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Sexy Bandit Captives © [WIP] Support Thread


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Posted
21 hours ago, Demonwolf218 said:

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

Patch 6 is only scripts and the ESP file.  It should work, but the best approach would be to open the ESP in SSE CK then save it.  The scripts don't care.

  • 5 weeks later...
Posted

Hi,

 

I've just released my first captive but the "SBC" quest didn't cleared. I've tried the command "StartQuest SBCRecovery" which clean the quest but i can't find new quest to find a new captive. What should i do ? I'm on the last version of SSE and i didn't patch the mod yet.

 

Thanks

Posted
On 9/27/2024 at 11:38 AM, Wreend said:

I've just released my first captive but the "SBC" quest didn't cleared

All the way to Winterhold for the expert consultant?  There's quite a lot of content before a second captive is spawned.

Posted
1 hour ago, Blackbird Wanderer said:

All the way to Winterhold for the expert consultant?  There's quite a lot of content before a second captive is spawned.

Only until the mage free my first captive.

 

Btw i tried to talk to Sybille just after but she doesn't seem to talk to me about the captives.

Posted
20 hours ago, Wreend said:

Btw i tried to talk to Sybille just after but she doesn't seem to talk to me about the captives.

Both Sybille's and Nenya's dialogue are tied to having a Captive following you.

 

20 hours ago, Wreend said:

Only until the mage free my first captive.

 After the first Captive is freed, talk to the mage again.  The second Quest is called "Read between the lines".

  • 3 weeks later...
Posted (edited)
On 6/7/2024 at 12:54 PM, Blackbird Wanderer said:

SBC v0.98g Patch 6 LE.7z 1.12 MB · 35 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.

 

Glad I came back here to find this. My only issue is it keeps telling me I don't have permission.

Edited by Spelltan
  • 2 weeks later...
Posted
10 hours ago, eflat01 said:

 "Read between the lines"

 

  Reveal hidden contents

 

Ok, you've got a problem most likely due to script lag.  I know it's a pain, but can you return to an earlier save point like just before talking to Giraud?  i.e., Determine if it's a repeating error.  A few people have seen this where the three Khajiit aren't populating their RefAliases for some reason.

Posted (edited)
8 hours ago, Blackbird Wanderer said:

Ok, you've got a problem most likely due to script lag.  I know it's a pain, but can you return to an earlier save point like just before talking to Giraud?  i.e., Determine if it's a repeating error.  A few people have seen this where the three Khajiit aren't populating their RefAliases for some reason.

 

Yes, I loaded a save I had at Winterhold before going to Giraud... and worked fine. After that so far rescued five of them.

 

Spoiler

You do know some of those wisp which spawned can end up in next to impossible places to deal with. Like under water off ships and had some in White Run Watch which had to be outside the cell walls.

 

Edited by eflat01
Posted
12 hours ago, eflat01 said:

Yes, I loaded a save I had at Winterhold before going to Giraud... and worked fine. After that so far rescued five of them.

Good news, and with it being erratic for you, look to your script load.  SBC isn't particularly resource hungry, but some critical functions that only happen intermittently can starve if something else is hogging the Papyrus engine.

Posted
5 hours ago, Blackbird Wanderer said:

 some critical functions that only happen intermittently can starve if something else is hogging the Papyrus engine.

 

What would be a "usual suspect"?  ~or~ How can I see what mods I have that are hogs?

I had the same issue eflat01 has. 

 

I haven't been able to progress beyond looking for the cats. 

Posted
6 hours ago, Irishredneck said:

What would be a "usual suspect"?  ~or~ How can I see what mods I have that are hogs?

There's not an easy way I know of, though some mods are known to be resource hogs.  Mods that use cloaking spells to do whatever they do (and there are many of them) are likely culprits as they run all the time and are constantly checking things within the range of the spell.  That's why SLA has a variable scan time depending on what the user's setup can handle so dial that number up if you use it.  Not sure if it's changed, but Run For Your Lives used to be a resource sink as it constantly queried several dozen RefAliases simultaneously, and all the time.  Heard (older) reports about Simply Knock for different reasons but with similar effects.  All this is why SBC was written to have the script and engine demands be limited, infrequent, and as brief as possible.  Any scans done are turned on, data stored, then terminated.

Posted (edited)
On 10/27/2024 at 9:43 AM, Blackbird Wanderer said:

Good news, and with it being erratic for you, look to your script load.  SBC isn't particularly resource hungry, but some critical functions that only happen intermittently can starve if something else is hogging the Papyrus engine.

 

Not really script heavy that I can find (the heaviest scripts running are in SDA), anyway it's running fine now with the exception that wisps spawn and get caught in the strangest places during a rescue, especially when in an enclosed cell, they'll sometimes get into walls. but they like to go underwater if on a ship or by the sea (best way to kill them in that case is to spam cast fireball spells at the water in their general area).  Chasing them down a mountain out in the rift isn't too bad. 

 

Also, Here's a strange bug for you, If I set a captive free and have Shadowmere nearby they'll mount him and sit there.  I do not have any horse framework mods.

 

Edited by eflat01
Posted

Just more confirmation about the resource intensive nature of cloak spells.  Found on the Simple Defeat page, but referencing SexLab Defeat.

 

"Thanks to SPID and Papyrus Extender, Simple Defeat replaces the old and resource-intensive cloak spells with a streamlined on-event spell distributed through SPID."

Posted (edited)

Your mod has a pop up that makes you agree to not use your stuff without permission. While I can respect that it creates a problem for me. Once I installed your mod and started a new game (with Alternate start) your pop up happened on the character creation menu when starting a new game. Now 1/2 of my MCM is not loading properly.  Like Babo dialog.  Is it really necessary to have that permission pop up? There is already too much stuff that loads with the mcm to have pop ups (or at least delay the pop up until the main game asked for survival mode)... can I get a patch to remove the pop up?

 

Update: yes this mod completely messed up my MCM loading properly because of the permission pop up... please remove it, i have never seen another mod do this I don't know why it's nessacary for this mod.

Edited by Burensc
Posted

This Mod fucked updating my MCM.... other menus won't load, and it's all because of the stupid pop up that informs us not to use his work without asking... it pops up right at the race menu and character creation before even naming your character and then 1/2 your menus don't load in the mcm. WTF is that stupid  pop up needed? No other mod author uses it? Specifically Babo won't load.

 

(I am on Skyrim AE 1170)

Posted
On 11/5/2024 at 8:19 PM, Burensc said:

Update: yes this mod completely messed up my MCM loading properly because of the permission pop up... please remove it, i have never seen another mod do this I don't know why it's nessacary for this mod.

Do you know for certain that it's because of the pop-up?  (It could be the rest of the MCM structure.)  The pop-up is a very basic menu message and it's more than likely you're conflating causation with correlation.  Also, the mod was originally developed on LE then converted to SSE.  No testing on AE to date other than a couple of anecdotal reports from users saying it worked fine.  This is the only report received to date of a problem of this nature.

 

But, we'll run with your supposition.  Stand by for an update to the script that drives the MCM, but we have low expectations this will resolve your issue.  However, it's a cheap/quick experiment.

Posted
1 hour ago, Blackbird Wanderer said:

Do you know for certain that it's because of the pop-up?  (It could be the rest of the MCM structure.)  The pop-up is a very basic menu message and it's more than likely you're conflating causation with correlation.  Also, the mod was originally developed on LE then converted to SSE.  No testing on AE to date other than a couple of anecdotal reports from users saying it worked fine.  This is the only report received to date of a problem of this nature.

 

But, we'll run with your supposition.  Stand by for an update to the script that drives the MCM, but we have low expectations this will resolve your issue.  However, it's a cheap/quick experiment.

 

I'm always very impressed with how calm you remain in this thread.

Posted (edited)
2 hours ago, Blackbird Wanderer said:

Do you know for certain that it's because of the pop-up?  (It could be the rest of the MCM structure.)  The pop-up is a very basic menu message and it's more than likely you're conflating causation with correlation.  Also, the mod was originally developed on LE then converted to SSE.  No testing on AE to date other than a couple of anecdotal reports from users saying it worked fine.  This is the only report received to date of a problem of this nature.

 

But, we'll run with your supposition.  Stand by for an update to the script that drives the MCM, but we have low expectations this will resolve your issue.  However, it's a cheap/quick experiment.

The entire mcm launches properly is I simply uninstall this mod. No I don't know for certain that the pop up does it, I am 100% certain that this mod does it... the pop up is the most logical place to start since it pops up while your creating your character in the race menu.... there are a million better places to put this "ask permissions ' pop up it could pop up with Survival mode or fertility mode after you get to the open world. You could make people agree when installing the mod via an installer window like a FOMOD or something. Having the pop up any where but the race menu would be preferred. 

 

As for the MCM you are right, it could be something other than the pop up, but it has to be this mod.

 

Thank you for the patch you DMed me. I will test it on Sunday 

Edited by Burensc
Posted
26 minutes ago, Burensc said:

there are a million better places to put this "ask permissions ' pop up it could pop up with Survival mode or fertility mode after you get to the open world.

Actually, in 0.98h it's immediately after an "Install Mod" phase of the MCM to support delayed activation by the Player.  As was mentioned, the whole structure has been reordered.

Posted
On 11/8/2024 at 11:21 AM, Blackbird Wanderer said:

Actually, in 0.98h it's immediately after an "Install Mod" phase of the MCM to support delayed activation by the Player.  As was mentioned, the whole structure has been reordered.

So I downloaded the file the install instructions said was for SSE which according to the contents of the compressed file is 0.98g not 0.98h.

 

After extensive testing I do need the pop up delete patch you DMed me to get the mod to work but there seems to be more to it than that. 

 

I tested it with brand new games (alternate start- live another life). And I MUST have both the patch installed. Plus I must only enable the mods after I get started in the open world after the game prompts me for survival mode.

 

So this is how it's working on AE1170

 

-So I need to have my stable mod list installed including your mod with the patch.

- SBC (your mod plus patch) must be disabled in MO2.

- run Pandora

- start game make character and get to Skyrim after the starting location 

- make a save and exit the game

- enable SBC plus patch

- run Pandora

- go back into game and now everything in the MCM works

 

* Pandora needs to be run evertime an animation mod changes or you get T pose on everything *

 

I did tests with both the patch and no patch and it only worked with the patch. When I start the mod the way I described it asks me to install SBC like Sexlab that's when there is a boom (and I assume that is where your pop up prompt is supposed to go rather than the race menu). It seems your mod is trying to install itself on a new game not as intended, which makes the pop up happen on race menu and more important messes up the MCM loading on AE 1170

Posted

Hi. I'm using v.98g SSE and it seems to work ok and I'm making lots of saves along the way because the mod does seem to get a little wonky occasionally but again it seems to work rather well. One recurring problem is that the wisps spawn on the other side of walls or outside the cell the player is in and another is that the home "Decorations" seem to stop working after a while, that is the girls stop interacting with the npc's around them. I set the number of "decorations to 4 in the mcm and have only enslaved 4. And lastly, how many girls are there to rescue? I have been rescuing girls left and right and there seems to be no end to it.

Posted
18 hours ago, ShivasBane said:

Hi. I'm using v.98g SSE and it seems to work ok and I'm making lots of saves along the way because the mod does seem to get a little wonky occasionally but again it seems to work rather well. One recurring problem is that the wisps spawn on the other side of walls or outside the cell the player is in and another is that the home "Decorations" seem to stop working after a while, that is the girls stop interacting with the npc's around them. I set the number of "decorations to 4 in the mcm and have only enslaved 4. And lastly, how many girls are there to rescue? I have been rescuing girls left and right and there seems to be no end to it.

Good report; thanks!  The wisps have undergone an overhaul in the next version, but we'll look for that anomaly in testing.  Decorations need an overhaul, but that feature is way down on the priority list.  91 total Captives unique to the mod at last count; the add-your-own feature allowed for another 20 custom Captives but that is disabled in that version pending rework.  At some point you will run out.

Posted (edited)

Just a compatibility note.  I stopped playing Skyrim for a year and came back a week or two ago and realized my LE install was so out of date that I may as well take the plunge into SE & MO2.  I spent a couple days building a modlist using the latest SE version (1.6.1170).  I had zero issues with the pop up causing any damage during character creation in a LAL startup situation.   My only issue with SBC as yet (I've only just finished the startup questline and can finally start looking for and freeing captives) is that their hair is purple because I went with a SMP version of KS hairs.  I came here now to get the name of the proper hair mod to install (though I'll leave the .esp disabled, no need for a billion hairstyles especially if they're static. So spoiled now.)  ;)

 

MO2 shows me with 299 mods and 231 active plugins.  My machine is about four years old running a RTX 2070, so its nowhere near a powerhouse that could just brute force through script lag or anything.

Edited by Naps-On-Dirt
mention modlist size for complexity reference

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