alliga Posted 21 hours ago Posted 21 hours ago 3 hours ago, Kingslayer101 said: So I dont know what is up with Bandit Paradise but updating it to the latest version is giving me an infinite main menu loading screen. Im checking if there's some conflict around some other mod but nothing other than some NPC visual change is affecting it (its a skypatcher overhaul for this mod). It was working fine before... It is the Bandit Paradise Npc Skypatcher, which was working fine with the previous version. If anyone has a fix for this... I have the same issue. I not use Bandit Paradise Npc Skypatcher
eflat01 Posted 20 hours ago Posted 20 hours ago (edited) 2 hours ago, Donuts4me said: I regenerated all my actors while creating new ones. So it seems that third party appearance change mods need to be updated as well. Only when form id's change or editor ID's change. If the ID's meshes and texture filenames never change it should not matter. I do not have your mod while I should, I just do not have the time or the game for it, least to play through it right.., but anyway once you change form ID's such as compressing for esl or rearranging them, then things go awry. I'll show you something I do with AMR npcs via skypatcher, I did so with editor ids, which is softer, and few modders ever change editor ID. Animal Mansion.zip For anyone having issues wit a Skypatcher replacer... if the .ini is using form ids to target an npc in a mod for visual use editor id's instead, else you'll get wonky resaults, if it loads at all if you're trying to change the visual on a form which happens to be something else now. Edited 20 hours ago by eflat01
flipadilly Posted 19 hours ago Posted 19 hours ago 2 hours ago, Donuts4me said: Where are exactly are you for the stall and what is happening? Can you not talk to anyone or is dialogue missing? If you are at the end of the beast chapters, you need to talk to Levana to make things proceed. If you are at the end of the no-beast chapters, talk to Eleia to proceed. Eleia, 2 other slaves, and I went to the captain's quarters to try to acquire a key. We did the first show, then I talked to Eleia and we did another. After the SL scene nothing happened. Eleia had all the same dialog options, so we did 2 more shows. Still everyone just stood around afterwards doing nothing. So I picked his pocket, went into his chamber. Heard him turn hostile, so I looted, climbed the ladder and jumped off.
Donuts4me Posted 18 hours ago Author Posted 18 hours ago 50 minutes ago, flipadilly said: Eleia, 2 other slaves, and I went to the captain's quarters to try to acquire a key. We did the first show, then I talked to Eleia and we did another. After the SL scene nothing happened. Eleia had all the same dialog options, so we did 2 more shows. Still everyone just stood around afterwards doing nothing. So I picked his pocket, went into his chamber. Heard him turn hostile, so I looted, climbed the ladder and jumped off. The first show is the only mandatory show. After that you can have as many rounds as you want or just immediately tell Eleia you are done. It's the last option in the list.
Donuts4me Posted 18 hours ago Author Posted 18 hours ago 1 hour ago, eflat01 said: Only when form id's change or editor ID's change. If the ID's meshes and texture filenames never change it should not matter. I do not have your mod while I should, I just do not have the time or the game for it, least to play through it right.., but anyway once you change form ID's such as compressing for esl or rearranging them, then things go awry. I'll show you something I do with AMR npcs via skypatcher, I did so with editor ids, which is softer, and few modders ever change editor ID. Animal Mansion.zip 312 B · 0 downloads For anyone having issues wit a Skypatcher replacer... if the .ini is using form ids to target an npc in a mod for visual use editor id's instead, else you'll get wonky resaults, if it loads at all if you're trying to change the visual on a form which happens to be something else now. Yeah, I didn't change any ID's. Only did the CTRL + F4 process to make sure there were no black faces. Not sure what the conflict could be? I want to say the new actors have a conflict with the replacers, but I don't even know if that is possible?
heilhobo Posted 17 hours ago Posted 17 hours ago Getting a weird bug since 1.71 and persisted to 1.72 When I attempt to update game eternity loads on the main menu, never even get the chance to continue, load, or start a new game. Issue resolves when I downgrade back to 1.7. No idea what causes this.
Donuts4me Posted 15 hours ago Author Posted 15 hours ago 1 hour ago, heilhobo said: Getting a weird bug since 1.71 and persisted to 1.72 When I attempt to update game eternity loads on the main menu, never even get the chance to continue, load, or start a new game. Issue resolves when I downgrade back to 1.7. No idea what causes this. Hmm... There were no major changes in those versions. Just a few package adjustments and a few new scripts and activities. Maybe new characters or regenerated characters are not the cause of the problem after all since they have not changed since 1.7.0...? Something might be going wrong during download or installation for certain players. Load orders might also have something to do with it? I have mine pretty high up the list at 35. Not sure why else certain players would have this problem but not others?
sdfdgdshfdagfadhgh Posted 7 hours ago Posted 7 hours ago Creature animation not working. It didn't affect the gameplay much because it just skip over. I am using Nefaram modlist.
Kingslayer101 Posted 7 hours ago Posted 7 hours ago 9 hours ago, heilhobo said: Getting a weird bug since 1.71 and persisted to 1.72 When I attempt to update game eternity loads on the main menu, never even get the chance to continue, load, or start a new game. Issue resolves when I downgrade back to 1.7. No idea what causes this. if you are using the skypatcher replacer for this mod, that is the cause. Some of us had mentioned it earlier. Disable that mod and your game should work fine.
eflat01 Posted 6 hours ago Posted 6 hours ago (edited) 12 hours ago, Donuts4me said: Yeah, I didn't change any ID's. Only did the CTRL + F4 process to make sure there were no black faces. Not sure what the conflict could be? I want to say the new actors have a conflict with the replacers, but I don't even know if that is possible? Yes, new npcs should not matter at all to a character replacer... they target the npcs individually. I looked at the Bandit Paradise Npc Replacers.esp.ini file i.e. the first two npc visual style as long as 35A27 and 35A281 for Eleia and Feradel are correct and the form id's in the replacer - along with the rest in the file there should not be an issue. Spoiler ;°£À³ÑÇ ;Form ID: 35A27F Editor ID: BPQEleia filterByNpcs=Bandit Paradise.esp|35A27F:copyVisualStyle=Bandit Paradise Npc Replacers.esp|800 ;filterByNpcs=Bandit Paradise.esp|35A27F:skin=null ;·ÑÀµÂ¶û ;Form ID: 35A281 Editor ID: BPQFeradel filterByNpcs=Bandit Paradise.esp|35A281:copyVisualStyle=Bandit Paradise Npc Replacers.esp|801 ;filterByNpcs=Bandit Paradise.esp|35A281:skin=null The only things I may think of If someone wishes to try this out ... I lines like ;filterByNpcs=Bandit Paradise.esp|35A27F:skin=null could be uncommented - by removing the ";" in front of it. Also with comments like ";°£À³ÑÇ" I guess the author is not an English speaker ... I can't help but wonder in translation char set if some strange unprintable character may be in it forcing an <ESC> in Skypatcher? I'd change those to English i.e. "; Eleia" just for my own readability. Note people can also check the skypatcher log... SkyPatcher.log it's located in Documents/My Games/Skyrim Special Edition/SKSE. It will give them a clue as to what SkyPatcher is doing and having issues with. i.e. Looks like I have a few things to correct in mine... although they're not really critical. Spoiler [20:27:11:319][info] Processing config file .\Data\SKSE\Plugins\SkyPatcher\container\\PargranChests.ini... [20:27:11:319][info] ************************************************************ [20:27:11:319][critical] container 4706C476 Form not found: Apron.esp|804 [20:27:11:319][critical] container 4706C476 Form not found: Apron.esp|807 [20:27:11:319][info] ************************************************************ [20:27:11:319][info] Processing config file .\Data\SKSE\Plugins\SkyPatcher\container\\Sell_inst.ini... [20:27:11:319][info] ************************************************************ [20:27:11:320][info] ************************************************************ [20:27:11:320][info] Processing config file .\Data\SKSE\Plugins\SkyPatcher\container\\SilverWitch.ini... [20:27:11:320][info] ************************************************************ [20:27:11:320][critical] container 000A6C04 Form not found: [qdaro] Silver Witch.esp|001 [20:27:11:320][critical] container 000A6C04 Form not found: [qdaro] Silver Witch.esp|002 [20:27:11:320][critical] container 000A6C04 Form not found: [qdaro] Silver Witch.esp|003 [20:27:11:320][critical] container 000A6C04 Form not found: [qdaro] Silver Witch.esp|004 [20:27:11:320][critical] container 000A6C04 Form not found: [qdaro] Silver Witch.esp|005 [20:27:11:320][critical] container 000A6C04 Form not found: [qdaro] Silver Witch.esp|006 [20:27:11:320][critical] container 000A6C04 Form not found: [qdaro] Silver Witch.esp|D69 Edited 5 hours ago by eflat01 1
Donuts4me Posted 5 hours ago Author Posted 5 hours ago 2 hours ago, sdfdgdshfdagfadhgh said: Creature animation not working. It didn't affect the gameplay much because it just skip over. I am using Nefaram modlist. If people animations are working but not creatures, sounds like you have a problem with your More Nasty Critters and Creature Framework setup. The modlist might be using an outdated version if you are on the latest version of Skyrim. If you avoided the Skyrim update, the modlist might be using a more updated CF. Also, make sure you have the creature animations properly registered in SL Anim Loader. If creature animations are not working here, they probably wouldn't work with any other mod either since we all run on the same system.
eflat01 Posted 5 hours ago Posted 5 hours ago 34 minutes ago, heilhobo said: Yep disabling the skypatcher npc replacer fixed it One thing I noticed in it's .ini is that replacer must be an espfe. Some versions of Skyrim may need backported to use it.
heilhobo Posted 3 hours ago Posted 3 hours ago 1 hour ago, eflat01 said: One thing I noticed in it's .ini is that replacer must be an espfe. Some versions of Skyrim may need backported to use it. I haven't updated skyrim to the newer patches and the replacer isn't something ive updated in a while.
DI0Brando Posted 2 hours ago Posted 2 hours ago On 2/14/2026 at 8:47 PM, Donuts4me said: When I think of 'submissive ending', I'm thinking that the player gets out by sabotaging the other slaves' escape attempts and this makes the bandits happy enough to set the player free (or at least let them out of the fortress). Then the player can come back anytime to enjoy fun with their new bandit friends when not doing other quests. I haven't done that yet, but probably will eventually. Was this ever implemented?
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