Sugary_Mint Posted January 7, 2025 Posted January 7, 2025 (edited) Is the reason why this is bugged because I exit the camp and fought all bandits there? So, it won't register that I killed all of it. When I also go near her, she summons a speed buffed bandit thug and 2 Daedric wisps. She'll have a purple buff or something and won't talk after that. I tcl in the game console and she allows you to talk to her without summon something, if the quest is still at "Locate the camp or something" and you can talk to her, if the quest is "Locate Ysabyth in the camp", she will summon it. I am playing on Legendary difficulty Edited January 7, 2025 by Sugary_Mint
Blackbird Wanderer Posted January 9, 2025 Author Posted January 9, 2025 On 1/7/2025 at 10:32 AM, Sugary_Mint said: When I also go near her, she summons a speed buffed bandit thug and 2 Daedric wisps. There isn't a "summon" going on -- the last bandit alive is buffed and defends the captive, supported by the wisps who heal the bandit <50% health. Kill the wisps first unless you can 1-shot the bandit.
eflat01 Posted January 9, 2025 Posted January 9, 2025 (edited) 3 hours ago, Blackbird Wanderer said: There isn't a "summon" going on -- the last bandit alive is buffed and defends the captive, supported by the wisps who heal the bandit <50% health. Kill the wisps first unless you can 1-shot the bandit. Two wisps? Really? I never get just two wisps... more like a dozen to well over two dozen but never just two. Does it depend on how many captives there are at a location, or the PC level? Tips 1. Do not let anything alive, at all, no matter what before talking to a captive completely clear the camp/dungeon and related dungeons (iow has two separate cells). 2. Do not use a Fuz Roh Da on humanoid targets protected by wisps, Seems it reflects right it back at you. 3. Before you get down to the last bandit make sure to kill the boss bandit first because they're likely the toughest. (My bosses are skypatched, level with and have more health than the PC so even with vampiric weapons it's playing Russian Roulette). 4. Important to kill all the wisps... even those which fly miles away (If in a dungeon and any are behind walls, just reload a prior save and start over.) if they're underwater stand on shore and spam incinerate spells. If one wisp is left alive - flew away far enough - you can have the dialog with the captive but when you free her more wisps will spawn (usually a lot more) while she's still speaking to you and asking if you any stuff she can have. Note: DO NOT use conjuration (necromancy) to raise a bandit to fight for you nor let a necromancer like Serana do so... that raised thrall seems to count as a live enemy to the mod and will re-spawn wisps once you talk and free the captive... it will also likely turn on you. Hannah and Serana chasing the last few wisps from Smuggler's Den by Whiterun, ended up more than half-way to Rorikstead. We were actually tempted to enslave Luna for all this trouble, but she was just too sweet when talked to. (I think she ran off to sail out of Windhelm? dunno, rescued what seems like a couple dozen captives so far, can't keep track of 'em.) Edited January 9, 2025 by eflat01
Blackbird Wanderer Posted January 10, 2025 Author Posted January 10, 2025 On 1/9/2025 at 11:34 AM, eflat01 said: Two wisps? Really? I never get just two wisps... more like a dozen to well over two dozen but never just two. Does it depend on how many captives there are at a location, or the PC level? It depends on how many captives have been rescued at that point. Next version nerfs them and caps their maximum number. On 1/9/2025 at 11:34 AM, eflat01 said: Do not use a Fuz Roh Da on humanoid targets protected by wisps, Seems it reflects right it back at you. Area of Effect spells or even a stray arrow will do the same thing. On 1/9/2025 at 11:34 AM, eflat01 said: Before you get down to the last bandit make sure to kill the boss bandit first because they're likely the toughest. Yes!!
eflat01 Posted January 10, 2025 Posted January 10, 2025 (edited) 1 hour ago, Blackbird Wanderer said: It depends on how many captives have been rescued at that point. Next version nerfs them and caps their maximum number. Area of Effect spells or even a stray arrow will do the same thing. Yes!! 1. TBH, I'm really like the mod and it's concept but am looking forward to the balancing out of that. What I mean by that is the mod had really forced my playstyle and PC development to conform to compensating for the mod. iow, I'm pretty much forced into playing a spell-sword type DB at this point just to be able to complete the radiant quests without taking hours on each. The shear number of them does get alarming... have to spam conjugation spells just to chase so many of them down. 2. Explains why followers like Serana (casters) consistently need healing, I suppose it does get one's restoration skill levels up, but I did not intend to play constant support. 3. I realized that with the very first captive we rescued, the boss with his glowing eyes, was kicking our a$$ and had to run, drink a ton of magika potions, regroup, then chase wisps as the boss was chasing us. I love a challenge but as time goes on it's just more time consuming, turns into more of a drudgery. On another note... voice files? You may not be able to answer this but when looking up voice (fuz) mods for this, are they encompassing what was added to previous versions, I noticed the 98G update has fewer voice files than 98F. Edited January 10, 2025 by eflat01
Blackbird Wanderer Posted January 11, 2025 Author Posted January 11, 2025 19 hours ago, eflat01 said: On another note... voice files? You may not be able to answer this but when looking up voice (fuz) mods for this, are they encompassing what was added to previous versions, I noticed the 98G update has fewer voice files than 98F. Shared files were implemented for efficiency when the same line was used in multiple places. <Files. FYI - 0.98h version in development is currently >7,500 voice files. 3
Sugary_Mint Posted January 15, 2025 Posted January 15, 2025 On 1/9/2025 at 11:08 PM, Blackbird Wanderer said: There isn't a "summon" going on -- the last bandit alive is buffed and defends the captive, supported by the wisps who heal the bandit <50% health. Kill the wisps first unless you can 1-shot the bandit. Then my game is bugged or something, taking out all enemies will make Ysabyth stopped interacting altogether... She then would glow in a purple neon, so I tcl my way and interact with her.
FUCKING RAWWW Posted January 27, 2025 Posted January 27, 2025 So I recently put this mod into my AE skyrim modded gameplay run, but for some reason I wont find any bandit captives, is there a place or someone i have to talk to first before they start appearing or am I just doing something wrong? I have the latest version for SE installed btw so that's not it.
TrollAutokill Posted January 27, 2025 Posted January 27, 2025 5 minutes ago, FUCKING RAWWW said: So I recently put this mod into my AE skyrim modded gameplay run, but for some reason I wont find any bandit captives, is there a place or someone i have to talk to first before they start appearing or am I just doing something wrong? I have the latest version for SE installed btw so that's not it. Read the note. There is one at the Riverwood trader.
FUCKING RAWWW Posted January 28, 2025 Posted January 28, 2025 20 hours ago, TrollAutokill said: Read the note. There is one at the Riverwood trader. Yeah that was my bad, immediately after asking it, I went back to the mod page and realized how stupid of a question it was, but still the mod itself on ae is very buggy from the little I played with it yesterday so I'm probably going to remove it and just play with your mod dom and use anuketh's followers as my victims/slaves
shardoom Posted January 28, 2025 Posted January 28, 2025 (edited) 1 hour ago, FUCKING RAWWW said: Yeah that was my bad, immediately after asking it, I went back to the mod page and realized how stupid of a question it was, but still the mod itself on ae is very buggy from the little I played with it yesterday so I'm probably going to remove it and just play with your mod dom and use anuketh's followers as my victims/slaves I played on this on AE last run and it was fairly smooth, except for the wisps. But my problem was I couldn't update to the latest patch mid playthrough because my saves would corrupt. If you are starting fresh this mod plus latest patch is a much better experience. Edited January 28, 2025 by shardoom Spelling
OnionOfDoom Posted January 31, 2025 Posted January 31, 2025 While I do like the mod so far, I would suggest making a quick instructions set since it's work in progress and kinda breaks a lot. Like, I've spent two five hour sessions and both ended with me loosing all my progress because I choose wrong option (tried to subjogate first captive and gave clean panties). Some of us dont make saves that often and just quicksave when needed and efter few hour session, it's kinda painful to loose all the progress. Even a simple banner like "THIS MOD IS WORK IN PROGRESS, SO MAKE PROPER SAVES" in mod description would be helpful to some
belikea Posted February 7, 2025 Posted February 7, 2025 Does the quest AFTER speaking with the mage (IE, the one that starts with the Mazken translating) need to be completed before captives will start spawning? I think I have been to every innkeeper or steward I can find and none can report anything.
belikea Posted February 7, 2025 Posted February 7, 2025 Answered my own question, yes it is needed. Forgot since the last time I played with this mod, but remembered once I did the quest
Helmut290456 Posted February 9, 2025 Posted February 9, 2025 (edited) Hello everyone, I long to go back to the time when you unlocked the girls at the merchant in Whiterun and then you could pick them. I saved the first one, Mazden translated her and now it's happening, I can't go any further. I'm supposed to ask Sygil Stanton and Neya, but they just don't want to talk about this topic. And apparently I won't get the clue for the second girl until I've found out from them how I can free her. I have little to no desire to start over, which is understandable, especially since one quest sent me all over Skyrim for no reason (tiring and frustrating, kills the fun of the game). Does anyone have a console command for me where I can then get the clue for the second girl and of course have the knowledge to free her? Kind regards, Helmut Ritzrow P.S.: I hope the translation is understandable, as it's machine-made. My native language is German and I have a hard time with English at 68 years old, sorry. Edited February 9, 2025 by Helmut290456
Blackbird Wanderer Posted February 9, 2025 Author Posted February 9, 2025 4 hours ago, Helmut290456 said: I'm supposed to ask Sygil Stanton and Neya, but they just don't want to talk about this topic. Those are optional quest objectives and have nothing to do with proceeding further in the quest. But . . . you need to be escorting a captive in order for the dialogue with Nenya and Sybille to activate. The next version of the mod will note this fact in the quest text. Now that you've had the Mazken conversation translated, there should be two more camps populated with captives. It's a geometric progression -- each camp you liberate (all of the captives) will spawn two additional camps, up to a maximum of 10 at one time. It sounds like you just need to start talking to innkeepers. 1
AnonymousUser007 Posted February 10, 2025 Posted February 10, 2025 Is there something I'm supposed to do before being able to subjugate the captives? Ive completed the translation and the captives have begun spawning but I dont see any indication if anything story related is coming after and I'm not sure if something broke or if that's all she wrote.
Helmut290456 Posted February 11, 2025 Posted February 11, 2025 On 2/9/2025 at 6:14 PM, Blackbird Wanderer said: Those are optional quest objectives and have nothing to do with proceeding further in the quest. But . . . you need to be escorting a captive in order for the dialogue with Nenya and Sybille to activate. The next version of the mod will note this fact in the quest text. Now that you've had the Mazken conversation translated, there should be two more camps populated with captives. It's a geometric progression -- each camp you liberate (all of the captives) will spawn two additional camps, up to a maximum of 10 at one time. It sounds like you just need to start talking to innkeepers. Hello, First of all, thank you for the quick reply. I have already checked out countless innkeepers, but somehow I haven't found any clues for the second prisoner. What is the logic behind finding the right innkeeper? Or is there no logic, just chance? Best regards, Helmut
Blackbird Wanderer Posted February 11, 2025 Author Posted February 11, 2025 2 hours ago, Helmut290456 said: What is the logic behind finding the right innkeeper? Or is there no logic, just chance? Great question. Each set of innkeepers in a hold can give you two rumors the first time you ever talk to them, and then one after that. i.e., If there are two camps populated (regardless of which hold they are in) the innkeeper will have heard at least one rumor about it. However, once you've talked to the innkeeper in say Whiterun, then the innkeeper in Riverwood will also have nothing more to tell you because they're in the same hold. I think there was something like a 20 hr cooldown on that. So, try moving to a different hold. If that yields you nothing, then there may be something wrong with how the scripts have recorded the captive location data. Depending on what version you're running, there may be a recovery operation present which will tell you where captives are currently located. Console: "StartQuest SBCRecovery" On 2/10/2025 at 12:31 PM, AnonymousUser007 said: Is there something I'm supposed to do before being able to subjugate the captives? Ive completed the translation and the captives have begun spawning but I dont see any indication if anything story related is coming after and I'm not sure if something broke or if that's all she wrote. The subjugation is based on a resistance and a willpower score for the captive, and one for the Player based on level. There's a modifier that's based on certain skills and on your experience doing it. The visual indicator is the color of the restraints on the captive. As her resistance score wears down (with multiple attempts) they will change progressively from the blue end of spectrum to the red. They turn white when you succeed. On 1/31/2025 at 9:42 AM, OnionOfDoom said: Even a simple banner like "THIS MOD IS WORK IN PROGRESS, SO MAKE PROPER SAVES" in mod description would be helpful to some Good suggestion. Will incorporate next rev. On 1/29/2025 at 6:40 AM, theprof90 said: Is the "main story" of the mod completed? Not yet. There's probably about 2 chapters there out of a total of 10 planned.
Helmut290456 Posted February 12, 2025 Posted February 12, 2025 (edited) 11 hours ago, Blackbird Wanderer said: Great question. Each set of innkeepers in a hold can give you two rumors the first time you ever talk to them, and then one after that. i.e., If there are two camps populated (regardless of which hold they are in) the innkeeper will have heard at least one rumor about it. However, once you've talked to the innkeeper in say Whiterun, then the innkeeper in Riverwood will also have nothing more to tell you because they're in the same hold. I think there was something like a 20 hr cooldown on that. So, try moving to a different hold. If that yields you nothing, then there may be something wrong with how the scripts have recorded the captive location data. Depending on what version you're running, there may be a recovery operation present which will tell you where captives are currently located. Console: "StartQuest SBCRecovery" Hiho, StartQuest SBCRecovery says no Girl... Edited February 12, 2025 by Helmut290456
TrollAutokill Posted February 12, 2025 Posted February 12, 2025 For those who want a different look for the captives, I botoxed them,
Helmut290456 Posted February 12, 2025 Posted February 12, 2025 12 hours ago, Helmut290456 said: Hiho, StartQuest SBCRecovery says no Girl... Hiho, I have been following you and your work for a long time, so I also experienced your long creative break. Graphically, the mod has improved significantly, but unfortunately you have lost the thread of the game. The player should be guided, but unfortunately it has become a game of chance, which I can't do anything with anymore, which is a shame. And since there don't seem to be any great options for circumventing faulty program steps, I have to pass. I am 68 years young and don't plan on wasting my time on a mod where I can't get any further. But I will keep an eye on you, and if you make any successful steps before the date I die, I would be happy, but I have little hope, considering how long you have been working on it and how far you have come....sorry, no offense intended, just the fact. Have fun Helmut
CrouchingStand Posted February 22, 2025 Posted February 22, 2025 On 3/12/2024 at 10:56 PM, Blackbird Wanderer said: Did some troubleshooting and discovered a script that had been overwritten at some point back to its default by the CK. This has to be the root cause of all the issues with the Khajiit for this Quest because it has sections to turn on the map markers as well as advance the Quest and Factions so the dialogue conditions are met. Drop this corrected script file into your Data\Scripts folder with the other PEX files for SBC, depending on how you're installed and if you're using a mod organizer. SBCS335.pex 8.04 kB · 11 downloads Ideally, with this new script in place, go back to a save point before you've talked to Giraud. Everything should work. If you don't want to go back that far or can't, try this (GetStage SBCSV still has to be >=16 and <=20): Reveal hidden contents Before you talk to him, console point on Ma'dran and command "SetFactionRank XX015895 0" with XX being the hex address for SBC in your load order. If this then allows the dialogue "This thing may be possible. But . . . so very difficult" then we're in good shape. Just want to see this fixed this same issue that cropped up for me.
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