Leela2076 Posted April 16, 2024 Posted April 16, 2024 (edited) I've managed to break something. The "Ask and inn keeper" bit is stuck going to Fallkreath but the steward has no more quests. The captives that are already in bandit camps can't be released. If I attempt release the captive gets stuck dancing and the game hangs up . Can't get out of the release animation. Is there maybe a way to reset the mod. It was great playing up this far. Can't wait to find out what those succubus are up to. SE with 098g Patch 5 Edited April 16, 2024 by Leela2076
Blackbird Wanderer Posted April 16, 2024 Author Posted April 16, 2024 7 hours ago, Leela2076 said: Is there maybe a way to reset the mod. Try console "StartQuest SBCRecovery" That will run a couple of different things and should at least tell you (messagebox display) where you need to go, even if it doesn't break things loose with the innkeeper dialogue. No idea why that happens. 7 hours ago, Leela2076 said: Can't wait to find out what those succubus are up to. Unfortunately there's no more story developed yet beyond storyboarding for that plot line -- but it's coming. It's been stalled while fixing some mechanics issues and pursuing the never ending slog of voicing lines. 1
Leela2076 Posted April 19, 2024 Posted April 19, 2024 (edited) I'd already tried the SBCRecovery quest. That's doesn't seem to do anything. But I noticed the quests were missing from the Quest Tracker too. I tried the missing quests fix mod and at least now I have a clue where it went off the rails. I have the "Seek an inkeeper" quest (Still sends me to Falkreath and still nothing from the steward). Then two rescues. "Proceed to Winter War"and "Proceed to Pinefrost Haven." I think Pine frost camp is where it went off the rails. When I went there the quest never acknowledged I'd arrived and announced who needed rescuing. Quest marker is still hanging in mid air. That's when the stweards stopped sending me on rescues. Hope this is helpful. Edited April 30, 2024 by Leela2076
Archon459 Posted April 22, 2024 Posted April 22, 2024 (edited) Forgot we had talked about a problem with the MCM. Paradise Halls was showing up unchecked, and you stated that's a known issue, but "more bandit camps" showing up unchecked was something new and we had to do something to solve it. Do you recall what the change was? -edit- Nevermind! Found it >>>>>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. Edited April 22, 2024 by keitel66 answered my own question
Wolfshrike Posted May 8, 2024 Posted May 8, 2024 On 4/10/2024 at 7:29 AM, Blackbird Wanderer said: Thanks for asking. Newer version coming out hopefully in the next several weeks following some significant updates to the code and functionality (that are taking longer than expected). Should be completely converted to HPH and have all lines voiced by then as well. Out of curiosity, since I know this is largely for HPH conversion and voiced lines, but will this also include continuation of the story, or is that planned for later?
Blackbird Wanderer Posted May 9, 2024 Author Posted May 9, 2024 13 hours ago, Wolfshrike said: Out of curiosity, since I know this is largely for HPH conversion and voiced lines, but will this also include continuation of the story, or is that planned for later? Hoping to add at least one more chapter/quest to the storyline. Also, in addition to HPH & voicing, still have to rewicker the Bandit-Captive interaction scenes for all variants situations of 2+1 actors, but at least now have the newly built and working 1+1 scene to use as a template -- this was the unexpected task that went along with voicing the lines and realizing there was spoken overlap via the old method.
tinkerbelle Posted May 10, 2024 Posted May 10, 2024 22 hours ago, Blackbird Wanderer said: Feels a bit like this lately: If nothing else, your dexterity must be getting better.
hotrack Posted May 14, 2024 Posted May 14, 2024 On 4/10/2024 at 7:29 PM, Blackbird Wanderer said: Thanks for asking. Newer version coming out hopefully in the next several weeks following some significant updates to the code and functionality (that are taking longer than expected). Should be completely converted to HPH and have all lines voiced by then as well. Was just popping back into here to check up on the state of the mod. Even though not likely to use it as it is (preferred the simpler Sex Slaves for Bandit Camps for its editability and self-patching), I remain intrigued of the mechanics as developed from the time it was an offshoot/fork/update/inspired of SSBC/MBC. Surprised that it's even nearing a 1.0 or close-to-that release! I'm eager to see what those updates to the code are, since I still am looking out for NPC-to-NPC aggressive-bandit-sex-with-victim with combat state scene interrupt to use in my playthrough.
TrollAutokill Posted May 15, 2024 Posted May 15, 2024 Hi @Blackbird Wanderer thank you for reviving this mod. Do you know if there is a Botox version of the captives? And if not would you mind if I made one? If yes, I can simply post here, it's just the face meshes and textures, nothing to be changed in the mod.
Blackbird Wanderer Posted May 15, 2024 Author Posted May 15, 2024 8 hours ago, TrollAutokill said: Do you know if there is a Botox version of the captives? And if not would you mind if I made one? If yes, I can simply post here, it's just the face meshes and textures, nothing to be changed in the mod. Please post a sample. Someone else made an Anime style alteration (without permission) that was entirely unacceptable and very cartoon-ish, but if what you've got still fits with the overall vibe of the mod, then it's worth considering. Caveat: In the process of doing the HPH conversion, several/most of the Captives will have had head-parts changed. It's more than just a conversion -- it's a rework of each of 91 NPC actors. If you substitute something else built/mapped from an earlier version, there's a high probability of brown-face. Recommend hold off and wait until the HPH release, then start from there if you still feel a need for an alternative.
RevanCathal Posted May 17, 2024 Posted May 17, 2024 (edited) Playing on SSE 1.5.97, I've noticed this with every version I've tried - the SBC UNP Schlong Addon immediately unregisters itself every new game I start, whether I have the LE Schlong addon installed or not and whether I run the Sexlab Gender addon or not. Nenya never has a Schlong unless I set distribution to the Futanari addons to go to all women. Edited May 17, 2024 by Jgoftl
shardoom Posted May 18, 2024 Posted May 18, 2024 On 5/17/2024 at 1:03 AM, Jgoftl said: Playing on SSE 1.5.97, I've noticed this with every version I've tried - the SBC UNP Schlong Addon immediately unregisters itself every new game I start, whether I have the LE Schlong addon installed or not and whether I run the Sexlab Gender addon or not. Nenya never has a Schlong unless I set distribution to the Futanari addons to go to all women. She only has the schlong when she's testing out her 'magic' via the dialogue. She's not meant to be a permanent shemale.
shardoom Posted May 22, 2024 Posted May 22, 2024 @Blackbird Wanderer I'm going to be starting a new playthrough soon (rebuilding my merged patch, ALLGUD and Dyndolod as we speak) so have reinstated the patch 6 (I don't know if you remember or not but it was corrupting my saves on an existing playthrough, but not new). I was just wondering if there had been more patches or additions since 6 or are we just waiting for the next big update at this point?
Blackbird Wanderer Posted May 22, 2024 Author Posted May 22, 2024 2 hours ago, shardoom said: I was just wondering if there had been more patches or additions since 6 or are we just waiting for the next big update at this point? Patch 6 appears to be the latest, so recommend wait for the next update -- no ETA yet. 2
shardoom Posted May 22, 2024 Posted May 22, 2024 36 minutes ago, Blackbird Wanderer said: Patch 6 appears to be the latest, so recommend wait for the next update -- no ETA yet. Good to know, I'm very methodical when it comes to building my merged patch so it'll take me quite a bit of time. Gotta finish that before I run ALLGUD and then Lodgen/Dyndolod. There aren't going to be any new camps/settlements or other new worldspace elements added in the next update are there?
Blackbird Wanderer Posted May 22, 2024 Author Posted May 22, 2024 8 hours ago, shardoom said: There aren't going to be any new camps/settlements or other new worldspace elements added in the next update are there? No new camps, but there may be an offshore new worldspace element. Shouldn't impact your build unless something else happens to use that exact spot in the Sea of Ghosts. 3
shardoom Posted May 23, 2024 Posted May 23, 2024 6 hours ago, Blackbird Wanderer said: No new camps, but there may be an offshore new worldspace element. Shouldn't impact your build unless something else happens to use that exact spot in the Sea of Ghosts. No, I'm more thinking about LOD and if I should wait to regenerate it is all.
Qwert_yyy Posted June 2, 2024 Posted June 2, 2024 (edited) I had a bug, after I met Signy, I tried to free her several times, and after an hour I noticed that some kind of purple light/glow was stuck on my character. I went back to a previous save and no matter what I do, it still casts this glow on the player. The same as on Signy, but on Signy it disappears over time. By the way, when I turn off enb, the effect disappears. Edited June 2, 2024 by Qwert_yyy
Blackbird Wanderer Posted June 2, 2024 Author Posted June 2, 2024 11 hours ago, Qwert_yyy said: I went back to a previous save and no matter what I do, it still casts this glow on the player. The same as on Signy, but on Signy it disappears over time. By the way, when I turn off enb, the effect disappears. Check in the MCM. Probably not this, but do you have "lingering infusion" enabled? If it's not that, then no clear idea. This is the first report ever of something like this. It sounds like the visual effects (Spell/MagicEffects) imparted on the Player (and Captive) on a failed released attempt are staying, and script lag is the likely culprit.
fred200 Posted June 2, 2024 Posted June 2, 2024 Is there any way to add Recorder and Sophia to the current captive list, or is that a future build?
Blackbird Wanderer Posted June 3, 2024 Author Posted June 3, 2024 17 hours ago, fred200 said: Is there any way to add Recorder and Sophia to the current captive list, or is that a future build? Future, but I think we've figured out how to have them use the SBC dialogue in their own voices. 1
Qwert_yyy Posted June 3, 2024 Posted June 3, 2024 On 6/2/2024 at 4:32 PM, Blackbird Wanderer said: Check in the MCM. Probably not this, but do you have "lingering infusion" enabled? If it's not that, then no clear idea. This is the first report ever of something like this. It sounds like the visual effects (Spell/MagicEffects) imparted on the Player (and Captive) on a failed released attempt are staying, and script lag is the likely culprit. Unfortunately, I can only assume you are right about the script lag. Since I play with skyBirds and BWA and those two mods cause quite a bit of lag. (It's 200 on average, according to Resaver). By the way, is there any way I can get around this? For example by deleting something via xEdit?
Blackbird Wanderer Posted June 3, 2024 Author Posted June 3, 2024 2 hours ago, Qwert_yyy said: By the way, is there any way I can get around this? Short term / low side effect solution might be to try console: "DispelAllSpells" on the affected NPC or Player. Give that a try and see what happens. Longer term solutions like an altered script may be possible as well but we'd need to conclusively pin down the cause, and the console experiment would help us know. xEdit based solutions (not recommended) may work as a last resort, but every reference to a deleted Form would throw an internal error, and that spell is referred to from 10 different Forms and multiple scripts within some of those Forms.
Qwert_yyy Posted June 3, 2024 Posted June 3, 2024 (edited) 3 hours ago, Blackbird Wanderer said: Short term / low side effect solution might be to try console: "DispelAllSpells" on the affected NPC or Player. Give that a try and see what happens. Longer term solutions like an altered script may be possible as well but we'd need to conclusively pin down the cause, and the console experiment would help us know. xEdit based solutions (not recommended) may work as a last resort, but every reference to a deleted Form would throw an internal error, and that spell is referred to from 10 different Forms and multiple scripts within some of those Forms. I tried this command before and after getting the effect, unfortunately it didn't help. But something else helped. I put a protection spell on myself to put some kind of effect on myself, so that it would be possible to interrupt the glow. And since this is a script delay, I left the followers outside, and at the moment when we were supposed to touch the character, I pressed the tilde every 0.1 seconds and waited for about a couple of seconds with the console open. And some of this seems to have worked and the effect is not stuck on either Ignis or the player. I reloaded the save and tried it separately. Yes, it was a scroll with the spell "iron flesh". The effect of the spell seems to have been overused at the moment of receiving the purple glow and applied again. (it looked like this). The effect hung on Signy, but disappeared when we left the current location. Edited June 3, 2024 by Qwert_yyy 3
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now