DonQuiWho Posted February 20, 2016 Posted February 20, 2016 Thanks for taking the trouble to split the components. I too am struggling with the number of enemies!  One query, tho'. Can we update mid game, or will we need a new start, please?  TIA
Inte Posted February 20, 2016 Author Posted February 20, 2016 Yes you can update mid game. I was going to wait until I added the forsworn and the vamps, but I'll post the update now.
DonQuiWho Posted February 20, 2016 Posted February 20, 2016 Yes you can update mid game. I was going to wait until I added the forsworn and the vamps, but I'll post the update now.  Thanks very much. I'll give it a go later this weekend Â
Morferous Posted February 21, 2016 Posted February 21, 2016   Fine, I'll add a MCM menu with an option to enable/disable the bandits. And/or an MCM option to limit the number of spawned bandits.     Thank you.  I am already using OBIS and patched Revenge of Enemies. I have more than enough trouble with bandits.  For example: just when my character was about to escape from a one group of bandits, she got jumped by a bandit under invisibility and then nailed with ice spikes raining from above.  The current amount and quality of bandits in my game is high enough as it is.
Ammo12ga Posted February 22, 2016 Posted February 22, 2016 Thanks for your mod. I hope you will keep adding creative content to this mod and the game. But then I went to Valheim Towers to get the feel of the bandits and the inside of the cage.  I suppose I was a tiny bit saddened when I defeated the new bandits. I was using crossbows and conjuring a female flame Atronarch added by some mod to do it though. Don't know exactly where my players are but I cannot heal with a main race character because of Vigilants of Stendarr mod.  Enought chatter, deep under the ground I'm sure the Falmer will get me soon enough.Â
trees Posted March 14, 2016 Posted March 14, 2016 Just a quick question - what dungeon is the 4th screenshot from?
legume Posted March 22, 2016 Posted March 22, 2016 As of 2.0+ (- 2.5) this mod requires Dawnguard. If you are not running Dawnguard you should be able to install 1.09 and just be missing some cages and the extra bandits. Â Thanks for the mod, legume.
panthercom Posted March 26, 2016 Posted March 26, 2016 I've been having a real problem with bandits added by this mod; they keep getting 'distracted' during sex, because their idle routines are overpowering the Sexout animations. Lots of coitus interruptus; standing still with legs trying to walk etc. I have never encountered anything like this with Sexout (1.59) Â No other NPC's are acting this way. I don't have any mods that add NPC's, nor mods that alter behaviors or combat. Â EDIT: The bandits were at the Silent Moons camp, and the Nord ruin southeast of it (with the lunar forge) Bandit Boss, and various other male bandit types. Not observed (yet) with female bandits or mage types. Â
Inte Posted March 26, 2016 Author Posted March 26, 2016 I'm using a standard 'Sandbox' package on them, conditioned by a schedule. Hmm ... I'll look into it, there might be a priority setting I missed. I have to say though, I never had that happen to any of my masters.
panthercom Posted March 26, 2016 Posted March 26, 2016 Â It's possible there could be a conflict with DCL, although I toggled all sex attacks OFF in it's MCM so it wouldn't clash with SD. I'll just have to fuck hundreds more bandits so I can look for trends
Morferous Posted May 25, 2016 Posted May 25, 2016 I really don't know how to explain this, but after thorough testing of what corrupted my 836 hr save mod (no backup because i accidentally saved over it... go me!) it turned out to be this mod.... I removed all my recently added mods earlier and made a save as I enabled each one than reloaded that save to see if it loaded again. When I finally got back to this one it completely crashes on load... so I'm like hmmmm can I fix this in savetool, nope it crashes even the savetool when I try to open any save that was saved with this mod installed. Is there any reason to this, I'd love to use this mod with SD+ but I can't get past this horrifying save destroying bug. Â Did Skyrim actually say that the save file is corrupted, or did the save simply crash on load?
DonFrosty Posted May 25, 2016 Posted May 25, 2016 Â I really don't know how to explain this, but after thorough testing of what corrupted my 836 hr save mod (no backup because i accidentally saved over it... go me!) it turned out to be this mod.... I removed all my recently added mods earlier and made a save as I enabled each one than reloaded that save to see if it loaded again. When I finally got back to this one it completely crashes on load... so I'm like hmmmm can I fix this in savetool, nope it crashes even the savetool when I try to open any save that was saved with this mod installed. Is there any reason to this, I'd love to use this mod with SD+ but I can't get past this horrifying save destroying bug. Â Did Skyrim actually say that the save file is corrupted, or did the save simply crash on load? Â Never mind turns out it's not this mod that ruined it... back to the drawing board because I still don't know what caused it. I can't get the save to open in either skyrim or savetool, I can load other saves though but if I make a new save of them and try to load them again it crashes. Really wish I knew what is causing this. Â Edit: FML it was dovahbling's newest update that did it, because they messed up a papyrus script, and even had a extra dl to remove it from the leveled list so it wouldn't cause this and I... ughhh can't believe I lost the save because of that. The reason I didn't catch it while testing the mods because it took a moment for papyrus to run the broken script before it corrupted the save so if I saved immediately and loaded it wouldn't catch it. Mistakes were made friends. On the bright side I can use the cages
Inte Posted May 25, 2016 Author Posted May 25, 2016 Sorry to hear you lost a 800hr save, that sucks.  You've probably tried this already but if not this might be worth a try.http://www.loverslab.com/topic/46551-prison-overhaul-v033-patches/?do=findComment&comment=1164919
antbank123 Posted May 25, 2016 Posted May 25, 2016 Could you add sleeping bag or haystacks in the indoor small cage for players using reality needs mod like RND?
Inte Posted May 28, 2016 Author Posted May 28, 2016 I already finished the forsworn, problem is the armor variety available for them is very limited, as in just one. So I added a MCM option for them to use Ebony armor, as well as all the armor the bandits are using. They do not look very immersive in Ebony armor though.
Punga Posted June 7, 2016 Posted June 7, 2016 I like the new Broken tower cell. The briarheart seems to prefer it over his own room.
Bonding1005 Posted June 27, 2016 Posted June 27, 2016 How does your mod determine if a cage in the vicinity will be used for the night? Â I played around with this a bit, it works mostly, but not always. I'm not sure what's normal and what isn't. Here's what happened to me: Â - I got enslaved in Broken Tower Redoubt, in the main big inside area, near the beginning. Your cage is near the top of that area. My new owner decided that it is not worth going up two flights of stairs to lock me up though and preferred to stay awake the whole night. - Next try I got enslaved inside the cage room. First night worked ok, but the next night we were downstairs just before midnight, so my owner adopted the behavior of the previous one and stayed put during the whole night instead of going back to the cage and her bed. - Next night, same owner. We went to the final area (where the hagraven is) which has its own cages / cells. Instead of using one of these, my owner walked back outside and into the main tower to lock me up there. - I then tried to take a walk with my owner. We went to Karthspire (the outside camp). I parked us at the top cage. My owner decided to use the workbench the whole night instead of locking me up. - Another try inside cragwallow slope. Got enslaved by the mage near the cell. She didn't want to use the cell for me though and stayed awake instead. When I unlocked the cell with the console, she immediately went inside and fell asleep on the straw bed. Â So - is this my computer trying to tell me it is overworked or are these bugs? Â
Punga Posted June 27, 2016 Posted June 27, 2016 This mod only provides the cages not your master's behaviour, might want to post this in sd+ thread. Â Inte, as of SDc 2.60 the forsworn limiting does not seem to work. Any ideas?
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