shardoom Posted March 1, 2024 Posted March 1, 2024 10 hours ago, Blackbird Wanderer said: They were deliberately not added. Style choice and a dislike of overly directive mods/quests. e.g., There are also no quest markers for the stewards of the holds you hear about from innkeepers. I had no idea who Nenya was at first though to be fair.
Archon459 Posted March 1, 2024 Posted March 1, 2024 Also the optional mods are still in the quest Journal under "miscellaneous", but there's no dialog option when I talk to either of them. The objective for Giraud Gemane has been completed, however.
Blackbird Wanderer Posted March 1, 2024 Author Posted March 1, 2024 (edited) 4 hours ago, keitel66 said: Also the optional mods are still in the quest Journal under "miscellaneous", but there's no dialog option when I talk to either of them. The objective for Giraud Gemane has been completed, however. There's a condition with their dialogue: you have to have a Captive with you. When you do this, and see what the dialogue is, it'll make more sense. Also, FYI, you're performing a very valuable role of playtesting in AE and reporting results back. Thank you! Just knowing you got as far as you have is good news. The mod will get better when the next version is released as it will contain HPH upgrades to all Captives, as well as fully voiced lines for everything. There's also been some valuable learning about NPC inventory management methods from EFF, and eventually you'll be able to make outfit changes to SBC NPCs and have them stick . . . at least up to a point where it makes sense from a lore/immersion standpoint. Edited March 1, 2024 by Blackbird Wanderer 1
Archon459 Posted March 2, 2024 Posted March 2, 2024 4 hours ago, Blackbird Wanderer said: There's a condition with their dialogue: you have to have a Captive with you. When you do this, and see what the dialogue is, it'll make more sense. Also, FYI, you're performing a very valuable role of playtesting in AE and reporting results back. Thank you! Just knowing you got as far as you have is good news. The mod will get better when the next version is released as it will contain HPH upgrades to all Captives, as well as fully voiced lines for everything. There's also been some valuable learning about NPC inventory management methods from EFF, and eventually you'll be able to make outfit changes to SBC NPCs and have them stick . . . at least up to a point where it makes sense from a lore/immersion standpoint. For the outfit changes, "simple outfit system" mod works fine. I wouldn't bother tbh. Another bug: the map markers aren't showing up. I had another mod that put map markers on the kahjiit caravans, however when I found them the dialog options related to this quest weren't showing. I disabled *that* mod, but the dialog still isn't showing up. I disabled that mod, and then hoofed it on-foot and found one of the Khajiit caravans out in front of Markarth, and there's still no dialog.
Archon459 Posted March 2, 2024 Posted March 2, 2024 (edited) No sweat about the bug testing. For the (Optional) objectives I mentioned, I might re-word it to mention the part about bringing a captive to them. Edited March 3, 2024 by keitel66
Blackbird Wanderer Posted March 5, 2024 Author Posted March 5, 2024 On 3/1/2024 at 10:30 PM, keitel66 said: Another bug: the map markers aren't showing up. I had another mod that put map markers on the kahjiit caravans, however when I found them the dialog options related to this quest weren't showing. I disabled *that* mod, but the dialog still isn't showing up. Just a guess, but it sounds like the Quest didn't initialize properly and fill the RefAliases (H01, H02, H03) with the three Khajiit. That would also explain the missing dialogue. Not sure you know how to use the console to force fill a RefAlias if you're stuck at that point.
kalador Posted March 5, 2024 Posted March 5, 2024 That sounds suspiciously like the problems that I was having. The quest always showing no conversation options with the Khajit caravans, or when I went to get the Elisef's panties from Taarie. My problem was with too many script heavy mods in my load order. In my case it was mostly Auto Harvest 2 and Complete Crafting Overhaul.
Blackbird Wanderer Posted March 5, 2024 Author Posted March 5, 2024 1 hour ago, kalador said: That sounds suspiciously like the problems that I was having. The quest always showing no conversation options with the Khajit caravans, or when I went to get the Elisef's panties from Taarie. My problem was with too many script heavy mods in my load order. In my case it was mostly Auto Harvest 2 and Complete Crafting Overhaul. So here's the kicker -- those RefAliases, at least in the current testing version -- are not marked as "Optional" in their RefAlias record. i.e., The Quest shouldn't start up successfully unless those three RefAliases fill with their designated Actors when the Quest initiates, so none of the rest of the dialogue (Giraud) should work either. There are other things that would make that dialogue not show up (and are script driven), but the missing initial dialogue with the Khajiit just makes no apparent sense with the Quest verified started.
Archon459 Posted March 6, 2024 Posted March 6, 2024 (edited) I found an issue that's not directly related to your mod. You recommended two mods that add more bandit locations. One of them is ancient and apparently has a lot of issues. This is the other one: https://www.nexusmods.com/skyrim/mods/27574 I haven't progressed far enough in for your mod to spawn captives in these camps, but I did find a major issue. One of the camps is right on top of Runoff Caverns, which is part of the AE Creation Club. Whenever I get close - not even laying eyes on it, but just "close" (maybe like 500 yards) - regardless of which direction I approach from my game crashes. I tried installing the Creation Club Picker - I followed the directions to a T, and even had to disable a Hendraheim mod that required the same file be present - and when I loaded in my game I saw that the marker for Runoff Caverns was gone and the relevant camp was still there. However, my game still crashed when approaching this bandit camp. I tried disabling the Forgotten Seasons CC DLC that includes this dungeon, and even went so far as to having to disable a Hendraheim mod that this relied on...I wasn't too happy about that. Suffice it to say I nailed it down that this "More Bandit Camps" mod is not compatible with AE. At least not 1.6.1130. Even with Forgotten Season completely disabled it still didn't work. I might suggest listing those mods as no longer compatible - on your page - at least as of 1.6.1130. Finally, I did something I should have done at the start, and actually looked at the mod's background info...it's ten years old, and hasn't had an update in ages. Meanwhile, your mod still works. Edited March 7, 2024 by keitel66 Added additional supporting information.
Archon459 Posted March 7, 2024 Posted March 7, 2024 (edited) On 3/4/2024 at 9:32 PM, Blackbird Wanderer said: Just a guess, but it sounds like the Quest didn't initialize properly and fill the RefAliases (H01, H02, H03) with the three Khajiit. That would also explain the missing dialogue. Not sure you know how to use the console to force fill a RefAlias if you're stuck at that point. I don't. Tell me what I need to do, and I'll do it & report back with the results. Meanwhile, if you're interested in heeding my suggestion in my last comment, I found a mod that might work to add more camps (and therefore more Captive encounters): Forgotten Dungeons (SSE) https://www.nexusmods.com/skyrimspecialedition/mods/449 (although there aren't many added dungeons that spawn bandits) Additional Cave SE https://www.nexusmods.com/skyrimspecialedition/mods/751 PDS Dungeons SE https://www.nexusmods.com/skyrimspecialedition/mods/26777 I just found these today, so I'm going to test them out. That third one looks promising as it's mostly bandits. Edited March 7, 2024 by keitel66 added PDS Dungeons SE
Archon459 Posted March 7, 2024 Posted March 7, 2024 (edited) On 2/19/2024 at 8:19 PM, Blackbird Wanderer said: Great questions. 1. Apachii installation will have no effect whatsoever. However, KS-Hair must also be loaded as a soft dependency (ESP need not be checked in, just files present) otherwise all the Captives will be bald. 2. SBC dynamically detects the presence of a living bandit boss at any of the established bandit camps when it comes time to place the next set of Captives, so it should work seamlessly with mods that permanently clear camps. Caveat: as long as it doesn't clear all of them and leave SBC with nowhere to place Captives. on point #2, any way you can include places where vampires, necromancers, other men/mer enemies spawn? -edit- Sorry again for so many posts. I'll try to keep any addition bits I add to one comment, instead of adding like twelve of them. Also, for the Khajiit, I think I found the problem: do I still need to have the book on me for them to translate? I still do (#216), but do I need any additional visions translate? It's also NOT showing the quests as optional for the Caravans. Edited March 7, 2024 by keitel66 added a question
Blackbird Wanderer Posted March 7, 2024 Author Posted March 7, 2024 10 hours ago, keitel66 said: on point #2, any way you can include places where vampires, necromancers, other men/mer enemies spawn? This was discussed conceptually early in the development of SBC. It's possible to do it, but wouldn't make sense with the hidden master plan that the Player will be uncovering in the forthcoming chapters. It's not Sexy-Vampire-Captives . . . or Forsworn or anything else above and beyond Bandits. That said, there are elemental mages built into some of the bandit camps, both organic SBC and added to select MBC camps. 10 hours ago, keitel66 said: Also, for the Khajiit, I think I found the problem: do I still need to have the book on me for them to translate? I still do (#216), but do I need any additional visions translate? It's also NOT showing the quests as optional for the Caravans. That transcript should be a Quest item and glued to your inventory, no? And the translation Quest is not optional. 12 hours ago, keitel66 said: I haven't progressed far enough in for your mod to spawn captives in these camps Nor will you until you complete the translation. Captive spawn is on hold until you do. 12 hours ago, keitel66 said: One of the camps is right on top of Runoff Caverns, which is part of the AE Creation Club. Whenever I get close - not even laying eyes on it, but just "close" (maybe like 500 yards) - regardless of which direction I approach from my game crashes. You could also disable/delete the offending MBC camp in CK or SSEdit.
Archon459 Posted March 8, 2024 Posted March 8, 2024 1. The transcript: Yes, I have it in my inventory. I thought I had perhaps missed others Visions to translate, but that's the only one. 2. The Khajiit quest is not showing up as optional. You did, however, mention one or more console commands I needed to execute to get those running? 3. The "More Bandit Camps" mod: Yes, I disabled the offending camp. I didn't realize it had a special Book you can craft that gave you that option. In addition, Einarr the Red and another fellow from the community have been going to some length to modify that particular mod, including moving several camps. 4. Your mod isn't picking up Paradise Halls or More Bandit Camps on the Information tab. It IS, however, picking up the following mods: SOS, Sisterhood of Dibella, and ZAP. I thought it might have been load order, so I looked up info for each of my plugins: Schlongs of Skyrim - Core.esm LO 96, MI 1C Schlongs of Skyrim.esp - LO 434, MI 89 ZazAnimationPack.esm - LO 87, MI 16 SexLab_DibellaCult.esp - 149, 3E SexLab_DibellaCult_Sisters.esp - 493, A6 SexyBanditCaptives.esp - 134, 36 (your mod) paradise_halls.esm - 94, 1B paradise_halls_SLExtension.esp - 124, 2F MoreBanditCamps.esp - 133, 35 So Paradise Halls and the SL Extension are loading before your mod - as they should be. So are Zaz, SOS Core, and More Bandit Camps, but Dibella is showing up despite loading after. 5. Not technically your problem - and I don't consider it a problem because it's fucking hilarious - but apparently the More Bandit Camps mod has a conflict with the Fellglow Saver Camp extension to Paradise Halls Home Sweet Home: they're located just a stone's throw from each other. Literally. LOL. Note that the Fellglow Camp was put in place specifically to protect the entrance to the cave because they're located so close together, but now the bandit camp is right in the middle of them. I'm going to leave it there because I want the laughs. Pic related. Bandit camp on the left, Fellglow Slaver Camp on the right. I look forward to seeing a dragon roast like 30 people from - from all 3 locations - at some point.
Blackbird Wanderer Posted March 8, 2024 Author Posted March 8, 2024 10 hours ago, keitel66 said: 2. The Khajiit quest is not showing up as optional. It isn't optional. Try this in the vicinity of Ri'saad to force him into the H01 RefAlias: Spoiler 1. Console "ssq SBCSV" 2. Click Ri'saad 3. Console "ForceRefIntoAlias H01" 4. Console GetStage SBCSV and verify the result is between 16 and 20 This should set them up for the next dialogue stage if the problem is what it seems and the RefAliases aren't being populated automatically for whatever reason. If this works, do the same thing with Akari and Ma'dran with H02 an H03 respectively. 11 hours ago, keitel66 said: 4. Your mod isn't picking up Paradise Halls or More Bandit Camps on the Information tab. Paradise Halls detection is a known issue with little impact and an unknown cause. Don't worry about it. However, 99.9% sure MBC in your game isn't being detected because of its filename. The MBC author opted to name the LE and SE versions of the mod differently. Not to worry; SBC comes packaged with a user-editable JSON file: SKSE\Plugins\SexyBanditCaptives.json Open that file with a text editor and the 3rd line down has the pairing of the variable name used by SBC and the actual filename. Change the MBC entry in the column on the right to whatever your actual MBC filename is. Save and that should solve your MBC detection issue. The mod will immediately turn on those markers and start to use those camps in the random selection. 11 hours ago, keitel66 said: So Paradise Halls and the SL Extension are loading before your mod - as they should be. So are Zaz, SOS Core, and More Bandit Camps, but Dibella is showing up despite loading after. Load order with SBC has almost zero impact since there are as few edits to vanilla objects/elements or other mods as possible. Load order has nothing to do with detection. The algorithm for the detection looks through your 1-255 mod order list for the filename in the JSON. That's why it won't find anything marked ESPFE/ESL -- those have a mod order >255. 11 hours ago, keitel66 said: In addition, Einarr the Red and another fellow from the community have been going to some length to modify that particular mod, including moving several camps. @EinarrTheRed (longtime collaborator on SBC) did all of the bandit camp designs for SBC and has turned over all the assets for SBC as well as the MBC corrective mod being worked on. They are now included with SBC. There was a lofty goal of eventually obviating all of the MBC camps and replacing them with EtR's superior designs, but that's something we may never get around to. 1
Archon459 Posted March 9, 2024 Posted March 9, 2024 The more important notion being that ETR's patch doesn't solve the one core problem anyways: Goldenhills Plantation. On the other hand, skillest included a tool that lets you selectively deactivate bandit camps. I think this might work better in reverse: for More Bandit Camps to detect SBC, and then maybe attach a script to each camp. That way, when the camp is deactivated, so is the associated script. The more important thing being that both of these things are done within the same mod, instead of the camp being deactivated in MBC and the SBC captive being added/not added in your mod. However, 99.9% sure MBC in your game isn't being detected because of its filename. The MBC author opted to name the LE and SE versions of the mod differently. Not to worry; SBC comes packaged with a user-editable JSON file: SKSE\Plugins\SexyBanditCaptives.json Open that file with a text editor and the 3rd line down has the pairing of the variable name used by SBC and the actual filename. Change the MBC entry in the column on the right to whatever your actual MBC filename is. Save and that should solve your MBC detection issue. The mod will immediately turn on those markers and start to use those camps in the random selection. I'm going to take a stab at this later this evening. Do I need to do anything special to access a JSON file? Is it compatible with notepad like .INI files are? Also, if this does work, this might make for a good patch to include with your mod on the main download page. Going to also try the More bandit Towers mod. I'm a little apprehensive because I know some of these mods are older, and are less likely to be compatible.
Blackbird Wanderer Posted March 9, 2024 Author Posted March 9, 2024 25 minutes ago, keitel66 said: Do I need to do anything special to access a JSON file? No. It's just like an INI file; basically a TXT file with a different suffix.
Archon459 Posted March 10, 2024 Posted March 10, 2024 1 hour ago, Blackbird Wanderer said: No. It's just like an INI file; basically a TXT file with a different suffix. Complete aside: all of this trouble we go to just to watch CG hoes getting plowed in different ways for different reasons >.> haha. I just had that moment of self-awareness.
Archon459 Posted March 11, 2024 Posted March 11, 2024 (edited) On 3/8/2024 at 11:09 AM, Blackbird Wanderer said: It isn't optional. Try this in the vicinity of Ri'saad to force him into the H01 RefAlias: Reveal hidden contents 1. Console "ssq SBCSV" 2. Click Ri'saad 3. Console "ForceRefIntoAlias H01" 4. Console GetStage SBCSV and verify the result is between 16 and 20 This should set them up for the next dialogue stage if the problem is what it seems and the RefAliases aren't being populated automatically for whatever reason. If this works, do the same thing with Akari and Ma'dran with H02 an H03 respectively. However, 99.9% sure MBC in your game isn't being detected because of its filename. The MBC author opted to name the LE and SE versions of the mod differently. Not to worry; SBC comes packaged with a user-editable JSON file: SKSE\Plugins\SexyBanditCaptives.json Open that file with a text editor and the 3rd line down has the pairing of the variable name used by SBC and the actual filename. Change the MBC entry in the column on the right to whatever your actual MBC filename is. Save and that should solve your MBC detection issue. The mod will immediately turn on those markers and start to use those camps in the random selection. Got it* to work with no hitches! Incidentally, since that json is user-editable, does it mean there are other mods that add bandit dungeons/camp/caves that I can manually add to that config file? -edit- *it = get SBC to recognize MBC Still working on your suggestion about the console commands. It worked on Ri'saad (stage was 20 after the command). I'm going to try it on the others now. Incidentally, I *definitely* recommend you have folks download that khajiit merchant tracker mod. Call it a "soft requirement", but it has great functionality even outside of your mod. https://www.nexusmods.com/skyrimspecialedition/mods/64889 -edit-2 Worked on Ahkari; stage was 20 after the command. I forgot to even check the quest stages before these two, so I'm going to do that when I find #3. Edited March 12, 2024 by keitel66 added more info
Blackbird Wanderer Posted March 12, 2024 Author Posted March 12, 2024 6 minutes ago, keitel66 said: Incidentally, since that json is user-editable, does it mean there are other mods that add bandit dungeons/camp/caves that I can manually add to that config file? No, not exactly. There's a bunch of stuff that has to be hand configured via CK to make a bandit camp a valid placement site. What the JSON file was actually designed for was to be able to merge all of the supported bandit mods (listed on the OP) into a single mod to conserve load slots -- you just had to preserve certain addresses in the merge. It was originally developed for LE where there are 255 slots and that's it; no ESPFE good deal like with SE. The secondary benefit is the renaming deal that MBC has been the major offender. 1 hour ago, keitel66 said: Got it to work with no hitches! Which part? The MBC detect or the Khajiit dialogue? Both?
Archon459 Posted March 12, 2024 Posted March 12, 2024 (edited) 13 hours ago, Blackbird Wanderer said: Which part? The MBC detect or the Khajiit dialogue? Both? MBC detect and khajiit dialogue. This is where I'm at currently, with no quest markers for the new objective. I think I've already checked with the other 2 khajiit, and there's no new dialogue, but I did meet with all three and successfully used the console commands with all three of them. -edit- I checked with all 3 Khajiit caravan leaders, then got the dialog you were trying to get me to find; I got it, and then the khajiit I spoke to (the last of the 3) mentioned something about finding another caravan leader. THEN I got the 'find the key khajiit caravan leader' objective, and THEN I checked all three caravan leaders again and none of them had this objective. That's where I"m at now. Edited March 12, 2024 by keitel66
Archon459 Posted March 12, 2024 Posted March 12, 2024 Okay so Ma'dran, the third caravan leader... the console commands worked, but he said "perhaps another caravan leader" can help. But i already visited all 3? One other bit, too: the quest markers in the journal did not update. The diamonds, I mean. I also can't find the Key khajiit caravan leader.
Blackbird Wanderer Posted March 12, 2024 Author Posted March 12, 2024 3 hours ago, keitel66 said: Okay so Ma'dran, the third caravan leader... the console commands worked, but he said "perhaps another caravan leader" can help. But i already visited all 3? One other bit, too: the quest markers in the journal did not update. The diamonds, I mean. I also can't find the Key khajiit caravan leader. Did some troubleshooting and discovered a script that had been overwritten at some point back to its default by the CK. This has to be the root cause of all the issues with the Khajiit for this Quest because it has sections to turn on the map markers as well as advance the Quest and Factions so the dialogue conditions are met. Drop this corrected script file into your Data\Scripts folder with the other PEX files for SBC, depending on how you're installed and if you're using a mod organizer. SBCS335.pex Ideally, with this new script in place, go back to a save point before you've talked to Giraud. Everything should work. If you don't want to go back that far or can't, try this (GetStage SBCSV still has to be >=16 and <=20): Spoiler Before you talk to him, console point on Ma'dran and command "SetFactionRank XX015895 0" with XX being the hex address for SBC in your load order. If this then allows the dialogue "This thing may be possible. But . . . so very difficult" then we're in good shape.
Archon459 Posted March 12, 2024 Posted March 12, 2024 (edited) Save before talking to Giraud... hoo boy. Luckily I don't delete old autosaves and whatnot for days @_@ For the folder: SKSE\Data\Scripts ? (path I used shown in picture; this is the Skyrim SE installation directory) Incidentally, you got a discord? Edited March 12, 2024 by keitel66
Archon459 Posted March 13, 2024 Posted March 13, 2024 2 hours ago, Blackbird Wanderer said: Did some troubleshooting and discovered a script that had been overwritten at some point back to its default by the CK. This has to be the root cause of all the issues with the Khajiit for this Quest because it has sections to turn on the map markers as well as advance the Quest and Factions so the dialogue conditions are met. Drop this corrected script file into your Data\Scripts folder with the other PEX files for SBC, depending on how you're installed and if you're using a mod organizer. SBCS335.pex 8.04 kB · 4 downloads Ideally, with this new script in place, go back to a save point before you've talked to Giraud. Everything should work. 1. If you don't want to go back that far or can't, try this (GetStage SBCSV still has to be >=16 and <=20): Hide contents Before you talk to him, console point on Ma'dran and command "SetFactionRank XX015895 0" with XX being the hex address for SBC in your load order. If this then allows the dialogue "This thing may be possible. But . . . so very difficult" then we're in good shape. 1. Getstage was still equal to 20 2. the hex address for me was 3A; got this from Vortex. 3. went back to ma'dran; no change. It's possible I put the script in the wrong folder, but vortex did detect it and correctly associated it with SexyBanditCaptives. It even picked up when I removed the script; it generated an error about the missing file. I then immediately copied it back into that same folder and it went away. Note that this was the /scripts folder as outlined above, but I don't think there were any other SBC scripts in that folder. It did pick up on it anyways.
Blackbird Wanderer Posted March 13, 2024 Author Posted March 13, 2024 11 minutes ago, keitel66 said: 3. went back to ma'dran; no change. This was assuming Ma'dran was the 3rd Khajiit you'd talked to on that save, as you described but that might have been a different save. The next dialogue only happens on the 3rd Khajiit. 2 hours ago, keitel66 said: For the folder: SKSE\Data\Scripts ? (path I used shown in picture; this is the Skyrim SE installation directory) If Vortex works anything like Discord, it's possible the file you added is being overwritten by the other copy in the SBC folder. No experience with Vortex to divine more than that.
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