Jump to content

Sexy Bandit Captives © [WIP] Support Thread


Recommended Posts

Posted (edited)

it's me again.  After some time I discovered a new problem.  I double-checked and it starts specifically after we talked with Signy and saw two deadra.  We were constrained in movement.  After this moment the player stopped dying.  When the player is about to die, they stop moving and enter a state of unconsciousness.  However, we can open the inventory, heal and live again.  But now we will never die because we will get up instantly after falling.  

 

I already realized that it looks like this is some kind of mod conflict and I won’t ask for a correction or something like that.  I just wanted to leave a post that there was a person with such a problem.  It's sad, because the mod is good.

 

p.s. I checked the command "player.IsEssential" up to this point the number is 0, (before the scene with two Daedra) and after 1. I tried to use the command "setessential 0 7", but it does not help, the number will always be 1.

Edited by Qwert_yyy
Posted
12 hours ago, Qwert_yyy said:

p.s. I checked the command "player.IsEssential" up to this point the number is 0, (before the scene with two Daedra) and after 1.

SBC v0.98g Patch 6 LE.7z

 

That issue was addressed previously, but likely not included in one of the regular version updates.  Try this patch.

12 hours ago, Qwert_yyy said:

I tried to use the command "setessential 0 7", but it does not help, the number will always be 1.

As written, this command would set the Essential flag on BaseID 0 to 7 when what you actually want is to set the flag on BaseID 7 (the Player) to 0 (false) with "setessential 7 0".  Give that a try.  A quick experiment shows this may not work on the Player, however.  It appears to be geared to NPCs.

Posted
4 hours ago, Blackbird Wanderer said:

SBC v0.98g Patch 6 LE.7z 1.12 MB · 22 downloads

 

That issue was addressed previously, but likely not included in one of the regular version updates.  Try this patch.

As written, this command would set the Essential flag on BaseID 0 to 7 when what you actually want is to set the flag on BaseID 7 (the Player) to 0 (false) with "setessential 7 0".  Give that a try.  A quick experiment shows this may not work on the Player, however.  It appears to be geared to NPCs.

 

I got the numbers mixed up while writing here, but I wrote correctly in the game. And after the patch, do I need to go back to the old save again, or will this fix the error in the current one?

Posted
3 hours ago, Qwert_yyy said:

And after the patch, do I need to go back to the old save again, or will this fix the error in the current one?

Not sure since that flag was previously set via a RefAlias the Player was occupying for that scene -- that's why the console command isn't working on the Player with that RefAlias holding the flag set.  The patch should have it cleared, but it's unknown if that will retroactively change what is previously set.

Posted
6 hours ago, Blackbird Wanderer said:

Not sure since that flag was previously set via a RefAlias the Player was occupying for that scene -- that's why the console command isn't working on the Player with that RefAlias holding the flag set.  The patch should have it cleared, but it's unknown if that will retroactively change what is previously set.

 

Well, thank you very much for your help and for the mod.  I noticed that you made several variations on many of the NPC and player response lines.  And you also gave the opportunity to return to another dialogue, or postpone the rescue of Signy, most developers would have made one branch of the dialogue and would not have given variations.  I mean, I commend you from a technical point of view in the way you look at it.  Keep it up, this is a good look at the quest structure in RPG games.  

 

By the way, is it okay that the fix is from the le version, although I am a se user?

Posted
12 hours ago, Qwert_yyy said:

By the way, is it okay that the fix is from the le version, although I am a se user?

Yes; scripts are version agnostic.  It's mainly the textures and animations that get converted.

Posted
14 hours ago, Qwert_yyy said:

I mean, I commend you from a technical point of view in the way you look at it.  Keep it up, this is a good look at the quest structure in RPG games.

Thank you; that's great feedback! 😃

  • 2 weeks later...
Posted

has the bug where rescued captives recruited as followers lose all interactions when a new home is set via AFT been addressed in patch 6, or is the post recuse stuff still on hold for later?

 

To reproduce: Rescue and remove bonds >> allow captive to goto their destination >> hello again >> would you mind following me? >> About this place >> this is you new home >> Ex-captive drops dialogue, runs about and can not be spoken to.
Feels like an AI package priority issue, but I've not gone mucking with that to confirm yet.
 

Issue present in 0.98g Patch 5 LE w/ AFT ver 1.66

Posted
2 hours ago, necrontyr525 said:

has the bug where rescued captives recruited as followers lose all interactions when a new home is set via AFT been addressed in patch 6, or is the post recuse stuff still on hold for later?

More than likely they're heading back to where they were first enabled.

 

You're correct that it's a priority issue, and developing the post rescue side is on the short list for future developments.  It currently uses a priority of 75 for the Travel, but it's applied by script with a PackageOverride Function.  Same for the post-arrival Sandbox Package at 40.  That means it's a quick fix if we can determine the priority that AFT uses -- we can just alter the script.  The full development of this feature will use RefAliases and mobile markers keyed to each Actor, but we'll need the AFT priority eventually for that as well to make sure the Quest holding the RefAliases is lower.

Posted (edited)
On 6/23/2024 at 4:27 PM, Blackbird Wanderer said:

... we'll need the AFT priority eventually for that as well to make sure the Quest holding the RefAliases is lower.

 

let me see if i can dig that out via creation kit here, but I've not done it in a bit so might take me a while. ight also be from 'my home is your home' so i'll check that too

Edited by necrontyr525
Posted (edited)

did further digging, it's almost certainly 'my home is your home' mod, *not* AFT, but i'm coming up blank on package priorities - i've never had to set or change them and the tutorials i'm finding are... less that helpful.

and MHiYH overwrites AFT's 'dismiss but hang out here' option so that's not a work about. joy.

Edit: i also had MHiYH 1.2 instead of 3.11 (YIKES!) so i'm updating that now and checking if the behavior is still brkked.

Edited by necrontyr525
Posted

same issue confirmed present with Skyrim LE (technically OG Skyrim + DLCs) / SBC 0.98g Patch 6 / AFT 1.66 /  MHiYH 3.11. So much !FUN!

if you can point me at where i can find those priority numbers (or a tutorial on where to find 'em) i'll happily pull them for you.

I'll link the version of AFT and MHiYH i'm using below, just in case, if there are newer versions let me know and i'd be happy to test.
 

AFT: https://www.nexusmods.com/skyrim/mods/15524
MHiYH: https://www.nexusmods.com/skyrim/mods/62040

Posted
2 hours ago, necrontyr525 said:

I'll link the version of AFT and MHiYH i'm using below

MHiYH appears to carry a Quest priority of 98.  Surprising that didn't override the automatic behavior from SBC, especially since it sounds like what you're experiencing is the default action of returning to the point of enabling if not given another command.  As a test, note the RefID of one of them and let her go (test save), wait several hours, and console Player.MoveTo followed by the RefID.  That should prove that they're going back to their bandit camp of origin, or will at least shed light on what may actually be going on.

 

5 hours ago, necrontyr525 said:

did further digging, it's almost certainly 'my home is your home' mod, *not* AFT, but i'm coming up blank on package priorities - i've never had to set or change them and the tutorials i'm finding are... less that helpful.

Just so you have an idea how it works, the AI Packages are attached to a series of RefAliases which live in a Quest inside MHiYH (there's actually only one) and each designate fills one of the Aliases.  The overall Quest priority (first tab) is 98 so that's the priority given to all the AI Packages attached to those RefAliases.

Posted

Hello! By any chance has a fix or cause for captives not spawning been found yet by any chance? My first quest camp is pine moon haven and after clearing the camp and getting the bandit journal there is nothing else, no captive to save or quest in journal, the quest only reappearing after leaving the vicinity.

Posted
13 hours ago, arosunleashed said:

Hello! By any chance has a fix or cause for captives not spawning been found yet by any chance? My first quest camp is pine moon haven and after clearing the camp and getting the bandit journal there is nothing else, no captive to save or quest in journal, the quest only reappearing after leaving the vicinity.

Can't suggest or engineer a fix without knowing the cause.  That procedure/process has run thousands of times in a controlled environment, and for other users.  Presuming it's repeatable, your case is more than likely caused by interference from other mods dominating the script engine or some other unknown interaction.  Try a test case without some of the known offenders, or better yet, do a bare bones test build (easy in MO2) with just the basics and see what happens -- then we can go from there to figure out a path forward.

  • 3 weeks later...
Posted
50 minutes ago, GamerLat said:

Hello Blackbird, is there any version of this great mod for the Flower Girls Framework in SSE? 

No, not at this time and nothing on the radar for future plans.

  • 5 weeks later...
Posted
15 hours ago, eflat01 said:

BTW this fights with a number of popular interior mod changes and likely should be noted in the description.

Do you happen to know which interior mods?

Posted (edited)
11 hours ago, Gudulba said:

Do you happen to know which interior mods?

 

Well for one anything changes the temple of Mara in layout... if I recall is one on the Blue Palace also. I'm using many of JK's interiors but if it conflicts with that I'm sure it will conflict with others unless you find or write a patch. For the time being I shoved JK's further along in load but they're esl flagged so you have to shove them really late in order.. then I patched a few things bash wise. 

Edited by eflat01
Posted
2 hours ago, eflat01 said:

 

Well for one anything changes the temple of Mara in layout... if I recall is one on the Blue Palace also. I'm using many of JK's interiors but if it conflicts with that I'm sure it will conflict with others unless you find or write a patch. For the time being I shoved JK's further along in load but they're esl flagged so you have to shove them really late in order.. then I patched a few things bash wise. 

Are you citing a perceived conflict or an observed problem?  Multiple mods can make edits to elements within a given cell.  All SBC does to most of those interior cells is place a single marker to use as a reference.

Posted (edited)
On 8/14/2024 at 5:44 PM, Blackbird Wanderer said:

Are you citing a perceived conflict or an observed problem?  Multiple mods can make edits to elements within a given cell.  All SBC does to most of those interior cells is place a single marker to use as a reference.

Current, Here's what I'm saying usually all anyone needs to do is place a mod later in load order... what happened with JK's though is loot did not pick up on the conflict. (Vortex sucks when trying to force load order's too.)

 

The symptom... JK's adds walls, moves furniture, adds some static and non-static items etc... what I ended up with in game was dup furniture many in their original place instead of J.K's 

 

So I loaded everything into SeEdit to see what's winning out (just easier than loading up and hunting down conflicting cells via CK) - only four mods USSEP, cloaks, JK's and Captives touched the Mara cells and sub-cells, DX armors with the Blue Palace... what was surprising I had a hard time getting  JK's to load past Captives in load order and even then would end up with the Statue of Mara, beds and clutter in their original X Y Z positions. I was scratching my head... 

 

One thing I noticed with Captives is the mod sets these cells persistent (not the marker) - I had not bothered look it up, but what's that does at a cell level?

 

Edited by eflat01
Posted (edited)
4 hours ago, eflat01 said:

One thing I noticed with Captives is the mod sets these cells persistent (not the marker) - I had not bothered look it up but what's that does?

Will look into that; thanks!

 

[Edit]: The Temple of Mara is a single edit that uses the statue as a location destination.  Because the statue itself is persistent, linking it to a package yields that as a persistent edit.  It should be a persistent object.  The part I can't fathom is why you're having conflicting issues.  I'm running JK's Skyrim on the SBC test setup and there are no problems.  JKs is fairly early in the load order and SBC is fairly late.

 

Question: Have you tried a test run without SBC to see if the conflicts in those cells persist?  I can't troubleshoot anything on the development end if we can't reproduce the anomaly, and right now that cell appears fine.  Haven't looked at any others yet but SolitudeBluePalace is similar.  Objects are used in scripts to do some things, but no positional edits happen.

Edited by Blackbird Wanderer
Posted
21 hours ago, Blackbird Wanderer said:

Will look into that; thanks!

 

[Edit]: The Temple of Mara is a single edit that uses the statue as a location destination.  Because the statue itself is persistent, linking it to a package yields that as a persistent edit.  It should be a persistent object.  The part I can't fathom is why you're having conflicting issues.  I'm running JK's Skyrim on the SBC test setup and there are no problems.  JKs is fairly early in the load order and SBC is fairly late.

 

Question: Have you tried a test run without SBC to see if the conflicts in those cells persist?  I can't troubleshoot anything on the development end if we can't reproduce the anomaly, and right now that cell appears fine.  Haven't looked at any others yet but SolitudeBluePalace is similar.  Objects are used in scripts to do some things, but no positional edits happen.

 

Its JK's Temple of Mara interior mod.

 

I also use JK's Skyrim too... and also some of his other interior mods like the palaces, temples and Inn's primarily, although I have Sisterhood of Dibella and not JK's temple of Dibella in the mix here - even though there's a patch for the two, the Sisterhood edits are enough to make the place look lively and interesting.

 

Static items (like furniture and idle markers) I think need set persistent to instantiate them on a cell load, I do not think the cell does though.

  • 2 weeks later...
Posted
On 6/7/2024 at 7:54 AM, Blackbird Wanderer said:

SBC v0.98g Patch 6 LE.7z 1.12 MB · 32 downloads

 

That issue was addressed previously, but likely not included in one of the regular version updates.  Try this patch.

As written, this command would set the Essential flag on BaseID 0 to 7 when what you actually want is to set the flag on BaseID 7 (the Player) to 0 (false) with "setessential 7 0".  Give that a try.  A quick experiment shows this may not work on the Player, however.  It appears to be geared to NPCs.

 

Does Patch 6 work on SSE? or should only Patch 5 be used?

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...