Blackbird Wanderer Posted November 18, 2024 Author Posted November 18, 2024 3 hours ago, Naps-On-Dirt said: 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.) KSHAIRDOS - Renewel (Soft Dependency) Will work with the ESP unchecked in MO2 as long as the files are in their standard place. Since you're getting purple hair via the SMP version, it's a reasonable supposition that they use the same path structure as the static hair mod and will overwrite the SMP ones. Try it and see what happens. This is a wrinkle not accounted for yet.
Naps-On-Dirt Posted November 18, 2024 Posted November 18, 2024 1 hour ago, Blackbird Wanderer said: KSHAIRDOS - Renewel (Soft Dependency) Will work with the ESP unchecked in MO2 as long as the files are in their standard place. Since you're getting purple hair via the SMP version, it's a reasonable supposition that they use the same path structure as the static hair mod and will overwrite the SMP ones. Try it and see what happens. This is a wrinkle not accounted for yet. I don't think they are interfering with each other at first glance, the SMP versions of each hair model all have SMP in their name.
Blackbird Wanderer Posted November 18, 2024 Author Posted November 18, 2024 6 hours ago, Naps-On-Dirt said: I don't think they are interfering with each other at first glance, the SMP versions of each hair model all have SMP in their name. Look at the filename of the .NIF -- at a glance they look identical to the regular KS filenames. The paths, however, are different with the SMP versions in that extra HDT subfolder. ModOrganizer\SkyrimSE\mods\KS Hairdos - HDT SMP (Physics)\Meshes\KS Hairdo's\HDT What we can't explain is that you had any hair parts manifest at all without the static KS files in place. Previous testing, and user reports, tells the story of bald captives because the mesh isn't found.
shardoom Posted November 23, 2024 Posted November 23, 2024 It's because the hair is actually baked in the facegen nif iirc. 1
Blackbird Wanderer Posted November 24, 2024 Author Posted November 24, 2024 19 hours ago, shardoom said: It's because the hair is actually baked in the facegen nif iirc. Ah, that makes sense . . . sort of. It doesn't explain reports of bald captives unless that's just a case of a missing texture so the mesh is invisible.
Malphias Posted November 27, 2024 Posted November 27, 2024 (edited) Any issue with leaving this 'dead' in my load order? Ideally I could just uninstall this mod, but then my save could very well get screwed, and I have no desire to start a new game yet again. I can live with "Read Between The Lines" in my journal if there is no in-world issues? Are the captives all out in the world or placed only as this quest chain progresses? Edited November 27, 2024 by Malphias
Naps-On-Dirt Posted November 28, 2024 Posted November 28, 2024 1 hour ago, Malphias said: Any issue with leaving this 'dead' in my load order? Ideally I could just uninstall this mod, but then my save could very well get screwed, and I have no desire to start a new game yet again. I can live with "Read Between The Lines" in my journal if there is no in-world issues? Are the captives all out in the world or placed only as this quest chain progresses? I don't remember which one that quest is, but if you haven't advanced the quest far enough to release the first captive, the rest haven't been distributed. There's a lot of running to and fro' at the start of this mod, gathering information and doing a fetch quest.
Malphias Posted November 28, 2024 Posted November 28, 2024 14 hours ago, Naps-On-Dirt said: I don't remember which one that quest is, but if you haven't advanced the quest far enough to release the first captive, the rest haven't been distributed. There's a lot of running to and fro' at the start of this mod, gathering information and doing a fetch quest. What does release mean exactly? I have found my first captive and progressed enough that she was freed by that dude in the College of Winterhold. Then got told to talk to the khajit to read the demora language which led to having to fetch Jarl Elirif's panties as payment for said reading of the language. And that's why I've decided I had enough. The quest is too vague. There was nothing at all to imply that I had to talk with the servants at Blue Palace. At first I just went with my own inclinatons. Find a pair of panties in her bedroom, which I did. But that wasn't good enough, had to be 'used' panties. So I went back and this time decided to try and pickpocket the Jarl. Only she's not wearing panties. Again, all on my own as nothing in the quest notes hinted at what action to take. After that I wasted a lot of time running around the castle and back to the khajit. Finally had to come here and read this forum to discover I had to talk with the servants at the Blue Palace. Again, no hint whatsoever in the quest notes and no markers. But...every servant I spoke to refused to steal the Jarl's panties and there were no other dialogue options, and again, no hint as to what to do next. If there was a servant I hadn't spoken too, I couldn't find him/her and I'd had enough aimlessly wandering around the palace. So, I'm done. I don't mean to be critical, I know the amount of work this takes and all for free, just to share the pleasure of it with others. It was nice up until this part of the quest chain. Was a nice mis-direct with the 'clean' panties in the dresser. I liked that. I'm just not inclined to spend hours of my time wandering around without a clue as to what should be done.
Malphias Posted November 28, 2024 Posted November 28, 2024 5 hours ago, Malphias said: What does release mean exactly? I have found my first captive and progressed enough that she was freed by that dude in the College of Winterhold. Then got told to talk to the khajit to read the demora language which led to having to fetch Jarl Elirif's panties as payment for said reading of the language. And that's why I've decided I had enough. The quest is too vague. There was nothing at all to imply that I had to talk with the servants at Blue Palace. At first I just went with my own inclinatons. Find a pair of panties in her bedroom, which I did. But that wasn't good enough, had to be 'used' panties. So I went back and this time decided to try and pickpocket the Jarl. Only she's not wearing panties. Again, all on my own as nothing in the quest notes hinted at what action to take. After that I wasted a lot of time running around the castle and back to the khajit. Finally had to come here and read this forum to discover I had to talk with the servants at the Blue Palace. Again, no hint whatsoever in the quest notes and no markers. But...every servant I spoke to refused to steal the Jarl's panties and there were no other dialogue options, and again, no hint as to what to do next. If there was a servant I hadn't spoken too, I couldn't find him/her and I'd had enough aimlessly wandering around the palace. So, I'm done. I don't mean to be critical, I know the amount of work this takes and all for free, just to share the pleasure of it with others. It was nice up until this part of the quest chain. Was a nice mis-direct with the 'clean' panties in the dresser. I liked that. I'm just not inclined to spend hours of my time wandering around without a clue as to what should be done. Holy crap! Well, the quest continues. While I was off doing another quest chain I had to speak with Gulum-Ei in the Winking Skeever and instead I got the dialogue for him to get the Jarl's panties for me! The frickin' Winking Skeever! NOTHING in the quest said to speak with him. No mention at all of having to go anywhere except the Blue Palace. Downside, he had no dialogue for the quest I am actually on. I can only hope it'll show up after he's done this part.
Blackbird Wanderer Posted November 29, 2024 Author Posted November 29, 2024 17 hours ago, Malphias said: NOTHING in the quest said to speak with him. Untrue. The Khajiit that finally agreed to do the translation had several dialogues giving you pretty good hints about where you may obtain help for this portion of the quest, including: "Ah, but not just her property. This thing must have been worn and bear her scent." "The golden-elf who sells clothes to the rich could make this thing new, then obtain the old, yes?" [Taarie] "Or surely the queen-female has maids or servants who could get you this thing, yes?" [Una or Erdi] "Perhaps there are, as you say, "low-lifes" in Solitude who may assist?" [Gulum-Ei] If you didn't bother to ask, yeah, you're on your own. Basically it's immersive because the Khajiit really don't know how to accomplish the task, and there's some red-herring solutions that won't work mixed in with these as well. They're just throwing out ideas and there are at least 4 valid avenues you can choose to explore. The hold-your-hand quest markers to everything wasn't conducive to this. If you're not enjoying the mod, delete it and move on, no harm / no foul. 1
Malphias Posted November 29, 2024 Posted November 29, 2024 Just now, Blackbird Wanderer said: Untrue. The Khajiit that finally agreed to do the translation had several dialogues giving you pretty good hints about where you may obtain help for this portion of the quest, including: "Ah, but not just her property. This thing must have been worn and bear her scent." "The golden-elf who sells clothes to the rich could make this thing new, then obtain the old, yes?" [Taarie] "Or surely the queen-female has maids or servants who could get you this thing, yes?" [Una or Erdi] "Perhaps there are, as you say, "low-lifes" in Solitude who may assist?" [Gulum-Ei] If you didn't bother to ask, yeah, you're on your own. Basically it's immersive because the Khajiit really don't know how to accomplish the task, and there's some red-herring solutions that won't work mixed in with these as well. They're just throwing out ideas and there are at least 4 valid avenues you can choose to explore. The hold-your-hand quest markers to everything wasn't conducive to this. If you're not enjoying the mod, delete it and move on, no harm / no foul. I will continue. Like I said, I do like what I've played of it. But, I am not a role-player. I don't read books, I don't listen to walls of dialogue. I like building homes (Hearthfire using Jaxonz Positioner so I can buiild them MY way) and exploring/fighting. Usually I click thru dialogue walls. I don't give much thought to what anyone says so, in my case, it needs to be clear. I like to keep moving, moving, moving. I have about 1,000 mods installed and lots of dungeons to explore, quests to do. Hell, I've reached 31 and I've barely scratched the surface. Haven't even touched Dawnguard or Dragonborn yet. Too much to do in Skyrim, like, Sexy Bandit Captives.
Naps-On-Dirt Posted November 30, 2024 Posted November 30, 2024 On 11/28/2024 at 11:26 AM, Malphias said: What does release mean exactly? Sorry, Thurs was a holiday here and I haven't checked back until now. To answer the technical part, now that you've released the first captive, the first "batch" of captives have been put out into the world. I don't know how many are in the initial seeding, but it is less than 10. I think its more like 3 or 4. But now the tavern keepers have rumors of where they are, and if you ask the Steward of each Hold they will tell you where any are in that Hold. There are a total of, like, 60+ captives I think? I don't remember but its mentioned here somewhere, maybe the OP even. They are inactive and stored somewhere until you release one, which triggers the code to randomly choose a captive or two to place in a random bandit camp location. The max "deployed" at any time is 10, though that might be adjustable in the MCM? Not sure. So to sum up your original question, if you leave the quest as-is it just places some NPCs in the world and dialogue with existing NPCs, but that should not interfere with anything else because it would have been reported and fixed already. As for your other complaints, yeah this mod's questline's startup does require reading and paying attention to what is said. Its more of a role playing mod than an action mod. On the bright side, you've gotten through all that so now all that there is to do is go free captives and give them jobs! 😁 At least, until the endgame is developed and released, that will most likely require some paying attention too.
DonQuiWho Posted December 1, 2024 Posted December 1, 2024 18 hours ago, Naps-On-Dirt said: Sorry, Thurs was a holiday here and I haven't checked back until now. To answer the technical part, now that you've released the first captive, the first "batch" of captives have been put out into the world. I don't know how many are in the initial seeding, but it is less than 10. I think its more like 3 or 4. But now the tavern keepers have rumors of where they are, and if you ask the Steward of each Hold they will tell you where any are in that Hold. There are a total of, like, 60+ captives I think? I don't remember but its mentioned here somewhere, maybe the OP even. They are inactive and stored somewhere until you release one, which triggers the code to randomly choose a captive or two to place in a random bandit camp location. The max "deployed" at any time is 10, though that might be adjustable in the MCM? Not sure. So to sum up your original question, if you leave the quest as-is it just places some NPCs in the world and dialogue with existing NPCs, but that should not interfere with anything else because it would have been reported and fixed already. As for your other complaints, yeah this mod's questline's startup does require reading and paying attention to what is said. Its more of a role playing mod than an action mod. On the bright side, you've gotten through all that so now all that there is to do is go free captives and give them jobs! 😁 At least, until the endgame is developed and released, that will most likely require some paying attention too. @Malphias Another thing to maybe watch out for. May have been changed since, but I'm not sure I completed the Civil War before I started this quest, and in doing so, at least one of the Stewards - the girl in Falkreath - was no longer able to play her part in this as by the time she was called into play as she seemed to have lost the relevant dialogue when she was incarcerated in the Blue Palace along with the rest of the defeated Stormcloak heirarchy. The quest came to a dead end as a result. I asked about it in the thread at the time, but IIRC the reply was that the quest didn't take into account doing the Civil War that early. Given the time already spent in the game, I didn't go back, but carried on without this mod being able to be completed Hope that's helpful. Doubtless someone else will say if that's no longer the case DQW
eflat01 Posted December 4, 2024 Posted December 4, 2024 (edited) btw... I'm getting annoyed and tired of killing wisps which spawn behind walls or in the water, took literally an hour to kill off the last encounter in a quest. it's definitely not script lag which causes them to spawn outside walls I'm barely taxing anything in the system. Edited December 4, 2024 by eflat01 1
wayandean Posted December 5, 2024 Posted December 5, 2024 2 hours ago, eflat01 said: btw... I'm getting annoyed and tired of killing wisps which spawn behind walls or in the water, took literally an hour to kill off the last encounter in a quest. it's definitely not script lag which causes them to spawn outside walls I'm barely taxing anything in the system. This... The wisps are so tough, they can kill in seconds. I had to use console commands just to kill them all. 1
Blackbird Wanderer Posted December 5, 2024 Author Posted December 5, 2024 11 hours ago, wayandean said: This... The wisps are so tough, they can kill in seconds. I had to use console commands just to kill them all. Reworked in the next version, including how they spawn, nerfed their lethality, as well as their health. 5
eflat01 Posted December 5, 2024 Posted December 5, 2024 (edited) On 12/5/2024 at 7:17 AM, Blackbird Wanderer said: Reworked in the next version, including how they spawn, nerfed their lethality, as well as their health. It's really more so how and where they spawn... and yes it's all tactical in killing them off. To kill them in the water, I stand on the shore, conjure summons etc... then toss fireballs in their general direction and hope the aoe takes them out (which works sometimes) Though, they'll often go under ships, ice, etc... and sometimes I'd have to dive under the water to find and target them in console, come out of the water and use a moveto command to pull them to where I can hit them with a melee weapons. When in buildings/dungeons however and they somehow spawned outside the walls it's nearly impossible, often a redo of that one quest... i.e. had over a dozen spawn in Blackbriar Lodge - a three floor building, find yourself running up and down the stairs to clean them up, anyway two were outside the walls, Serana, along with her conjured storm summon, my two summons and I all stood there spamming destruction spells for thirty-plus minutes at them to no avail... walls in the way, they can zap you but you can't them, I think they're using chained lightning?... Electric spells do not seem to do much at all to them. So reload, redo, (nope) then reload, redo... Eventvualy I got it to where there was one off in the distance behind the basement wall... I just took the two captives and went out the door and off to the college to release them (because if I try to release a captive on spot myself with just one wisp still alive - I can't do it - fails, we get shocked). I suppose I can toggle tcl but I avoid that. I have not tried staff a of magnus or the wambajak on them - still you'd have to be able to see them. Edited December 6, 2024 by eflat01
eflat01 Posted December 5, 2024 Posted December 5, 2024 (edited) On 12/1/2024 at 7:30 AM, DonQuiWho said: @Malphias Another thing to maybe watch out for. May have been changed since, but I'm not sure I completed the Civil War before I started this quest, and in doing so, at least one of the Stewards - the girl in Falkreath - was no longer able to play her part in this as by the time she was called into play as she seemed to have lost the relevant dialogue when she was incarcerated in the Blue Palace along with the rest of the defeated Stormcloak heirarchy. The quest came to a dead end as a result. I asked about it in the thread at the time, but IIRC the reply was that the quest didn't take into account doing the Civil War that early. Given the time already spent in the game, I didn't go back, but carried on without this mod being able to be completed Hope that's helpful. Doubtless someone else will say if that's no longer the case DQW The mod adds the dialog at a given quest stage. I think if the npc is spawned elsewhere after that they will not have the dialog, I suspect there is a flag or something being set and not carried over saves, loads etc.... I found that out with the quest involving the Khajiit. i.e. 1. If I were on the stage to go talk to Khajiit about deciphering the note I had to hunt all of them all down until I found the correct Khajiit. 2. If I saved and reloaded at any point during that time iow, talked to one - saved, quit the game and come back and loaded that save - the other Khajiit will no longer have any of the dialog on the load nor would they appear with quest markers, although the unfinished step to find the Khajits would still be in the journal. So then... they all must be done in complete uninterrupted play-thru starting from the historian bard until finding the right Khajit and making the deal to get the panty. Loads after talking to the bard and between going from Khajit to Khajit until finding the right one break the quest. Edited January 2, 2025 by eflat01
Malphias Posted December 11, 2024 Posted December 11, 2024 (edited) So I've talked to the steward of Whiterun and he says he knows something. But then his lips keep moving as he's talking but there is no longer any captions. I have everything subtitled as I have a lot of mods with no voices. Yes, Fuz-Ro-doh is installed. Even so, I'd have thought that a quest would become active and there would be a map marker on my map to some location. But, after talking to him nothing happens. Going back to an innkeeper she has her normal set of dialogues plus a ton more from so many mods, like Radiant Prostitution and Immersive Wenches. Which, seems to work. I do keep getting quests to rescue kidnapped wenches. Quest "Sexy Bandit Captives" Text: "Investigate the reports of captives in certain bandit camps. Stewards and Jarls are often good information sources" Objective: Seek Information from an Innkeeper. I've done both those, no new quest. No captive to go free. Addendum: Speaking to the innkeeper and steward in Whiterun got me no where. I had to speak with the Innkeeper in Riverwood to advance things. Not that I know where to go other than into the Rift. So off to speak with the steward in the Rift and hopefully he'll give me a quest. Nope She says "Ah, Let me See" then silence while her lips move for a minute and then at the end she says "that's all the information I have" So whatever was between her opening remark and her closing remark I have no idea. Edited December 12, 2024 by Malphias
Blackbird Wanderer Posted December 12, 2024 Author Posted December 12, 2024 16 hours ago, Malphias said: I've done both those, no new quest. No captive to go free. Sounds like something has glitched with the script based data handling. The only recommendation is to go back to an earlier save and see if the same thing happens, keeping in mind that the next captive is placed when you release the last captive in a camp. Your results are being factored into the design and testing of the subsequent versions.
Sugary_Mint Posted January 5, 2025 Posted January 5, 2025 (edited) On 4/3/2022 at 2:59 AM, Blackbird Wanderer said: Support Thread (Download Page here) Thanks for the patience from everyone as we navigate the obstacles to a new introduction of this mod. Keep in mind the current structuring of things is quite complex, plus we're battling different idiosyncrasies from LE, SSE, and AE. When reporting anything, specify the SBC version you're using, and which platform (LE/SSE/AE) This will accelerate the resolution to your problem! So far reports have been (this section will be updated for quick reference): Green = Resolved. Blue = Actively working or workaround known. Red = Critical issue / cause unknown. White = Investigating. 01-21APR22 Reveal hidden contents 02APR22: Problem: v0.98 (LE/SSE) - Users reported the downloaded archive files were missing their ESP and/or script files. Solution: The files were there, but inadvertently marked hidden. Corrected with v0.98a Problem: v0.98a(SSE) - Users reported CTD at (various points including whenever near Captives) Solution: Corrected with v0.98c Problem: v0.98 (LE) - Users reported CTD during the 2nd Quest speaking to Giraud about the caravan leaders. Solution: Corrected with v0.98c Problem: v0.98 (AE) - Users reported T-pose with Captives as well as brownface bug. Solution: Corrected with v0.98d 03APR22 Problem: v0.98c (SSE) - Users reported the FOMOD fails to unpack correctly Solution: Corrected with v0.98d Problem: v0.98c - Users reported dialogue with Ahkari causes CTD when she is the one with the translation knowledge. Solution: Regenerated sound files. Corrected with v0.98d Problem: A vanilla script on the wisps is spamming thousands of error reports to the Papyrus log. Solution: Scripts altered; available in v0.98e. Problem: v0.98 (LE/SSE) - Users reported PAHE not automatically detected. Solution: Built PAHE specific detection sequence in v0.98e. 04APR22 Problem v0.98d (LE/SSE) Brina Merlis has no dialogue for her Jarl role for the Pale post civil war / Imperials. Temporary Solution: Patch until next version - Update: Verified v0.98e Brina acts exactly like Skald (but unvoiced dialogue for now) and yields note like a Steward does. Tested by changing Brina's JobJarlFaction (00050920) rank from -1 to 0 with FactionSpy. Need verification Faction applied post civil-war storyline (Imperial) for real. Problem v0.98d (LE/SSE) Viera Mero (and possibly other Captives) had no initial dialogue. Solution: Discovered missing voice on list; corrected. Patch until v0.98e - Problem: (LE/SSE) Deleted navmeshes and ITM reported in ESP Solution: Cleaning completed - 201 ITM cleared. Some deleted navmeshes fix problems latent in the Bethesda product and are deliberate. Will be packaged in next release. Problem: v0.98 (LE) - Reported / confirmed brownface bug on Sorli. Solution: Mesh regenerated. Convert to SSE and packaged in next release. Update: Also mesh issue on Breya and Seguri (regenerated both). 05APR22 Problem v0.98d (LE/SSE) Camp proximity trigger failing to reliably fire; leaves Quest status in strategic instead of transition to tactical. Solution: Found missing variable update from Captive release sequence. Available in v0.98e. Problem v0.98d (LE/SSE) Captives, despite the restraint defensive effect, are being killed by bandits. Solution: Changed Faction relationship and altered AI Package application for Captives to RefAlias. Available in v0.98e. 09APR22 Problem: v0.98d (LE/SSE) Users report completely unrelated items added to inventory (including Quest items) disappearing immediately. Solution: Filtered Steward report script to only affect the reports. 11APR22 Problem: v0.98d (LE) Users report system behavior consistent with camp proximity triggers not working. Solution: Corrected with v0.98e. 13APR22 Problem: v0.98e (LE/SSE) Users report nothing happens after subjugating the first Captive. Solution: Don't subjugate the first Captive. Will be prevented in v0.98f. 17APR22 Problem: v0.98e (SSE/AE) Users report CTD upon loading a cell with Captives. Solution: SSE/AE users only, apply this mesh-only patch file to correct the mesh errors that were causing CTD / corrected in v0.98f. 20APR22 Problem: v0.98e (LE/SSE/AE) Users report the Quest journal blanking after talking to a steward. Solution: Check truth with diagnostic pack / corrected in v0.98f. Reveal hidden contents Diagnostic pack here for those having Quest journal issues. This inserts several MessageBox debugs at key points, plus there's an on demand script you can run that will show you exactly what is either the unknown list of camps, or the known list, depending on how you set a certain variable. The Quest that starts the script is self stopping and automatically resets. To show the hidden list, console: "StartQuest SBCRecovery" Somehow I can't escort the captive women, any idea how to interact with her? There's no talk[e] function on Ysabyth as my first captive to be freed. Edited January 5, 2025 by Sugary_Mint
Blackbird Wanderer Posted January 5, 2025 Author Posted January 5, 2025 3 hours ago, Sugary_Mint said: Somehow I can't escort the captive women, any idea how to interact with her? There's no talk[e] function on Ysabyth as my first captive to be freed. Suggest reload to an earlier save. If you have a script heavy load, some functions can get skipped.
TrollAutokill Posted January 6, 2025 Posted January 6, 2025 (edited) Hi @Blackbird Wanderer, what's the status of this mod? Is it stable enough so I could make a patch for my mod? Edited January 6, 2025 by TrollAutokill 1
Blackbird Wanderer Posted January 7, 2025 Author Posted January 7, 2025 22 hours ago, TrollAutokill said: Hi @Blackbird Wanderer, what's the status of this mod? Is it stable enough so I could make a patch for my mod? It runs in its current state, but people who are significantly challenging the Papyrus engine with other mods that are high resource demands experience intermittent problems when certain script lines get skipped due to lag. There's a new version in the works which also adds full voicing to everything, but it's a slow going slog with no definite ETR. Recommend a trial run with your intended mod lineup to see what happens before you commit to a full playthrough. 1
Sugary_Mint Posted January 7, 2025 Posted January 7, 2025 On 1/5/2025 at 11:46 PM, Blackbird Wanderer said: Suggest reload to an earlier save. If you have a script heavy load, some functions can get skipped. Somehow it did skip after I went the wrong way, also dispersing Daedric wisp and somehow buffing a bandit with speed buff, I just kept stabbing them from behind.
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