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Sexy Bandit Captives © [WIP] Support Thread


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Posted
5 hours ago, eflat01 said:

 

She's a femaleCommon voice.

When you find her and she explains her situation you literally address her with "Redguard"

Posted
3 hours ago, xyzxyz said:

When you find her and she explains her situation you literally address her with "Redguard"

 

Yes she's a Redgaurd in race, but her voice is CommonFemale.  

Posted
23 hours ago, xyzxyz said:

When you find her and she explains her situation you literally address her with "Redguard"

She is in fact Redguard race.  What's the mystery here?  Redguards can't be pale?  Tell the Nexus user with the screen name "The Pale Redguard".

Posted

I was pulling out my hair on why JK's Blue Palace was missing furniture, totally forgot that this mod makes every inside cell it even touches persistent. You can't do that because it locks everything in a cell in place no matter what thus any other mod can't add remove or change anything in that cell - it can't even be patched unless you edit this mod and take away the cell's persistent flag. If you want a persistent object you place that flag on the object not the cell. 

  • 4 weeks later...
Posted

just dl this and few questions: 

 

1. is it not compatible with the new sexlab plus? 

 

2. im on my first captive and theres no "escort" option just trick her for sex which just t-poses  (yes i ran nemesis), try to subjugate her which makes us both ragdoll and try to release her which does nothing just closes dialouge

Posted
On 7/5/2025 at 1:17 PM, 7orus said:

1. is it not compatible with the new sexlab plus? 

Unknown.  It's never been tested with it, but from your description it sounds like there's an animation problem.

 

On 7/5/2025 at 1:17 PM, 7orus said:

2. im on my first captive and theres no "escort" option

There isn't one at first on the first Captive.  You have to fail to release at least once, then accept that the task may exceed your abilities and you'll need to seek assistance.  Eventually you can build on your ability to release them yourself.

Posted (edited)
On 7/5/2025 at 1:17 PM, 7orus said:

just dl this and few questions: 

 

1. is it not compatible with the new sexlab plus? 

 

2. im on my first captive and theres no "escort" option just trick her for sex which just t-poses  (yes i ran nemesis), try to subjugate her which makes us both ragdoll and try to release her which does nothing just closes dialouge

 

I do not know.

 

Many sexlab mods set up events rather than hooks to in sexlab calls, current version on LL Sexlab P+ has a bug where it looses track of the actors on events, I heard however they're working on a beta fix for this, you'd have to hunt for it.   

Edited by eflat01
Posted (edited)

there is a new bandit camp mod out looks very good might want to integrate. skyrim bandit expansion

Edited by KCOLL
Posted (edited)

In The Plot Thickens - after asking blacksmith for help - stage 5, the blacksmitt keep following me, for me it was Adrianne Venicci - so, how to stop that? I finished quest, but she still keep stalking me.....

Edited by Uffda
Posted
On 4/13/2025 at 7:48 PM, kaboom001 said:

I last played SBC about two years ago.  It was great then, considering it's a WIP!

 

I'm running Skyrim 1.6.1170, and have spent a lot of time readding through 70+ pages of this forum. But I'm still a bit uncertain about the install.  

If I have it right I need to load:  z,  SBC v0.98g Patch 5 SSE.7z, and SBC v0.98g Patch 6 SSE.7z?

 

It would be extremely helpful if the mod's home page Installation Instructions were updated regarding the patches, and all the necessary patches were included in the Downloads link. 

Please don't take this wrong, I like the mod so much that I'm willing to READ what I need to to get it working.

 

I appreciate all the work you have put into this!

 

 

 

 

Someone said that they use 1.6.1170 +  SBC v0.98g OK, but I can't find a reply that directly addresses this question

 

ie If I use

 

- Sexy Bandit Captives v0.98g SSE.7

 

do I need any patches or not, ie

 

- SBC v0.98g Patch 5 SSE.7z 

 

and/or

 

-  SBC v0.98g Patch 6 SSE.7z

 

If anyone can tell us, that would be very helpful

 

TIA 

 

DQW

Posted

I recently repaired and rebuilt my SE install the blew up a few months ago.  One thing I haven't fixed yet is that I CTD without fail on return to normal reality if I fail to release a captive.  I've been working around it by just boosting the skills checked so I don't fail.  Its cheesy so I'd like to figure out why I CTD.  I think it crashes right as its should be doing the cell change (which works great on a successful attempt, so I wonder if one of the failure visual effects is doing it.)

Posted
18 hours ago, Naps-On-Dirt said:

if one of the failure visual effects is doing it

More than likely, yes.  Didn't happen in the test environment but who knows what demands other mods are exhibiting on your setup?  It would take a rewrite of one of the scripts to confirm the VFX theory, and some major digging just to determine which one as they've not been examined in years.  Also, since some of the FX were repurposed from vanilla, it's possible there's an incompatibility if you happen to be running AE, or something beyond 1.5.9.7.

Posted
9 hours ago, Blackbird Wanderer said:

More than likely, yes.  Didn't happen in the test environment but who knows what demands other mods are exhibiting on your setup?  It would take a rewrite of one of the scripts to confirm the VFX theory, and some major digging just to determine which one as they've not been examined in years.  Also, since some of the FX were repurposed from vanilla, it's possible there's an incompatibility if you happen to be running AE, or something beyond 1.5.9.7.

That might be it, I believe I am running AE not SE and just forgot there was a difference.  I would not want to cause that much work for you especially if I'm the only one crashing at that point in the quest.  IF it was easy to put in a simple effects toggle so that on fail you get sent back with no vfx at all, that'd be awesome.  No biggie though, my "workaround" works most of the time.  I will try to remember to check the crash log next time it happens. I have one installed but don't always remember it is there.  :P

  • 4 weeks later...
Posted

So, I notice it's been three years since the last release. What are the chances of an updated release? I know you've done a dickload of voicework, face-mesh work and probably a bunch of stuff you haven't told us about. Doesn't matter to me if the mod's not complete. I've been playing an incomplete version for the last four years, and loving it. If an update is not an option, I really appreciate all the work you've put in anyway, and look forward to the finished result. Cheers!

Posted
On 8/13/2025 at 4:07 AM, eldritch68 said:

What are the chances of an updated release?

Good question; actually glad you asked.  Dunno.  Wondering if juice worth the squeeze.  Mod runs great in a test environment and for many people, but has real problems for others with solutions evasive at best.  And I'd have to relearn a lot of what I previously wrote but has aged out of my memory.  Plus RL intruding.

 

On 8/13/2025 at 4:07 AM, eldritch68 said:

I know you've done a dickload of voicework, face-mesh work and probably a bunch of stuff you haven't told us about.

Yes to all three.  And got sort of burnt out.

 

On 8/13/2025 at 4:07 AM, eldritch68 said:

I've been playing an incomplete version for the last four years, and loving it.

Very glad to hear you've liked it.  It's not for everyone, and that's Ok.  Much more of the backbone storyboard has been envisioned, but not constructed yet.

Posted

Sorry I didn´t read the 74 pages,  but this is a simple question:

 

This GREAT Mod could run on SE using Flower Girls Framework instead of Sexlab Framework ?

Posted
3 hours ago, Blackbird Wanderer said:

Good question; actually glad you asked.  Dunno.  Wondering if juice worth the squeeze.  Mod runs great in a test environment and for many people, but has real problems for others with solutions evasive at best.  And I'd have to relearn a lot of what I previously wrote but has aged out of my memory.  Plus RL intruding.

 

Yes to all three.  And got sort of burnt out.

 

Very glad to hear you've liked it.  It's not for everyone, and that's Ok.  Much more of the backbone storyboard has been envisioned, but not constructed yet.

 

I get it. You've put countless hours into it already. All I ask is, if you need to step away for a while, or even permanently, let us try the most recent build. Be a shame if nobody got to appreciate all the work you've put in. I'd strip my load order down to bare bones if I have to. Cheers.

 

Posted
On 8/17/2025 at 5:13 PM, GamerLat said:

Sorry I didn´t read the 74 pages,  but this is a simple question:

 

This GREAT Mod could run on SE using Flower Girls Framework instead of Sexlab Framework ?

Unknown.  Never author tested.

Posted
On 8/17/2025 at 7:18 PM, eldritch68 said:

 

I get it. You've put countless hours into it already. All I ask is, if you need to step away for a while, or even permanently, let us try the most recent build. Be a shame if nobody got to appreciate all the work you've put in. I'd strip my load order down to bare bones if I have to. Cheers.

 

gonna second this, if for no  other reason than I am actually really interested to see where the story goes. 

Posted
On 8/17/2025 at 9:03 PM, Blackbird Wanderer said:

Good question; actually glad you asked.  Dunno.  Wondering if juice worth the squeeze.  Mod runs great in a test environment and for many people, but has real problems for others with solutions evasive at best.  And I'd have to relearn a lot of what I previously wrote but has aged out of my memory.  Plus RL intruding.

 

Yes to all three.  And got sort of burnt out.

 

Very glad to hear you've liked it.  It's not for everyone, and that's Ok.  Much more of the backbone storyboard has been envisioned, but not constructed yet.

 

 

Please don't walk away from this. I've been looking forward to the next release with more of the 'meat' of the plot fleshed out, it'd be such a supreme waste of all your hard work.

Posted
On 8/19/2025 at 6:06 PM, GamerLat said:

 

OK,  But at Least one version that NO Require sexlabFrame to run ¡

Been pondering this concept, and unfortunately the reality is more difficult than it sounds.  There are ~120 linkages into SexLab Framework, including extensive usage of the SexLabAnimatingFaction.  It's built into many dialogue tree conditions.  Accidentally broke those linkages a few years ago by removing a different dependency and had to manually stitch back each one -- not fun.  SexLab is a core dependency that much of the SBC mod is built around and taking it out would be like removing your nervous system.  You don't need that, right?

 

Now, if you wanted a product with no SL animating functionality, you could probably do it yourself in SSEdit.  Or you could (nuclear option) delete SexLab from the dependency list in CK and just live with the broken parts.  Not sure how drastic that result would be.

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