, 2023 Posted July 9, 2023 2 hours ago, Blackbird Wanderer said: It sounds like the latter. That's (perhaps) the unintended consequence of the restructuring to eliminate a different problem. Thanks for the test, troubleshooting, and report follow-up. ☮️ Sadly this means this is the last time I will update the mod for quite a while. I shall endeavour to keep up to date on the happenings of the mod though still.
Blackbird Wanderer Posted July 9, 2023 Author Posted July 9, 2023 2 hours ago, shardoom said: Sadly this means this is the last time I will update the mod for quite a while. I shall endeavour to keep up to date on the happenings of the mod though still. It probably does not require a new game, as much as it does a cleaned game. Uninstall SBC and clean with savetool.exe to remove the remnants; insert a placeholder mod if on SE. Then reinstall.
shardoom Posted July 9, 2023 Posted July 9, 2023 1 hour ago, Blackbird Wanderer said: It probably does not require a new game, as much as it does a cleaned game. Uninstall SBC and clean with savetool.exe to remove the remnants; insert a placeholder mod if on SE. Then reinstall. I think I'm going to play through to completion of my current modlist and then take a break from Skyrim for a little while.
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