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Sexy Bandit Captives © [WIP] Support Thread


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@Blackbird Wanderer Its not your mod, and it doesn't just happen with your mod.  I've had it happen with one other mod, where it gets gendered dialog wrong.  But it does not happen with every mod and I don't know why.  Something maybe in my install or something is throwing things off.  I don't have any futa or genderbender type mods installed (not my thing) so I'm not sure what could be causing it.  But I can't think of anything other than something external to your mod that is causing it.  I've just no idea what that might be.

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1 hour ago, Helveticos said:

I think it's been CTD'ing when restraint was meant to change from one colour to another, and coudn't, cause of disenchanted one being equipped.

The question remains how that happened in the first place?  Script lag can't be the culprit for everything, but this anomaly has never manifested in testing.  The captives have the appropriate color of restraint added at placement based on their resistance level, and the disenchanted restraints aren't a possible outcome.  Super strange.

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13 minutes ago, xyzxyz said:

Me neither. I didn't notice it on other mods though.

Here's a supposition.  No other mod probably has as much dialogue in one branch as SBC.  Perhaps the game engine is choking on the volume when it comes to that query?  Seems plausible, but one would expect it to fail to 0 (male) instead of 1 (female).  Hmmm . . .

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47 minutes ago, Blackbird Wanderer said:

Here's a supposition.  No other mod probably has as much dialogue in one branch as SBC.  Perhaps the game engine is choking on the volume when it comes to that query?  Seems plausible, but one would expect it to fail to 0 (male) instead of 1 (female).  Hmmm . . .

Pretty sure its not your mod since I've had it happen with dialog from at least one other mod.  I think I have a suspect mod, need to experiment first.

 

1 hour ago, xyzxyz said:

Me neither. I didn't notice it on other mods though.

By any chance do you have SexLab Eager NPCs installed?  If so, did you go into the MCM and for your character (Player) did you set the forced gender to Male?  If not, try that and see if it cures the problem.  Playing a hunch here.

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4 minutes ago, EinarrTheRed said:
1 hour ago, xyzxyz said:

 

By any chance do you have SexLab Eager NPCs installed?  If so, did you go into the MCM and for your character (Player) did you set the forced gender to Male?  If not, try that and see if it cures the problem.  Playing a hunch here.

I have it on some of my mod setups. I never forced anything but I will try it.

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1 hour ago, xyzxyz said:

I have it on some of my mod setups. I never forced anything but I will try it.

Stop!  It's not your setup or another mod.  It was a condition vs. dialogue mismatch.  Just found and corrected.  It would have helped if you'd said it was in the subjugated section of dialogue.  It was under "How may your Slut please you, Master?" except it said "Mistress" with Male Player.GetSex() Condition.

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My first captive was Rena Arius at the Traitors Post. I killed -I assumed - all the bandits and started talking to her.

She then gave a speedrun of what I guess are all the possible replies when there are bandits still alive (there was indeed one in the attic) and I had no chance to interrupt her.

Then cutscene and the rest seems to have gone on normally.

 

0.98d on SE

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11 hours ago, EinarrTheRed said:

Okay, but level 10 doesn't tell me much.  Was it level 10 with mostly archery perks... level 10 with an emphasis on stealth skills and perks?  Level really doesn't matter as much in Skyrim as the skills and perks, those are what make the real difference.

Uhmm, yes, but reaching skill-level 40, which is when a skill really starts to matter, makes you level 10 - for one skill. With vanilla start, I've always used the exploit that Ralof/Hadvar are essential and non-aggressive, to get my sneak up to 40 - which made me level 10 on exit of Helgen keep. But I couldn't do anything else than sneaking, and a weeny bit of one-handed.

 

11 hours ago, EinarrTheRed said:

That's how these camps were designed.  Think your way through it, use some tactics.

(...)

Point to keep in mind with my camps, frontal assaults are generally painful if not suicidal.

That's good to know. Last major quest mod I've played was 'buxom wench Yuriana' (no, don't look it up, not worth the time) where 5-8 boss level Slaver Bandits spawned around me, making any other tactic but being a tank (and revert to godmode) not eligible.

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12 hours ago, Blackbird Wanderer said:

Weird.  Testing has regularly gone to Four Skull, and tons of testing was done in Mistwatch.

 

Sounds like the essential setting is either missing or misfiring.  Will check.

 

 

 

When you were testing the vanilla locations was that done with them having already been cleared and the vanilla quest done? Mistwatch as i recall is the one where you encounter an old NPC looking for his wife who turns out to be the bandit leader who you can choose to kill/not kill when you get to the final tower (i'd gone for not kill)

 

As i'd think that is prolly the major difference, all of the locations will have been visited and cleared by me although will have now re-populated

 

12 hours ago, Blackbird Wanderer said:

Memory returns.  The Captives are quite deliberately not set to essential.  It changes the gameplay significantly and stops mages from just firebombing the whole camp, knowing the Captives will survive.  They are purposefully delicate, and are subject to falling victim to rockslides and traps.  You have to be careful escorting them out.

 

The secondary solution was to add them to BanditFriendFaction to prevent the attacks from happening in the first place (which it does), but that has the irritating and immersion breaking side-effect of having the Captives comment via the unstoppable vanilla dialogue, "I'm going to find whoever did this" over the bandit corpse.  So far there just isn't a side-effect free solution in the offing.

 

Then there's the knee-sliding away behavior, but there are a couple of ideas for that like using a combat interrupt to bring them to standing to they at least run away rather than glide.

 

The one i had in mistwatch had 50 HP so the mistwatch bandit only had to hit them once with there two handed axe to kill - as its a design choice to not have them set essential what about protected instead? As they've be killable by dragonborn friendly fire but not the NPC bandits themselves (not sure on traps tbh)

 

Alternatively what about just having more HP on them so it would take a bit longer for the bandits to kill them which would give a chance to get to them (without using console commands)

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My only problem is in game MM no start and the notes don't show on in places. All npcs is in game, items, dialogs and cages are in place but in game the MM no load SBC. I just check using "Are You There?" and "AddItemMenu" mods and all is in game but the mod no start.

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54 minutes ago, ZalgoOne said:

My only problem is in game MM no start and the notes don't show on in places.

As problems go, that's a pretty big problem. :classic_tongue:  Let's try to get to the bottom of it.  You're not the only user to report this, though it is unusual.

 

Presuming you haven't tried to alter anything (to include making SBC dependent on anything else), did you get the initial Agree/Disagree screen followed by "Proceed, Adventurer!" MessageBox?  Info like that will help pinpoint where the process is stopping for you.  Also what version you're running (v0.98d?) and on what platform (LE/SSE/AE).

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7 hours ago, pinky6225 said:

as its a design choice to not have them set essential what about protected instead? As they've be killable by dragonborn friendly fire but not the NPC bandits themselves (not sure on traps tbh)

Interesting.  That wasn't considered, but it's a good idea.  Don't care about the traps so much (but it would be a good thing to know); they're duly hazardous, but avoidable with a small degree of care.

 

Some progress was made last night on correcting the bandit-attack issue at the source, while maintaining the absence of corpse-greet behavior via a different application of an AI Package.  Need more data, but the first trial looked promising.  Depending on the final result of further testing, the Protected/Essential status or changes to it may be a moot point.

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I am having a new issue and it would appear I'm the only one. When SBC is installed items that I pick up are not going into my inventory. For example when I loot the vampire note that tells you the location of the Moth Priest, you get the update but the note vanishes instead of going into my inventory.

In Volkihars Courtyard you pick up 3 Crests to place in the Moondial but they vanished.

In Valericas Lab you have to collect 3 things to put in the Vessel to gain access to the Soul Cairn, they vanished after picking them up.

Saint Jiubs pages disappear. You pick things up to get the update and then have to use additem to get a second copy to complete quests.

 

Once SBC is uninstalled the game works as normal. I have tried reinstalling a few times and verifying integrity through Steam but no luck.

 

I first noticed this was happening when I looted the Bandit Leaders Journal when freeing the first captive.

 

LE version

Edited by Limey77777
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On 4/5/2022 at 9:38 AM, pinky6225 said:

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

Actually, no.  It doesn't break anything.  That effect is produced when a bandit has been interrupted in the middle of a scene, then dies.  They're sort of infused with some excess energy that bleeds off upon their death.  If they were also the Last Bandit, there could be a double effect when they die.

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5 hours ago, Blackbird Wanderer said:

As problems go, that's a pretty big problem. :classic_tongue:  Let's try to get to the bottom of it.  You're not the only user to report this, though it is unusual.

 

Presuming you haven't tried to alter anything (to include making SBC dependent on anything else), did you get the initial Agree/Disagree screen followed by "Proceed, Adventurer!" MessageBox?  Info like that will help pinpoint where the process is stopping for you.  Also what version you're running (v0.98d?) and on what platform (LE/SSE/AE).

It's v0.98d LE. About screen none show for me in game. About alter anything i just try install non MO just unpacking and placing directly in the game folder in my second try, no work at all.

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49 minutes ago, ZalgoOne said:

It's v0.98d LE. About screen none show for me in game. About alter anything i just try install non MO just unpacking and placing directly in the game folder in my second try, no work at all.

No idea.  If you can see inventory items via AddItem, then it's loaded, but it's like it's not seeing any of the scripts.

 

Anyone else have a suggestion?

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4 hours ago, Limey77777 said:

I am having a new issue and it would appear I'm the only one. When SBC is installed items that I pick up are not going into my inventory. For example when I loot the vampire note that tells you the location of the Moth Priest, you get the update but the note vanishes instead of going into my inventory.

In Volkihars Courtyard you pick up 3 Crests to place in the Moondial but they vanished.

In Valericas Lab you have to collect 3 things to put in the Vessel to gain access to the Soul Cairn, they vanished after picking them up.

Saint Jiubs pages disappear. You pick things up to get the update and then have to use additem to get a second copy to complete quests.

 

Once SBC is uninstalled the game works as normal. I have tried reinstalling a few times and verifying integrity through Steam but no luck.

 

I first noticed this was happening when I looted the Bandit Leaders Journal when freeing the first captive.

 

LE version

v0.98d LE

I was having that problem as well, but thought that it was another mod that was doing it.  Treasure Hunter's note and a Bandit's Journal were the two that I noticed.  Not sure if this is related or not, but I was doing the Recover Amren's Family Sword, found it, had it in my inventory, went back from White River Watch to Whiterun, talked to Amren, and the quest was still open?  Reloaded from just before I picked up the sword, checked my inventory, and it was there.  Back to Whiterun, checked my inventory, it was there.  Talked to Amren, no sword, no quest completion.

 

First attempt to switch to Mod Organizer 2 was a complete and total disaster!  Trying again, but going slow this time to try to figure out the problems.  Playing vanilla Skyrim for the first time in years, Compared to an non-improved Ysolda, Camilla Valerius or Olfina Greymane, Phyllis Diller was a complete fox!

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I think this is just something my mix of mods is doing, but has anyone else had a level 1 - 5 bandit reach 10,000 hp with the last bandit buff?

 

I've had it happen three times with different level bandits, and not the highest level bandit chief of the area (cause he or she went down in the middle of the pack and it was the ranged and cowardly left to the end) but once they get buffed they become nearly impossible to kill without some cheesing.

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