Slorm Posted May 6, 2017 Posted May 6, 2017 Bandits spawn at the Major cities front gates and have to move to locations away from the there, sometimes they can get there first other times they can't. If you want to see where the bandits are on the map us set CDxDiagnostic to 1 before the quest starts and it will show quest markers for their positions. I set this up when they were deciding to go back to their holding location in an unlinked cell where inactive npc's are kept. This is the only thing that global variable currently does though. As for the name the quest gets the location name directly from Skyrim and not any text I have entered as it randomly chooses locations via location aliases with conditions and get the name from that. I tried that and they are appearing however I did notice another issue. In the test game I had a delivery for someone in Soljund's Sinkhole. When I left CD I could see the markers for the bandits at Markarth so I waited two hours and the markers had disappeared. I then coc'd to the location entered the house where the client was and the bandits were inside the house. I'm not sure if this is intended or not as I would have thought it best to keep them in external locations, though I suppose you can bolt for the door and try to leg it if it happens. EDIT: Running works but you have to be pretty nippy
zniachtl Posted May 6, 2017 Posted May 6, 2017 After a restart with CD, after a restart with Skyrim itself (new machine, more powah than a stoneage notebook), I am curious about some new features Figured most out meself Still one special thingy I plan to NOT figure out the hard way haha: NPC Master sells furniture controllable via a ring which actually seems to WORK (compared to ZAP/ZEP ring) Spouse NPC wanting stuff - this unlocks it Now, I killed game after "using" selfplaced furniture via the ring's "onequip" or how thats called, because character apparently got dumped there, spouse NPC kinda said, or maybe my jacked memory as it was yesterday before sleep, "If you are having so much fun I leave you to it" Now what does that mean? Has the dearest any plans to release the playerchar? If yes, "when" because it apparently by far exceeds any Master-NPC freetrial in comparison EDIT2: Forgot to mention on both deliveries after the belt was fitted there was an unfitted plug (anal plug) which was in inventory The plug in your inventory was removed by the master again, why is that so I do not know. As an example: I go as a relationship slave with my chosen belt and two plugs to the master and make a delivery, then she gives me the customer information and at the end of the dialogue she removed the anal plug. If I have only one vaginal, then this is removed. Once she took my gloves off. But why that is so.. no idea It is only matter whether relationship or not, at the quest make a delivery the master at the end of the dialog always removes a device, if you were as example the first time in the Shop and nothing else carries, then it is begun with the anal plug, after she has created it in the previous dialog itself. PS: Sorry my english is not the best, i'm from Austria and my schooldays are about 30 years ago Then you can actually pronounce my name.
bushidousan Posted May 6, 2017 Posted May 6, 2017 Hi Veladarius, Im experiencing some issues with the "pay to remove restrains" feature that the Master provides, it takes a long while for it to check for the devices that I have on and sometimes it is a hit or miss on the evaluation, I have waited a few times up to about 20 minutes when the Master just cuts the conversation and leaves. It usually takes about 10-20mins for the stats of the equipped items/cd items/removable items printout after the conversation has ended. Is this a bug or is there a conflicting thing I have here, I do hope you or someone here can help shed some light on this issue. I do believe I have the latest version, 4.05 main file + 4.09 beta 1 files (overwrite) and all dependencies accounted for. What other mods do you still have on it? For me was times a problem that this loop with the corset remained stuck. But for more than 1 or 2 minutes this should not last normally. Thanks for the reply, and YES! I do have the same problem for the corset too, i just unlocked it with the keys I have. For the papyrus part, I have attached it, I achieved a speech timeout for the Master, and she just walked away after 3 minutes. Nothing happened actually, still locked up. Papyrus.0.log
Slorm Posted May 6, 2017 Posted May 6, 2017 Sorry Vel ran into another problem. I failed the delivery mission and returned to master, there's a message in the top corner saying a punishment scene will start but Master just wanders off and leaves the pc stuck in place. Tried passing time a couple of time but the routine doesn't fire. Log attached though I don't think it will tell you much Papyrus.0.log
Veladarius Posted May 6, 2017 Author Posted May 6, 2017 Bandits spawn at the Major cities front gates and have to move to locations away from the there, sometimes they can get there first other times they can't. If you want to see where the bandits are on the map us set CDxDiagnostic to 1 before the quest starts and it will show quest markers for their positions. I set this up when they were deciding to go back to their holding location in an unlinked cell where inactive npc's are kept. This is the only thing that global variable currently does though. As for the name the quest gets the location name directly from Skyrim and not any text I have entered as it randomly chooses locations via location aliases with conditions and get the name from that. I tried that and they are appearing however I did notice another issue. In the test game I had a delivery for someone in Soljund's Sinkhole. When I left CD I could see the markers for the bandits at Markarth so I waited two hours and the markers had disappeared. I then coc'd to the location entered the house where the client was and the bandits were inside the house. I'm not sure if this is intended or not as I would have thought it best to keep them in external locations, though I suppose you can bolt for the door and try to leg it if it happens. EDIT: Running works but you have to be pretty nippy Whenever it gives a location such as someone's house or something similar they will go there. I had the same thing delivering to Amren and Saffir in Whiterun, I made it out of the house and got to the stairs to Dragonsreach that I could take them on one at a time. It also helped that my character has wings and can fly
Veladarius Posted May 6, 2017 Author Posted May 6, 2017 Hello, just checking back in. I did just have to wait a few minutes, master moved in a weird way so I thought she was bugged; she moved 5 feet by teleporting, then stands still, then moved 5 feet by teleporting. She does this like 30 times, and teleports out of the map. She eventually teleports back into the middle of the cell, walks over, and unlocks me. It looks bugged, but it works. So sorry for the false report. She shouldn't be teleporting anywhere, all of her actions are done by AI and I don't use the moveto command at all in that quest/scene. After a restart with CD, after a restart with Skyrim itself (new machine, more powah than a stoneage notebook), I am curious about some new features Figured most out meself Still one special thingy I plan to NOT figure out the hard way haha: NPC Master sells furniture controllable via a ring which actually seems to WORK (compared to ZAP/ZEP ring) Spouse NPC wanting stuff - this unlocks it Now, I killed game after "using" selfplaced furniture via the ring's "onequip" or how thats called, because character apparently got dumped there, spouse NPC kinda said, or maybe my jacked memory as it was yesterday before sleep, "If you are having so much fun I leave you to it" Now what does that mean? Has the dearest any plans to release the playerchar? If yes, "when" because it apparently by far exceeds any Master-NPC freetrial in comparison EDIT2: Forgot to mention on both deliveries after the belt was fitted there was an unfitted plug (anal plug) which was in inventory The plug in your inventory was removed by the master again, why is that so I do not know. As an example: I go as a relationship slave with my chosen belt and two plugs to the master and make a delivery, then she gives me the customer information and at the end of the dialogue she removed the anal plug. If I have only one vaginal, then this is removed. Once she took my gloves off. But why that is so.. no idea It is only matter whether relationship or not, at the quest make a delivery the master at the end of the dialog always removes a device, if you were as example the first time in the Shop and nothing else carries, then it is begun with the anal plug, after she has created it in the previous dialog itself. PS: Sorry my english is not the best, i'm from Austria and my schooldays are about 30 years ago Then you can actually pronounce my name. She will release you but it can be up to several hours compared to the half hour typical of the free trial. You can release yourself via the MCM menu though.
Veladarius Posted May 6, 2017 Author Posted May 6, 2017 Hi Veladarius, Im experiencing some issues with the "pay to remove restrains" feature that the Master provides, it takes a long while for it to check for the devices that I have on and sometimes it is a hit or miss on the evaluation, I have waited a few times up to about 20 minutes when the Master just cuts the conversation and leaves. It usually takes about 10-20mins for the stats of the equipped items/cd items/removable items printout after the conversation has ended. Is this a bug or is there a conflicting thing I have here, I do hope you or someone here can help shed some light on this issue. I do believe I have the latest version, 4.05 main file + 4.09 beta 1 files (overwrite) and all dependencies accounted for. What other mods do you still have on it? For me was times a problem that this loop with the corset remained stuck. But for more than 1 or 2 minutes this should not last normally. Thanks for the reply, and YES! I do have the same problem for the corset too, i just unlocked it with the keys I have. For the papyrus part, I have attached it, I achieved a speech timeout for the Master, and she just walked away after 3 minutes. Nothing happened actually, still locked up. Papyrus.0.log Your log is nothing but errors from other mods: Half the log errors from whatever mod this is: (12000D65) cannot be bound because <NULL alias> (0) on <NULL quest> (00000000) is not the right type Next mod with constant errors: [05/07/2017 - 02:47:42AM] ERROR: Property MaskBust3 on script uskpretroactive204script attached to USKPRetroactive204 (02012C3A) cannot be bound because <NULL form> (000F848A) is not the right type Next is errors from Sanguines Debauchery: [05/07/2017 - 02:47:56AM] ERROR: Cannot call WornHasKeyword() on a None object, aborting function call stack: [_SD_controller (7C000D64)]._sdqs_fcts_outfit.isArmbinderEquipped() - "_sdqs_fcts_outfit.psc" Line ? [_SD_controller (7C000D64)]._sdqs_fcts_constraints.UpdateStanceOverrides() - "_sdqs_fcts_constraints.psc" Line ? [alias _SDRA_player on quest _SD_controller (7C000D64)]._sdras_player._maintenance() - "_SDRAS_player.psc" Line ? [alias _SDRA_player on quest _SD_controller (7C000D64)]._sdras_player.OnPlayerLoadGame() - "_SDRAS_player.psc" Line ? Also looks like a conflict between SD and DD's bound combat [05/07/2017 - 02:47:56AM] Warning: Assigning None to a non-object variable named "::temp7" stack: <unknown self>.fnis_aa.SetAnimGroup() - "FNIS_aa.psc" Line ? [zadQuest (1400F624)].zadboundcombatscript.SetAA() - "zadBoundCombatScript.psc" Line ? [zadQuest (1400F624)].zadboundcombatscript.Remove_ABC() - "zadBoundCombatScript.psc" Line ? [_SD_controller (7C000D64)]._sdqs_fcts_constraints.ResetStanceOverrides() - "_sdqs_fcts_constraints.psc" Line ? [_SD_controller (7C000D64)]._sdqs_fcts_constraints.UpdateStanceOverrides() - "_sdqs_fcts_constraints.psc" Line ? [alias _SDRA_player on quest _SD_controller (7C000D64)]._sdras_player._maintenance() - "_SDRAS_player.psc" Line ? [alias _SDRA_player on quest _SD_controller (7C000D64)]._sdras_player.OnPlayerLoadGame() - "_SDRAS_player.psc" Line ? Finally is this error involving XPMSE: [05/07/2017 - 02:51:01AM] ERROR: Unable to call SendModEvent - no native object bound to the script object, or object is of incorrect type stack: [None].XPMSEWeaponStyleScaleEffect.SendModEvent() - "<native>" Line ? [None].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [None].XPMSEWeaponStyleScaleEffect.OnObjectUnequipped() - "XPMSEWeaponStyleScaleEffect.psc" Line ? All of these errors repeat and waste valuable Papyrus resources so you are lucky if any scripts can run in this environment. The device removal script is somewhat intensive and can't run under these conditions and I don't even see any of the DD commands that normally are logged by it.
Veladarius Posted May 6, 2017 Author Posted May 6, 2017 Sorry Vel ran into another problem. I failed the delivery mission and returned to master, there's a message in the top corner saying a punishment scene will start but Master just wanders off and leaves the pc stuck in place. Tried passing time a couple of time but the routine doesn't fire. Log attached though I don't think it will tell you much Papyrus.0.log The notification is part of the same script fragment on stage 350 of the delivery quest which also initiates the startup of the punishment quest. There are no errors referring to the startup of the punishment quest so I can't say for certain why it didn't start. Use sqv CDxPunishmentSet01 and see if the aliases are filled, they are filled at the start of the quest and cleared at the end so if there are none filled then it didn't start at all.
CuriouslyMods Posted May 6, 2017 Posted May 6, 2017 Hello, back again. I had to reinstall it because I still was having other issues, so I did that. Then when the issues continued, I used the alternative .esp as per the troubleshooting. Now the mod works perfectly fine. The MCM menu is a different story though; it works fine, but everything is written funny. I mean like $CDS_PLAYERINFO is the name of the first menu, for example. Everything functions in the menus, and I remember what the menu's do, but it looks really weird.
Veladarius Posted May 7, 2017 Author Posted May 7, 2017 Hello, back again. I had to reinstall it because I still was having other issues, so I did that. Then when the issues continued, I used the alternative .esp as per the troubleshooting. Now the mod works perfectly fine. The MCM menu is a different story though; it works fine, but everything is written funny. I mean like $CDS_PLAYERINFO is the name of the first menu, for example. Everything functions in the menus, and I remember what the menu's do, but it looks really weird. How did you do the install? It should probably be v4.05 -> LESP version -> v4.-09 -> New esp and just let it overwrite everything as you go. The MCM menu has language files even when using the non localized esp so what you are seeing is what is actually in the MCM menu script which should be replaced with the translation data from the file for it, the LESP version corrected something which fixed things like that, don't ask me why or how that was something that CGi fixed.
CuriouslyMods Posted May 7, 2017 Posted May 7, 2017 I will go through another install to see if the issue can be fixed by following that order exactly, just in case something got bugged up or I did something wrong along the way. I use the nexus mod manager to port the mods files, and then let it do the install. I'll get back to you in roughly an hour with if that fixed it. I will go through another install to see if the issue can be fixed by following that order exactly, just in case something got bugged up or I did something wrong along the way. I use the nexus mod manager to port the mods files, and then let it do the install. I'll get back to you in roughly an hour with if that fixed it. EDIT: Going through the install in the order you stated once more did fix the text issue; I now have another one that is new. Going through the tests of various features; if I get a moderate punishment after making a delivery; the Master has Harran set me up for her. Once he does, and the master says "That will be good" and he walks away; nothing happens. The game just hangs with my character chained up, and the master and harran looking at her.
Veladarius Posted May 7, 2017 Author Posted May 7, 2017 I will go through another install to see if the issue can be fixed by following that order exactly, just in case something got bugged up or I did something wrong along the way. I use the nexus mod manager to port the mods files, and then let it do the install. I'll get back to you in roughly an hour with if that fixed it. I will go through another install to see if the issue can be fixed by following that order exactly, just in case something got bugged up or I did something wrong along the way. I use the nexus mod manager to port the mods files, and then let it do the install. I'll get back to you in roughly an hour with if that fixed it. EDIT: Going through the install in the order you stated once more did fix the text issue; I now have another one that is new. Going through the tests of various features; if I get a moderate punishment after making a delivery; the Master has Harran set me up for her. Once he does, and the master says "That will be good" and he walks away; nothing happens. The game just hangs with my character chained up, and the master and harran looking at her. Go into the console and use sqv cdxpunishmentset01 and look for the values of punishmentrunning and Pun##ToBeUsed PunishmentRunning is the current punishment to be run and Pun##ToBeUsed is the punishments that are to be used, 1 is yes, 0 is no. If the above values are not all 0's, try startscene xx2472AE as that is the scene that starts Master's dialogue as to which punishment is to be used and should start it. If that does not work see use isscenerunning xx240569 if so try resetting the player idle or stopscene xx240569 then the startscene xx2472AE If they are 0's use the startscene xx2472AE and it should just end the punishment.
Veladarius Posted May 7, 2017 Author Posted May 7, 2017 I have tested the main Embassy quest and have figured out the issues with the devices not being removed, some are quest devices and some are not so I need to switch them to all the same type. Other than that the quest went perfectly for me start to end and with no crashes. You can use Kimy's Free Me command in DCUR to remove standard devices in parts where they should be removed but are not and the CD Device Removal menu function does not work. There are still issues with the alignment of furniture but I have been given some ideas on how to fix it though it won't likely make it into v4.9. I figured out my issues with Chaste Spouse and having my spouse wander from furniture to furniture, it is caused by some incorrect variables which should be easy enough to fix. The only one left primarily is the second Embassy quest.
zniachtl Posted May 7, 2017 Posted May 7, 2017 Got another Spouse question: Is it doable (I'd drop off the chair if as simple as unticking in MCM) to STOP it (to pause and restart / put it on hold)? any "set cdx___ to 0" doing that? CAN be both surprising and annoying when char "indisposed" (in jail / another prime no-follower job) and who's horny and shows up outa nowhere and forcegreets?
shadowwolf2k7 Posted May 7, 2017 Posted May 7, 2017 how long does the expansion of the shop usually take, is it completed after you gain x number of lvls or is it x number of days?
Veladarius Posted May 7, 2017 Author Posted May 7, 2017 Got another Spouse question: Is it doable (I'd drop off the chair if as simple as unticking in MCM) to STOP it (to pause and restart / put it on hold)? any "set cdx___ to 0" doing that? CAN be both surprising and annoying when char "indisposed" (in jail / another prime no-follower job) and who's horny and shows up outa nowhere and forcegreets? The force greet should only be active in the home you set as your 'play house'. There is a script on the player's alias that checks whenever you change cells and starts the timer when you are in it and shuts it off when you leave. I am not sure why she would leave the house and go to your location. Edit: You may want to make sure you don't have her set to follow you, that is the only cause I can come up with. how long does the expansion of the shop usually take, is it completed after you gain x number of lvls or is it x number of days? About 17 days total.
zniachtl Posted May 7, 2017 Posted May 7, 2017 Hmmmm. Weird. But then weird is my 2nd name, mentioning it for the luls, because really crazy, seriously, all invited to laugh their asses off: I seriousy, and this is NO joke, buncha times managed outa nowhere, nothin to do with any mods, or even Skyrim, to lag/freeze screen for a second when I FART in real life. Suppose the gas gets sucked by the vents in machine and the thicker flow causes it, but that's a wild guess, scientifically I suppose an explanation doesn't even exist And I had this with various machines, age and stadium don't matter at all. EDIT: btw, spouse is an orc (becus so beautifully aggressive and just not taking any "No"), could this mess it up? even in vanilla game mechanics races play a role and most stuffs is set for human
Krynn Posted May 7, 2017 Posted May 7, 2017 What I just notice is after you have decided to stay with the master after the whole quest you have to turn off this invisible fence per console.Only then will Herran and Raccon not catch you.@Vel still a short question about your update, will we be able to overwrite and continue where we are now, or does it need a new game?
Veladarius Posted May 7, 2017 Author Posted May 7, 2017 Hmmmm. Weird. But then weird is my 2nd name, mentioning it for the luls, because really crazy, seriously, all invited to laugh their asses off: I seriousy, and this is NO joke, buncha times managed outa nowhere, nothin to do with any mods, or even Skyrim, to lag/freeze screen for a second when I FART in real life. Suppose the gas gets sucked by the vents in machine and the thicker flow causes it, but that's a wild guess, scientifically I suppose an explanation doesn't even exist And I had this with various machines, age and stadium don't matter at all. EDIT: btw, spouse is an orc (becus so beautifully aggressive and just not taking any "No"), could this mess it up? even in vanilla game mechanics races play a role and most stuffs is set for human Race does not matter, it isn't even checked by my mod. What I just notice is after you have decided to stay with the master after the whole quest you have to turn off this invisible fence per console. Only then will Herran and Raccon not catch you. @Vel still a short question about your update, will we be able to overwrite and continue where we are now, or does it need a new game? I have fixed the issue with the fence and the entire ending of Property Slave including resetting a number of variables and such. You will be able to overwrite the current version and continue your game.
subdued Posted May 7, 2017 Posted May 7, 2017 So I was playing Captured Dreams 4.09-Beta 1 as a property slave and I was working in the manor. I went to Falkreath and, because I had a 3000 bounty and didn't have the money to pay it nor the equipment to slaughter the entire guard they threw me in jail. I have no idea how long I was "in jail" but I got back to the manor, finished the tasks I had, then talked to Markus and oh boy.. I think I now need to talk to him and go through the "You didn't report back to me!" dialogue once for every day I was gone. This is taking quite a lot of time since it pauses between phase 4 and 5 every time. I have been typing this up while I have been talking to him. I am not sure if my game is irredeemably bugged now or not. I think I am going to have to load an earlier save and not go to jail, but it would be nice if the mod detected that you'd not turned in in the last X days and took care of it all at once.
Krynn Posted May 7, 2017 Posted May 7, 2017 So I was playing Captured Dreams 4.09-Beta 1 as a property slave and I was working in the manor. I went to Falkreath and, because I had a 3000 bounty and didn't have the money to pay it nor the equipment to slaughter the entire guard they threw me in jail. I have no idea how long I was "in jail" but I got back to the manor, finished the tasks I had, then talked to Markus and oh boy.. I think I now need to talk to him and go through the "You didn't report back to me!" dialogue once for every day I was gone. This is taking quite a lot of time since it pauses between phase 4 and 5 every time. I have been typing this up while I have been talking to him. I am not sure if my game is irredeemably bugged now or not. I think I am going to have to load an earlier save and not go to jail, but it would be nice if the mod detected that you'd not turned in in the last X days and took care of it all at once. Well, this is also a bit of role playing game, if you have to go to prison or not. Maybe sneaking past the guards, fighting through.. or whatever. Somehow it is already logical that Markus is angry, if you sign up again after months. If necessary use the console.. player.additem 0000000f 3000 and pay the crap.. or killall?
Veladarius Posted May 7, 2017 Author Posted May 7, 2017 So I was playing Captured Dreams 4.09-Beta 1 as a property slave and I was working in the manor. I went to Falkreath and, because I had a 3000 bounty and didn't have the money to pay it nor the equipment to slaughter the entire guard they threw me in jail. I have no idea how long I was "in jail" but I got back to the manor, finished the tasks I had, then talked to Markus and oh boy.. I think I now need to talk to him and go through the "You didn't report back to me!" dialogue once for every day I was gone. This is taking quite a lot of time since it pauses between phase 4 and 5 every time. I have been typing this up while I have been talking to him. I am not sure if my game is irredeemably bugged now or not. I think I am going to have to load an earlier save and not go to jail, but it would be nice if the mod detected that you'd not turned in in the last X days and took care of it all at once. It should not repeat that dialogue at all, it does not keep track of how many days past you are just that you didn't report to him on time, the same dialogue is used if you report in late and had unfinished tasks no matter what the tasks were and does not loop. It then goes into a scene with his final dialogue and ends. As for the scene at the end, phase 4's only script is to display the notification and Task 5 has the notification, resets variables and enables your controls.
Veladarius Posted May 7, 2017 Author Posted May 7, 2017 So I was playing Captured Dreams 4.09-Beta 1 as a property slave and I was working in the manor. I went to Falkreath and, because I had a 3000 bounty and didn't have the money to pay it nor the equipment to slaughter the entire guard they threw me in jail. I have no idea how long I was "in jail" but I got back to the manor, finished the tasks I had, then talked to Markus and oh boy.. I think I now need to talk to him and go through the "You didn't report back to me!" dialogue once for every day I was gone. This is taking quite a lot of time since it pauses between phase 4 and 5 every time. I have been typing this up while I have been talking to him. I am not sure if my game is irredeemably bugged now or not. I think I am going to have to load an earlier save and not go to jail, but it would be nice if the mod detected that you'd not turned in in the last X days and took care of it all at once. Well, this is also a bit of role playing game, if you have to go to prison or not. Maybe sneaking past the guards, fighting through.. or whatever. Somehow it is already logical that Markus is angry, if you sign up again after months. If necessary use the console.. player.additem 0000000f 3000 and pay the crap.. or killall? I would just add the gold, easier that way.
Krynn Posted May 7, 2017 Posted May 7, 2017 So I was playing Captured Dreams 4.09-Beta 1 as a property slave and I was working in the manor. I went to Falkreath and, because I had a 3000 bounty and didn't have the money to pay it nor the equipment to slaughter the entire guard they threw me in jail. I have no idea how long I was "in jail" but I got back to the manor, finished the tasks I had, then talked to Markus and oh boy.. I think I now need to talk to him and go through the "You didn't report back to me!" dialogue once for every day I was gone. This is taking quite a lot of time since it pauses between phase 4 and 5 every time. I have been typing this up while I have been talking to him. I am not sure if my game is irredeemably bugged now or not. I think I am going to have to load an earlier save and not go to jail, but it would be nice if the mod detected that you'd not turned in in the last X days and took care of it all at once. Well, this is also a bit of role playing game, if you have to go to prison or not. Maybe sneaking past the guards, fighting through.. or whatever. Somehow it is already logical that Markus is angry, if you sign up again after months. If necessary use the console.. player.additem 0000000f 3000 and pay the crap.. or killall? I would just add the gold, easier that way. I've tried it once.. when you were in prison, Markus turns completely through. First he talks of punishment, at the next day that you have everything fulfilled, etc... no ending. But as I said, the whole thing has a role-playing factor as well.
Krynn Posted May 7, 2017 Posted May 7, 2017 I have already experienced that the bandits have killed me, instead of capturing me and then disappear with the delivery....and not only once but at each save at this point.Sneak past, or lure individually and then kill them... if necessary, an invisible drink.. or lock them into a trap or a narrow spot and shoot them with arrows. You should also have some fantasy and not have to solve everything purely technically, my opinion.
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