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Sexy Bandit Captives © [WIP] Support Thread


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34 minutes ago, kalador said:

What version of KS hairs do you have installed?  Immersive Wenches requires 1.5, but the current version is 1.8.

KS 1.9 was released a few days ago. Or did you mean that the current version of SBC uses KS 1.8?

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11 minutes ago, EinarrTheRed said:

So has anyone found Lenore yet? ?

 

Yes. I believe once (And I don't mean the washing powder either). She was the 2nd or 3rd girl I was sent to find but I didn't save afterwards so I'll have to go looking for her all over again.

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1 minute ago, Balgin said:

KS 1.9 was released a few days ago. Or did you mean that the current version of SBC uses KS 1.8?

Thanks for telling me.  I was not aware that KS hairs had been updated again.  The last version that I knew about was 1.8.

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Just now, kalador said:

Thanks for telling me.  I was not aware that KS hairs had been updated again.  The last version that I knew about was 1.8.

If you also use YPS I just uploaded an up to date json file for KS 1.9 in the YPS thread. I spent a few days doing it 'cause life's been very busy lately.

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1 hour ago, Balgin said:

Is it possible for the spawn scripts to repopulate locations with bandits if they've already been cleared or check to see if a location is cleared out before assigning prisoners to it?

No.  It actually doesn't do anything except monitor.  When it's time for a camp to be selected, the Quest searches for 1) SBC Marker with 2) a living bandit with the Boss LocRefType.  It is, however, possible to select a camp whose boss just respawned after 8 days of the Player being away and it be the only living member.  The rest of them take up to 30 days to respawn.  There's nothing stopping them from haring off after a saber-cat or whatever and dying in the process, leaving the Captive there by herself.  Weirder things have happened in testing.

 

2 hours ago, Balgin said:

If you're playing with Submissive Lola and have the "mistress can be your pimp" option selected in the MCM then you can just ask her for tavern rumours and she acts as if she's an innkeeper in whatever location you're currently standing in.

They threw her in the InnkeeperFaction to enable the rumors, with this being the unforeseen side effect.  Yes, that would work, however . . . you're not gaining much.  The innkeepers are limited by how many rumors they can "dispense" about Captives, and that limit is 2 per Hold the Innkeeper is in.  So if you talk to Hulda at the Bannered Mare, and ask her about things twice, that expends all innkeeper interactions in the Hold of Whiterun for 20 hours.  You have to go to another Hold to get another rumor (if there is one), even if it's about what's going on back in Whiterun.  There was a deliberate design approach to keep things moving around.  Eventually it will become time critical and might get fairly frantic with up to 10 camps simultaneous.  Not getting there in time may start to have . . . consequences.

 

2 hours ago, Balgin said:

It could be pertinent to the whole background situation going on.

?:classic_biggrin:?

 

2 hours ago, Limey77777 said:

does this new version require a stronger system? I don't see anybody else having similar issues, does it require a new game?

No and no.  Crashing upon entering an inn is a new one.  No idea what's causing that.  Anybody else have the problem @Limey77777 describes?

 

58 minutes ago, KCOLL said:

reread the intro looks like more bandit camp still recommended and that sbc adds 4 additional camps.

Works fine with MBC, and SBC adds 7 organic camps of its own with more on the assembly line.  Eventually the plan is to make MBC obsolete altogether because @EinarrTheRed builds much better camps with much fewer problems.  Needs a clean save (SBC never loaded, or properly cleaned) to start, but not a new game.

 

57 minutes ago, kalador said:

Nether's Follower Framework has to be at the bottom of your load order, below any mod that might add a follower, or it will not work correctly.

SBC hasn't been written to work with NFF yet, to harness the follower mod scripts in an immersive fashion like it does with EFF and AFT/iAFT.  Future development.

 

58 minutes ago, kalador said:

I consider Vortex to be the Idi Amin Dada of mod managers, and am seriously considering switching to Mod Organizer 2.

Strongly recommended.  MO2 never yanks control away from you!

 

52 minutes ago, HomeScreen503 said:

Are there elements for the PC being captured

None whatsoever, nor will there be.  There are plenty of mods that do that sort of thing.

 

53 minutes ago, HomeScreen503 said:

Gave it a test play, saved one captive, but wasn't getting any new quests even after a while.

You have to complete the 2nd Quest and bring the translation back to Dris/Urag.  All Captive placement is stopped until you do.

 

 

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Played with  0.98d SSE today, using the updated fix ESP. Still no actual note from Brina when she's jarl, so that's still an issue I suppose. Also ran into something.. odd. 

 

Had faldar's tooth pop as a bandit camp with several captives in it. Went in and rescued 4- one outside, three inside, but the quest wouldn't close out for the location. Turns out one of them- Isazet- had either spawned or run across the river, and  was hanging out just downstream from the lumbermill there, well outside the quest area. I'd have never found her  if I hadn't turned cheat high for quest markers, to be honest- she was just chillin in the shallows under a rock, well outside the recognized faldar's tooth area. Once I talked to her, she worked out just fine, no trouble, just the oddity of her being so far away from the camp she spawned in. 

 

Other than that? So far, so good. Really enjoying it, and for a pre-1.0 WIP release, it's running shockingly smoothly. Still haven't kept any of them yet- Daumbra might not approve (Though I suspect she probably wouldn't care too much)- but there's been a couple that I've been sore tempted about!

 

 

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I have tried to get this mod to work (0.98d) on SE and after following the advice to enable the mod later on if using an alternative start mod, I managed to get the mod to register in the MCM. Apart from that however nothing else seams to work. No message poped up an I can't find any notes either... The console tells me that SBC_On=0.0, I think that means the mod has not yet initialized. I'm going to attach the appropriate Papyrus log, since there are a lot of messages regarding this mod. I hope this helps to track down this bug.

As a side note, I have encountered a compatability problem between Nether's Follower Framework and this mod, if this mod is placed below it in the load order. Somthing about too few follower slot being present. Dont know if thats a problem or if simpliy placing this mod above the framework fixes that issue completly (I have tried that and atleast the message disappears...).

Papyrus.0.log

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7 minutes ago, Wolfshrike said:

Isazet- had either spawned or run across the river, and  was hanging out just downstream from the lumbermill there, well outside the quest area. I'd have never found her  if I hadn't turned cheat high for quest markers, to be honest- she was just chillin in the shallows under a rock, well outside the recognized faldar's tooth area. Once I talked to her, she worked out just fine, no trouble, just the oddity of her being so far away from the camp she spawned in. 

Wow.  Chased there by wolves or something equally odd would be the guess.  That would have had to have happened after you got close enough for the cell to load.  Not sure if that needs preventing, or leave it as is to keep things interesting.

 

9 minutes ago, Wolfshrike said:

Other than that? So far, so good. Really enjoying it, and for a pre-1.0 WIP release, it's running shockingly smoothly.

That last part again?  Really?  Glad you're liking it though.

 

10 minutes ago, Wolfshrike said:

Still no actual note from Brina when she's jarl, so that's still an issue I suppose.

There's a RefAlias she has to fill that she's probably not rigged to somewhere.  Will take a deep dive in Quests and scripts to solve.

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15 minutes ago, Wolfshrike said:

Still no actual note from Brina when she's jarl, so that's still an issue I suppose.

Workaround:  There are only a very few camps in The Pale (unless you have Watchtowers loaded) so it shouldn't be difficult to find the site by just checking.  Frostmere Crypt spawns the most frequently in testing for some reason.

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6 minutes ago, nmpp said:

No message poped up

If no message, no mod.  It will take some investigating to even suggest why an initialization script is failing, and possibly some substitute diagnostics scripts.  Suggest trying a test setup with just a basic load order and see if that changes anything.

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14 minutes ago, nmpp said:

I have tried to get this mod to work (0.98d) on SE and after following the advice to enable the mod later on if using an alternative start mod, I managed to get the mod to register in the MCM. Apart from that however nothing else seams to work. No message poped up an I can't find any notes either... The console tells me that SBC_On=0.0, I think that means the mod has not yet initialized. I'm going to attach the appropriate Papyrus log, since there are a lot of messages regarding this mod. I hope this helps to track down this bug.

As a side note, I have encountered a compatability problem between Nether's Follower Framework and this mod, if this mod is placed below it in the load order. Somthing about too few follower slot being present. Dont know if thats a problem or if simpliy placing this mod above the framework fixes that issue completly (I have tried that and atleast the message disappears...).

Papyrus.0.log 2.32 MB · 0 downloads

For the mod to start, you need to find one of several notes.  Riverwood, The Riverwood Trader, upstairs on a dresser.  Whiterun, Belethor's Goods, sitting on the counter.  Whirerun, Jail behind Dragonsreach, first chamber on the desk.  The Thalmor fortress on the far north coast by the landing for Castle Volkihar.  Not sure where that note is in there.

Once you find and read a note, the mod should start.

Nether's Follower Framework requires it to be below anything that adds possible followers.  I have it at the bottom of my load order, with only Skyrim Unbound Reborn, an alternate start mod below it.  Blackbird Wanderer says that Sexy Bandit Captives is not designed to work with Nether's Follower Framework.

 

Oops!  I missed that about no message, so disregard my bad advice on the notes.

Edited by kalador
correction
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7 minutes ago, Blackbird Wanderer said:

Wow.  Chased there by wolves or something equally odd would be the guess.  That would have had to have happened after you got close enough for the cell to load.  Not sure if that needs preventing, or leave it as is to keep things interesting.

It's possible- I'm running OBIS too, and that was a particularly nasty fight, with a couple patrols entering midway through. Not sure, I didn't see her before I toggled on the quest markers, so I can't be sure what happened to be honest. My best guess is she spawned where she was supposed to, then either  ran over there or got thrown- but, again, no sure way of knowing. 

 

8 minutes ago, Blackbird Wanderer said:

That last part again?  Really?  Glad you're liking it though.

All I can say in my defense is I've been plugging away at a mod (That's probably *far* too advanced for a first time mod author... but eh) For like 8 months, and can't get it to even pretend to work. So you lot that can are pretty impressive in my book

 

I'll try running around the pale- I suppose with the civil war completed, it shouldn't be so bad, since that means dunstad is out of the picture. 

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A little feedback on the new bandit camps.  Their populations seem to be huge, way too much for low level characters.  When I emerged from Bleak Falls Barrow I was very surprised to find the camp there, but then had to run for my life.  I was sent back there later (that dragon screenshot was from my return trip) and still barely managed to succeed.  I can handle them a little better now that my level is in the mid 20's, and I have Rage bombs to throw (cast) around.  I've been to 2 or 3 others of the new "camps", though their population is greater than some Skyrim towns.   Can the number of bandits spawned be tied to the player level somehow?  

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11 hours ago, Blackbird Wanderer said:

The scene didn't start as expected.  You should be seeing something like this, then an argument:

  Reveal hidden contents

image.png

What version (v0.98d?) and what platform (LE/SSE/AE?) was this?

Suggest reload and try again. 

 

Thanks I'll try again It was version 0.98 but I'm not too sure with iteration abcd it was. I downloaded it a few days ago. 

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Found new issue i believe on SE version D with corrected ESP posted a page or two ago. Was sent to Lost Knife Cave/Hideout but whether its the size of it or it being a multiple cell location the quest isn't updating as you approach the area, i.e. from go to XYZ to escort/liberate/Subjugate captive

 

 


Quest has remained like this even when i'm next to the marker

Quest.jpg.5737a1434c43fc02008285a9c3f248d1.jpg

Can see the captive over on the left with the blue tinge

MarkerandCaptive.jpg.e40e965a0c2fdf52b5699ea8b82e85e7.jpg

Can release or subjugate but that didn't update the quest (assume due to being at the wrong stage)

 

Cell itself is definately cleared of hostiles

ZoneCleared.jpg.3a6f6e05aa91cfae8997b9e8644b8d0d.jpg
 

 

 

Tried twice, as it didn't work the first time thought i'd give it another go (only noticed the quest was still at the go to location stage after subjugating and then freeing Vori) but loading up a save from before i'd gone into lost knife hideout had same result, no change when i tried going out of lost knife cave/hideout back into the skyrim world space and then re-entering

 

Is there a setstage i can use on the console to move it to the free/escort/subjugate the captive so i can carry on?

Edited by pinky6225
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Haven't come around yet to playtesting it, but it looks really promising.

 

11 hours ago, Blackbird Wanderer said:

There's a conditional script procedure, literally named "Stumbled Upon" to handle just this case!  We tried to think of every excursion such as that so the quest chain doesn't break just because the Player wasn't following the script! :classic_biggrin:

Thank you so much for that! This is (IMO) the best approach to any quest. Nilheim or the Shrine of Boethia are two vanilla examples for bad quest design, and as I never ask innkeppers for rumour, because that only cutters my quest journal, it's nice to know that you may just run through Skyrim as usual and stumble upon this quest.

 

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SBC might be causing conflicts with certain YPS functions. High Heel Training, ear piercing and earring soldering aren't working. Piercing other body parts works fine. I haven't checked soldering other body parts just yet. Since those two earring related functions are both tied to the same npc it might just be that her conversation or scripts have been messed with. The earlobe piercing kit works as a workaround which is why I think it's Yolie that's broken. The High Heel Training (Untrained Feet etc) doesn't even appear in the magic effects menu (P) at all and heels speed appears to be unaffected. It's possible that it's a conflict with another mod but this only manifested the day before yesterday so there's a good chance it's SBC related.

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49 minutes ago, pinky6225 said:

Found new issue i believe on SE version D with corrected ESP posted a page or two ago. Was sent to Lost Knife Cave/Hideout but whether its the size of it or it being a multiple cell location the quest isn't updating as you approach the area, i.e. from go to XYZ to escort/liberate/Subjugate captive

  Reveal hidden contents

 


Quest has remained like this even when i'm next to the marker

Quest.jpg.5737a1434c43fc02008285a9c3f248d1.jpg

Can see the captive over on the left with the blue tinge

MarkerandCaptive.jpg.e40e965a0c2fdf52b5699ea8b82e85e7.jpg

Can release or subjugate but that didn't update the quest (assume due to being at the wrong stage)

 

Cell itself is definately cleared of hostiles

ZoneCleared.jpg.3a6f6e05aa91cfae8997b9e8644b8d0d.jpg
 

 

 

Tried twice, as it didn't work the first time thought i'd give it another go (only noticed the quest was still at the go to location stage after subjugating and then freeing Vori) but loading up a save from before i'd gone into lost knife hideout had same result, no change when i tried going out of lost knife cave/hideout back into the skyrim world space and then re-entering

 

Is there a setstage i can use on the console to move it to the free/escort/subjugate the captive so i can carry on?

I can confirm this, since it just happened to me as well.  Four captives in the area, all rescued, and the quest is still active with a marker pointing at the floor in the cage area of Lost Knife Hideout. I also left the area and returned multiple times without ever removing the quest objective and advancing the quest. v0.98d LE

 

37 dormant restraints, 3 active restraints currently in my inventory/home.  Blame it on my cats keeping me awake at night.

Edited by kalador
sleep deprivation. again!
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6 hours ago, annoying1 said:

So, so glad and thrilled to see this wonderful mod back again!! Just wanted to give you a heads up that the current link for this thread on the mod page is broken. I could only come back here because I had favorited it earlier.

Thanks for the notice!  Corrected now.

 

9 hours ago, Wolfshrike said:

My best guess is she spawned where she was supposed to

They don't "spawn" exactly like the bandits do.  They are placed in an exact location by a script, and only at a specific time, so if they're retreating it's definitely due to hostile combatants.

 

2 hours ago, Naps-On-Dirt said:

A little feedback on the new bandit camps.  Their populations seem to be huge, way too much for low level characters.  When I emerged from Bleak Falls Barrow I was very surprised to find the camp there, but then had to run for my life.

We'll examine a change, but this seems like a good thing at first glance.  A low level Dragonborn shouldn't be able to run around and handily rule every situation.  There should be times when running (or sneaking) the hell away is the correct response. :classic_biggrin:  And you've not seen the toughest fight @EinarrTheRed has cooked up yet, though Rockslide, Bonefall, and Pinefrost are all quite difficult.  But Wakefield is sort of a pushover.

 

54 minutes ago, Balgin said:

SBC might be causing conflicts with certain YPS functions. High Heel Training, ear piercing and earring soldering aren't working.

Curious.  SBC has no overlapping features with things like that.  None whatsoever.  Not even a body modification.

 

1 hour ago, pinky6225 said:

Found new issue i believe on SE version D with corrected ESP posted a page or two ago. Was sent to Lost Knife Cave/Hideout but whether its the size of it or it being a multiple cell location the quest isn't updating as you approach the area, i.e. from go to XYZ to escort/liberate/Subjugate captive

Good feedback.  This is another mystery but script lag is the only plausible explanation; this has never been seen in testing.  The proximity triggers had to be clamped to only send their first triggering; otherwise when you break one of them they trigger their Event as many as 10 times, and cue the downstream script that many times as well.  i.e., They're hyper-reactive.  It sounds like a backup mechanic is in order, probably linked to talking to a Captive, to trigger "tactical" mode if not already there.  Of note, however, the Last Bandit routine that includes the wisps only operates via the proximity trigger so this won't solve that not happening -- not that it has to happen.

 

1 hour ago, pinky6225 said:

Is there a setstage i can use on the console to move it to the free/escort/subjugate the captive so i can carry on?

Not currently, no.  Since this is a revolving Quest and you can't back up in Quest stages (you can only reset) it's governed by a script and the proximity triggers.  The Quest stage doesn't really do anything on this one.  It's waiting for the RefAliases to be clear when you transition the last Captive at a site.  Each time you transition one, it runs through the list again to see if there are more remaining.

 

2 hours ago, Ssplayer1ss said:

Thanks I'll try again It was version 0.98 but I'm not too sure with iteration abcd it was. I downloaded it a few days ago. 

Try the latest version for its own benefits, but there were no changes to this scene.  It's been solid up to this point and it has never hung up in testing like you described.  Sometimes the game engine throws down and quits a procedure for no explainable reason and reload is the only solution, unfortunately.  What platform was this on? (LE/SE/AE?)

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Winterhold, was just aimed towards camp Frostdrake.  I have a quest marker giving me the direction, but not seeing anything at all on the world map. 0.98d LE

 

Correction. Was not displaying because I still have the Lost Knife Hideout marker showing up.  I actually stumbled upon the camp without realizing that I was headed back towards Lost Knife Hideout.

My internet connection is misbehaving badly this morning.  I am on satellite, and there are storms in the area.

Edited by kalador
double post and update
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1 hour ago, Blackbird Wanderer said:
3 hours ago, pinky6225 said:

Found new issue i believe on SE version D with corrected ESP posted a page or two ago. Was sent to Lost Knife Cave/Hideout but whether its the size of it or it being a multiple cell location the quest isn't updating as you approach the area, i.e. from go to XYZ to escort/liberate/Subjugate captive

Good feedback.  This is another mystery but script lag is the only plausible explanation; this has never been seen in testing.  The proximity triggers had to be clamped to only send their first triggering; otherwise when you break one of them they trigger their Event as many as 10 times, and cue the downstream script that many times as well.  i.e., They're hyper-reactive.  It sounds like a backup mechanic is in order, probably linked to talking to a Captive, to trigger "tactical" mode if not already there.  Of note, however, the Last Bandit routine that includes the wisps only operates via the proximity trigger so this won't solve that not happening -- not that it has to happen.

 

3 hours ago, pinky6225 said:

Is there a setstage i can use on the console to move it to the free/escort/subjugate the captive so i can carry on?

Not currently, no.  Since this is a revolving Quest and you can't back up in Quest stages (you can only reset) it's governed by a script and the proximity triggers.  The Quest stage doesn't really do anything on this one.  It's waiting for the RefAliases to be clear when you transition the last Captive at a site.  Each time you transition one, it runs through the list again to see if there are more remaining.

 

Think by trial and error i've found the cause, i loaded up a save from before reaching the cell with Vori and then ran elephants script latency to see if script lag was the problem and that gave a pretty consistent 80ms and the quest did update this time although i accidentally smacked vori with my sword which killed her (maybe set essential until they are released/escorted/subjugated?) as i had that test running i was going a bit slower to see what it was reporting

 

On the 4th try i went much slower through the final cell (lvl 107 dragonborn so i do one shot pretty much everything) letting my follower do more of the killing and then the quest also triggered so i'm guessing killing all the bandits before one can have that effect applied to them (looks like a heal effect when they die) breaks something

 

Just to see if there was a work around i loaded up my other save and resurrected a couple of bandits and killed them which did update the quest and cause the wisps to spawn but that then gave me a crash (dunno if its from me messing or something wrong with this file)

 

Possible relevant objects (3)
{
  [   1]    TESNPC(Name: `Daedric Wisp`, FormId: 2D2145B0, File: `SexyBanditCaptives.esp`)
  [   1]    Character(FormId: FF00721A, BaseForm: TESNPC(Name: `Daedric Wisp`, FormId: 2D2145B0, File: `SexyBanditCaptives.esp`))
  [  45]    BSFadeNode(Name: `FXSplashSmallParticlesLong`)
}

Edited by pinky6225
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I'm guessing my problem was with the download and not the mod. Downloaded again (LE) installed (Vortex)

Read Note, spoke to innkeeper and got sent to Solitude. Spoke to Falk Firebeard, got the update and the quest disappeared from the the journal after getting the update from Falk.

Ran out to the nearest Bandit camp I could find and got an update as I approached, killed the bandits , looted journal and got the update to read it but it didn't show in my inventory. Grabbed another copy of the journal with additem, got the update. Did the demon scene (V cool btw) and now I'm patching to get the dialogue for Viera

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