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Skyrim Chain Beasts SE/AE/VR v0.10.2


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SE / AE / VR (i.e. 64bit) version of the Skyrim Chain Beasts, metal beasts that provide their targets with nice `jewelry' and helpfully bring them to nice places to rest for a bit when tired.

Requires Sexlab, Zaz Animation Pack and either Open Animation Replacer or one of FNIS/Nemesis/Pandora,

 

NEW:  Updated voice files, see install instructions tab.

 

For more information/documentation see the LE version at https://www.loverslab.com/files/file/5279-skyrim-chain-beasts/ and/or the walk-trough blog:

 

Known incompatibilities:

FNIS Sexy move may break crawling/riding, turning it into walking,

If using OAR a workaround is to switch to an OAR version of/alternative for FNIS Sexy move. (Make sure SCB has a higher OAR priority.)

No known workaround without OAR; will need to disable FNIS Sexy Move (at least for traveling chain beast victims (SCB_TravelingToDevice faction)).

 

Latest Changes:

Spoiler

v0.10.2

  • [Added] Convenience tweaks for adding to the captureable (non-playable) races (i.e. `custom race list'); 
    • Can also use the spell for this, so this is just for convenience.
    • Known non-playable races (for which it makes sense) are added to the captureable races (custom races list) automatically:
      • Astrid (she uses her own version of the nord race).
      • Known follower custom races if installed at starting new game/when updating to this version.
        • So far only : M'rissi (only one I found under the most popular followers on nexus that uses a custom race).
    • MCM options to add non-playable races to the captureable races (only appear if they are not already in the list).
      • Besides the auto added ones: Elders, Vampires.
    • If you'd like to have a custom, non-playable, race added mention: The exact name of the ESP/ESM and the form id of the race (you can find it eg in Xedit where you can also double check it's not playable (no flag `playable' under DATA>Flags (sorted)).
  • [Changed] Added a note in MCM tool tips that `mask fix' only applies to new masks.
  • [Added] Keywords for the summon mine / beast spells.
    • All mine creation spells have the keyword SCB_MagicMine. (Note: create `permanent mine' is instant, not a permanent effect.)
    • All summoning spells have the keyword SCB_MagicSummon, with specific keywords for beasts (k9), spiders, serpents and MPs (mobile prison-mammoth like) 
    • Also, spells that summon rusty/golden/silver beasts have the scb_rust/scb_gold/scb_silver keyword.
  • [Fixed] Physical damage by Mobile Prison reduced, like for other beasts.
    • Likely not noticed before because other bugs made them drain stamina like crazy (until that got fixed in the previous version) so would capture before anyone got banged up to badly...
  • [Added] Debug option to skip alignment to furniture for the PC
    • Angle/position may be off.  Might allow `struggle game' to start for VR users (maybe if my guess about the cause of the issue is right, untested).

 

Integration

  • [Added] LM Conversation options about the speed whip
    • If you have one he will hint at what it's good for (listen very carefully, he will say this only once). His final remark depends on whether you've completed aspect of V.
    • If you don't have one, you can ask about slow victims, leading the LM to mention the whip and Belethor will start selling them if he wasn't already (one time conversation).
  • [Added] If you walk around with SCB summons guards/targets may comment. 
    • With MCM option to disable this in the DEBUG menu.
    • Some comments you can further discuss with the guard (within 30 seconds and may need an active summon).

 

BAD(NoDB)

  • [Fixed] Forwarded Mobile Prison fixes.

 

v0.10.1

  • [Changed/Fixed] Optimized the Chain Beast bite stamina drain effect and fixed several bugs.
    • Allows list of conditions to be checked once instead of every second, giving a nearly 8x reduction. (All native code but still, with many beasts/victims around it could add up.)
    • Some effect conditions were incorrectly set leading to possible oddness (e.g. at a few levels the beasts would not have ANY drain, at high levels the drain would be astronomical (and way above `max drain' as all top 5 levels would be active at the same time - now it keeps increasing according to the added drain setting (till beast level 70 or max drain reached.)) - Might explain some earlier bug reports.
    • Lot of manual work in defining those, so hopefully I've done all of them correctly this time...
  • [Changed/Fixed] Cleaning, removing some not needed keywords.

 

BAD(noDB)

  • [Fixed] Recreated these plugins to bring them up to date.
    • Did not cover newer races/beasts. 
    • Broke recent fixes/settings (eg for the Mobile Prison Beast).

 

v0.10.0

  • [Changed] Stripping limited to `strippable actors' (non-commanded NPCs)
    • When stripping would happen now instead the beast will try to: banish Deadra(summons), turn undead and demoralize most creatures (cause fear).
  • [Changed] Optimized `stop combat with invalid actors' check 
    • Made it consider controlled actors (summons) and player team mates in its conditions
      • Should eliminate or at least significantly reduce `combat pauses' experienced with beasts fighting player teammates or summoned beasts fighting `non-targets' 
    • Converted checks from in-script to native to reduce script load a bit. (While it ran at most once in a few seconds, now it will only run if actually needed.)
      • Can take up to 3 seconds (down from 5-8) for a beast to realize it's attacking a now invalid target. 
  • [Added] Hits by pheremone beasts now cause arousal 
    • Not ordinary beasts that randomly use the pheromone outcome, only the `official' ones with visual effect (WaW quest and mine). 
    • Effect implemented but not added before.
  • [Fixed] Missing MCM text for new debug option.

     

Integration

  • [Change] QoL tweaks for the dominant dream quest 
    • renamed the game from `Wack a Mole' to `Dream Wacker' - that pun was staring me in the face, how did I miss it before.
    • Renamed Victims to Ami(Ali), Bell(Bob), Cya(Cid), Dru(Don) so easier to see which lane (A-D) a messages concerns.
      • Also added name in score notifaction so clear where score/penalty came from.
      • Known issue: When it gets hectic, the messages may start to trail. (Property of the debug messages that are used for this.) 
    • Increased restart delay after device so they have time to say their post-punishment line.
    • Added some description and objective + additional objectives that will show when you do something relevant.
    • Changed orientation of `mist flow' to hint at what it indicates.
    • Disabled the remaining NPCs in the test zone (that is next to the dream area) so they don't trigger some random events (like `entranced') during the dream.
  • [Fixed] Beitild not recognizing you've helped her in the MD aspect quest. 
  • [Fixed] (Arena) Missing conversation options when a champion returns 
    • Had to choose other option first for them to appear, now  they should be available from the start.
  • [Added] Allow access to the arena if you've `skipped' (why do I have to do all the work) the corresponding aspect quest.
    • Talk to the Lore Master about rumors. 
  • [Fixed] Option to skip perk checks in Dark Mine, Dark Mind quest implemented but not actually visible in the MCM.
    • Meant as work around for unsupported perk overhauls, but can be used irrespective of that so put it under the gameplay options.

 

v0.9.9

  • [Added] possible interaction with NPCs in furniture.
  • Spoiler

    Encourage them to struggle by using the speed whip. Can always use the skip menu to get one, through gameplay it becomes available once the player has a specific ability or has started a specific quest:

    •   Hide contents

      Can summon a chain beast or `dream quest' active 

       

    You'll get a hint on where to get it in one track of that quest. Otherwise consider:

    •   Hide contents

      The whip is a slaver's tool, do you know a vendor that would be willing to sell anything, including things a slaver would buy? 

     

     

  • [Changed] Coding of NPC stripping.
    • Aims to prevent occasional item loss from followers reported at times of heavy script load.
    • Effects item count;  now `strip count' is item(type)s checked (rather than actually removed) and is counted separately for both stripping phases
      • So if set, this means anywhere from none up to 2*strip count item(type)s may be removed.
  • [Added] MCM option to attempt to `clean' the player
    • Remove from SCB quests and factions. Likely far from complete, but might allow to recover from certain broken situations. 
  • [Fixed] If left at default the minimum bounty for bounty hunter beasts should now update from -1 (disabled) to `1000' after completing `Beasts of Chain' (discovery quest) as intended.

 

Integration

  • [Changed] `How to transport' conversation option of the collector (Trophy Hunter quest) now gives a slightly more substantial hint that is tailored to whether or not you already have a related spell. 
  • [Added] An unfortunate adventurer left a hint and some useful items in a certain cellar (Labors of the DB quest).
  • [Added] Work around for those with unsupported perk overhauls.  
    • Removes perk requirements for advancement in quests. (Currently only `dark mine, dark mind'.) Controlled by new debug option in MCM.

 

v0.9.8QF2-SE

  • [Fixed] Outdated file used for the based OAR version of the mod.

 

v0.9.8QF-SE

  • [Fixed] MCM display `victim duration' showed incorrectly when set to 0.

Integration

  • [Fixed] Lots of follower related issues with the PIT quest, some for other NPC fights.
  • [Added] Follower will take up a spot to watch unless fighting themselves (in current/most recent fight).
  • [Changed] Moved (first two) fans aside a bit to leave a gap for the player to watch from.
    • Seems to only affect new games not existing saves, even if arena never visited.
  • [Changed] Moved `Klymer manor' a bit up the road and to the other side.
    • Made a patch for `bath house' before but that still had some issues with other mod changing the area and was not carried over to newer versions, hopefully the current location works well.
    • Some small changes to make quest work on this location.


v0.9.8SE

  • [Added] Entering/Exiting a device will now send out a mod event (SCB_EnterDevice/SCB_ExitDevice)
    • Sender is the victim, numeric argument their slot(index) in the SCB_UseDeviceMultipleQuest (for exiting that slot will no longer be valid but maybe useful for matching events).
  • [Changed] Now that voicing is available, removed forced subtitles from NPC lines said when leaving device.
  • [Added] Expanded in furniture interaction with the PC: Can happen repeatedly, and if sufficient time is left other actions than `tighten restraint' may happen.
    • MCM settings to configure.  Note you can change these settings at any time; changes take effect on the next potential visit.
      • If you've enabled `lock MCM settings on capture' be sure not to set these too strictly e.g. recommended not to set Max Visits to unlimited (0).
      • Testing with 60sec +100% of tighten and fresh character - finally managed, but it takes a while and you shouldn't miss any struggling-QTE.
      • `Play with' is early WIP, to be worked out or replaced...
      • Also note that interval is (potential) start time to (potential) start time so includes the time the interaction scene (if any) is playing.
  • [Changed] Reordered MCM other gameplay settings a bit to keep them organized with the new settings.
  • [Added] Getting hit while in furniture gives a small adrenaline boost. (Player only)
    • Recover a tiny bit of stamina when hit while locked in a device; helps with struggling.
  • [Added] Some additional achievements related to the aspect quests
    • Should now again cover each obtainable aspects in some form (be it the quest towards it, obtaining the reward power or using said power) with some having multiple.
  • [Changed] Reordered the Quest Achievements a bit (order is now: Intro quests, Main quest loop related (including reward/followup), then power count and finally Side quests).

Integration

  • [Added] Several Enhancements to the Arena (PIT) quest.
  • [Added] can now also loose fights in the arena.
    • If fully captured, it ends the fight (counts as loss, no base reward), instead of continuing again when released from the device.
  •  [Added] Conversation options with Pit Master that explains links Aspect MD and PIT quests.
  • [Added] Audience reactions (Cheers) differ based on what happened.
  • [Fixed] Punishment failure if non-standard punishment is enabled (eg take to simple slavery/cage).
    • Lost pit fights now always lead to time in the XCross.
  •  [Added] Interaction while in the furniture.
    • A Fan is upset he lost money on his bet and thinks the fighter did not try hard enough during the fight, so he'll motivate them to do better next time.
    • Applies to NPC and PC on loss.  It will take some time for him to get down there so escape quickly to avoid his wrath (as much as possible).
  •  [Added] Your follower will come to the arena with you if they are in the cave when you activate the entry portal.
    • Only 1 follower supported; closest one will be taken. Must have the vanilla `currentfollowerfaction'.
  •  [Added] Your follower can fight a round in the arena (if they are a valid target).
    • If they win they earn a small payout.
  •  [Added] A rumor to the Lore Master pointing you to the PIT if you've dealt with Asp.of MD using another track.

 

 v0.9.7SE

  • [Added] Post Punishment activity for NPCs
    • They will say a line after getting out of the furniture.  (Tried to get them to play an idle as well but that refuses to work...)
  • [Fixed] Mobile prison base strength.
    • Set to `WMP0' equivalent base strength as intended. (Was set at `full strength' making basically untouchable at lower levels.)
  •  [Changed] Default values have been revamped.
    • Aims to improve new player experience and limit the `gotcha' moments (well at least the unintended kind). 
    • Won't affect existing saves and loading saved settings will override these new defaults.
    • Changes:
      • Spoiler
        • Capture @ stamina: low percentage (20%).  (Already implemented in previous version, old: medium level fixed value.)
        • Max Extra Beasts: 5 (down from 10 for some crowd control at higher levels)
        • Max Lock level (still at 100 but can now be set higher, up to 250)
        • Small chance to unlock box on touch, (10%, up from 0%) but only if free (unchanged)
        • Max player travel time to 300 (down from unlimited)
        • Min pheromone events in related quest: 6 (down from 10)
        • Small amount of magic (regen) damage from the collar (10(1) up from 0(0))
        • Beast in the Wild: enabled (old: disabled)
        • Bounty hunting beasts: Start appearing if you have a high bounty (>1000) but only after completing the discovery quest
        • Traps default to player activated only (rather than any valid target)

         

    • Alternatives for some unchanged settings:
      • Kept Key Strength at unlimited, while I often play with it at 1, this may be better for a beginning player.
      • post punishment devices; have kept as is, though I often swap mask to legs if playing a magic focused character.
      • Random capture default is kept a 0; more a feature for experienced players.
  • [Changed] Smoother fast forwarding on `player max travel time' exceeded.
    • The narrator explaining + message box is replaced by a visual effect. Immersion!
  • [Changed] Moved the `statue spell' from the MCM debug menu to the MCM skip menu as there is a gameplay path to obtain it.
    • Now this option also gives the related destatue spell.
  • [Added] Mimic surprise change
    • When a mimic is activated there is a chance it will be able to surprise you when activating them and get a hit in before you can react (50/50 by default). Looting becomes especially risky if combined with `critical hit' chance...
  • [Changed] Displayed message when activating a box to better reflect `unlock on touch' settings.
    • When free but unlucky it still displayed `seal on unfree touch'

 

Integration

  • [Added] Basic Ordinator compatibility for Dark mine - Dark mind quest
    • If you have Ordinator installed the perks required at different points in the quest are changed from conjuration novice, apprentice, adept to: Conjuration Mastery Rank 1, 2 and Altromancy respectively (though quest text will not change to reflect this). (Untested)
  • [Changed] how trap settings work
    • Can choose Player, Follower, NPC as potential trigger and whether the trigger has to be a target.  (In addition to `vanilla restrictions' as before.)
  • [Added] New Area with repeatable activities, also used as an alternate track for the MD Aspect quest
    • Can be completed even if neither male nor female NPCs are targets or when the involved NPCs are no longer available.  
      • Spoiler

         Win a tournament then talk to arena master.

         

    • WIP;
    • Spoiler
      • Note: NPC fights currently only work if female NPCs are a target. Planned additions;
        • way to end a fight/tournament early (eg on full capture).
        • Non-Player fights target validity check & other NPCs.
        • Betting.
        • Explanation `source' MB Aspect quest conversation.
      •  
    • Marker may not appear if you've already completed/advanced too far in the quest. To find `the source' you then need to go to:
      • Spoiler

        a door in the mountain just off the stairs that lead up to the shrine of MD (in the mountains above Stonehill).

         

  • [Fixed] Aspect of Noc. quest
    • A box could fail to appear in the final step, fall back mechanism added as a work around.
    • (Different from the failed attempted fix posted in the support thread earlier.)
  • [Added] The Aspect of V. quest now has a reward power.
    • Talk to LM after having handed in the tome as for any reward power.
    • Spoiler

      Brings your `main box' (the one that had the most gear in it) to you and will also collect the gear from any other player boxes in this box.

       

  • [Changed] The WaW quest scroll protection
    • no longer confiscated by beasts & returned if used at the wrong time.
  • [Fixed] Honeyside balcony. A certain something should no longer by floating in the air if the thing it is supposed to be lying on is not there yet.
  • [Fixed] Animation not playing in dream quest (OAR based version).

 

DB

  • [Changed] Beast in the wild enabled by default

 

MM

  • [Changed] Mimic surprice change also applies for the mania mimics.
  • [Changed] built in safeguard against certain type of mod conflict.
    • Other mods can break some MM assumptions; coding changed to avoid these assumptions.
    • Solves user reported issue likely causes by a mod conflict, maybe with autoloot and/or DEC.

 

DOM

  • [Added] New plugins similar to the PAHE one that sends a captive to DOM instead. (DoM5 and DoM7 versions.)

 

v0.9.5SE

  • [Added] Beasts have a chance of scoring a `critical hit' which causes capture, even if stamina is not drained.
    • Set chance to 0 (default) to disable.
  • [Changed] `Capture at stamina level' can now be set to an exact value rather than only a level.
    • If `use percentage' is set the number is a percentage of the actor's max stamina, else it's a fixed value.
  • [Changed] Renamed player obtainable spells/powers to make them easier to find in the spell list.
    • All powers and game-play obtainable spells now have the word `Chain' in their name.    (Maybe not all debug spells.)
    • Set filter to find the spells of this mod (afaik only vanilla spell that will match `chain' is chain lighting).
  • [Added] Custom inventory art for (some of) the CB spells/powers.
  • [Fixed] The max level in Chainzoologist achievement becoming unreachable if you progressed in the Dark mine, Dark mind quest.
  • [Changed] Reorganized the achievement page a bit and added a `plugin not installed' notification for plugins that you do not have.
  • [Fixed] Removed extra space in translation file that prevented Aspect of N. achievement highlight text from appearing.
  • [Fixed] Flaw in FNIS file caused certain pillory anim not to play.

 

Integration

  • [Changed] Tweaked Aspect of Mer. quest.
    • Changed the beast that is summoned to a recently added type that is appropriate in this context.
    • Reformulated objectives on quest to - adjust to above change, - clarify it's a specific mine, not any mine.
  • [Added] Fire management task to Caged-Quest
    • Ensure there's enough firewood to keep the fire going at all times.
  • [Changed] Excluded creatures from being detected as followers in the caged-quest.
  • [Fixed] Objective to talk to LM not completing when you do so in `Labors of the DB'.
  • [Changed] More things count as completed `tasks' in the Labors of DB quest
    • Triggering a mimic now also counts as `triggering a trap' for the `tasks' quest.
    • Several aspect quest related achievements now count as completed tasks.
  • [Fixed] Objective `aspect of ...' not appearing when it makes sense for some aspect quests.
  • [Changed] Aspect of V. quest will complete once you hand in the tome.
    • Before it stayed open so you could easily try the other path as well. Now use `re-examine aspect' if you want to try the other path.
  • [Changed] Rune's quest will now also start when you ask about aspect of Noc.
    • He will have a job for you as soon as you can talk to him, instead of first needing to talk to him about his name.
  • [Changed] `Entranced victims' should no longer follow you if you move into another area or when they get to far from the mine.
    • There was already a timeout, but if you e.g. fast travelled they would follow you to your new location.
    • That should no longer happen (player moving to new area or being too far from mine should stop the move to player package) - but hard to test.

 

Mimic Mania

  • [Changed] Small script change to prevent unresponsive containers that would need to be fixed with the cleaner spell.
    • i.e. incorporated the MM quick fix published before.
  • [Changed] Added some extra log entries.

 

v0.9.4SE

  • [Fixed] In the `Beauty and the Chain beast' (Minesweeper) quest the target markers would disappear under some circumstances.
    • (after the first mine was destroyed after the weaken spell is learned).
  • [Changed] For the minesweeper (beauty and the chain beast) quest; tried to clarify some text and added some `hints' in the form of additional objectives.
  • [Changed] Some MCM highlight text to improve clarity.
  • [Added] When in the device, an interaction scene may play.
    • For now only: a nasty character may be summoned who will tighten the device, increasing your time in it.
    • More options being considered - feel free to leave suggestions.  
    • MCM setting for chance it happens. (Will likely be replaced once more interaction options appear. Not saved to config file.)
  • [Changed] Event sequences added to in-device struggling.
    • Multiple successful struggling events (press correct button for event) in a row will:
      • decrease the time between events,
      • increase their effectiveness (in reducing time in device),
      • but also reduce the stamina gained by the success.
      • and increase stamina cost for failing an event (press wrong button or before event).
      • Missing an event (not pressing either button) will reset the sequence.
  • [Added] Sound effects for the player in-device struggle
    • player will sigh after a failed (as in not yet out of device) struggle.
    • quick-time-events in the struggle: Green - vibe,  Red - Belt slap(s).
      • Especially useful if you cannot see the visual effect (furniture with bugged camera, VR ?).

 

Integration

  • [Changed] Made triggering start of main quest TJH easier.
    • Progress in Beauty and the chain beast + read any scb (spell)book, like the one founds on spiders, mobile prisons, in the ratway or arcanium.
    • Next time a capture happens or some other notable SCB event the quest will trigger and you will get a note once the courier finds you.
  • [Added] Help in solving the initial TJH riddle.
    • Talk to a friend to get help. (Not yet voiced - may add some voice type restrictions on who will give you the hints to keep this manageable.)
  • [Fixed] In recent versions traps no longer worked on the player if vanilla restrictions were active. (Regression)
    • On existing games the fix will only work in areas where the player has not been for a while. (OnCellAttach needs to run on the trap.)
  • [Added] extra phase/line in the `entranced NPC' scene that explains why they run to the player.
    • Help, something is wrong, can't think straight. Those lights can't see anything but those lights, the lights, THE LIGHTS! Can't resist, must TOUCH !
      • (the actual line is shorter...)
    • Then heads to the lights (mine).
    • Also added a `not in combat' (for both NPC and player) requirement to starting the quest, but not sure it's working.

 

V0.9.3SE

  • [Changed] Struggling in device is now a simple mini game rather than just chance based.
    • Spoiler
      • Struggling costs stamina but makes time count down faster. Auto stops after 30 seconds or when you run low on stamina.
      • L/R shift or L-attack/R-attack at right time loosens locks and restores stamina (but pressing the wrong button/at wrong time with costs stamina).
  • [Changed] Split furniture time settings into Player (`Escape difficulty') and NPCs (`Duration') settings.
    • Raised default value for Player to account for the mini-game.
  • [Added] New types of beast
    • Sack and book mimics.
  • [Fixed] Iron Chain Serpent using Silver rideable version.
  • [Added] Statuettes, with a spell to make and revert them.
    • Casting the spell on a beast corpse will turn it into a little statue. Corresponding spell will turn it back into a beast (still dead).
    • Known issues; no way to obtain the chain serpent statuette (other than AddItemMenu or similar) as the chain serpent doesn't leave behind a corpse, only a pile of ice.
  • [Fixed] Missing text entry for new MCM setting.
  • [Changed] Updated some MCM setting descriptions.


Integration

  • [Changed] Revamped the `Herding' minigame; now has progressive difficulty levels. Each level introduces new difficulties.
    • Spoiler
      • Novice (starting level): Possible panics. A Paniced captive quickly rushes forward instead of turning.  While panicked they won't trigger the end-zone, but you need to distinguish them from misses. (If they just keep going without speeding up, you likely missed them. Stop them before they reach the end-zone!)
      • Apprentice level introduces random turns; herded captives occationally change directions by themselves and they never seem to do so in your advantage...
      • Adept level adds random speed-ups and makes turns more frequent.
      • Expert levels adds a score clock (if no scoring event happened the last 30 seconds, the field shrinks) and makes speed-ups and turns more frequent.
      • Master level reduces the `captureable' periods (also more frequent but less so than the decrease in duration) and further increases speed-ups and turns.
      • Madness level adds random field shrinks and further increases speed-ups and turns.
    • Mini-game TIPS/Hints:
      • Spoiler
        • TIP(1): The speed whip is required, but another object is extermely useful as well. You'll get it when the game starts if you're carrying a specific item.
          • Kill and loot a chain spider to get one (or two actually) before sleeping.
        • TIP(2): Hiting the victims does not end `the capture period', but your not able to see the gloden glow anymore as it's hidden by the purple glow.
          • You'll need to estimate whether it is still active when the victim reaches right area.
        • TIP(3): You can use the speedwhip to release captives from devices early.
        • TIP(4): Some of the aspect powers may be used to your advantage.
          • Shadowed victims give a bonus instead of triggering a field shrink when entering end-zones.
          • A dominated victim can be commanded and sent to their device at any time.
          • The beast distraction/self sacrifice spell...hey what kind of slaver are you, freeing victims ?!
  • [Added] New quest
    • Spoiler

      Aspect quest for Hircine (alternate route to the unfinised spy-hunter sequence).

  • [Added]    A new (help) mini quest.  (Based on user suggestion.)
    • Spoiler

      Visit the nightgate inn area after completing the intro quest.

  • [Added] A few new mimic traps


MimicMania

  • [Added] New type of object that can be a mimic.
    • Spoiler

      LargeSack (including `flat' variants).

  • [Changed] Cleaning; removed some duplicate forms.

 

 V090SE

 

  • [Added] Option in the installer to use OAR instead of FNIS/Nemesis/Pandora for the animations.
    • If you switch between the two options on an existing install you'll need to run FNIS due to the changes. On a new install no need to run FNIS if you choose the OAR option.
  • [Added] MCM option to disallow hostile actors for the Pheromone quest.
  • [Changed] Interaction text for `mines' changed to `touch it'  (Like the dragon ones already had.)
    • Hides what it actually does so it doesn't spoil the surprise as none of you know what it does right ;)
  • [Added] New type of trap
    •  
      Spoiler

      Metal version of the pressure plate.

  • [Changed] The escort player captives option should now work will all player captives (not just first 5).
    • The intended escort (follower/friend) must have a speed whip for the conversation option to appear.
  • [Added] New Difficulty configuration option:  Health bonus. Bonus (or penalty) to starting health, configurable separately per group of beasts;
    • tiny beasts ( Fish, Crab, Fox, walking chains, ... ), small beasts ( Chain beasts, chest&barrel mimics, ... ), medium beasts ( spiders, serpents ),large beasts ( Mobile prison(mammoth), Floating cage(netch) ), huge beasts ( Dragons )
    • Note that the crab based mimics fall under the tiny category, even if they are actually quite big, this is because its based on the race.
    • Dropping the `Weaker Mobile Prison' plugins now that this setting is available. (Though it does not impact the starting level.)

 

Integration

  • [Added] A mod-appropriate way to find some useful info for the MB aspect quest.
    • Spoiler

      Capture a vampire or thrall and question them, they may have heard a rumor that will allow you to pin point which of the locations actually contains the tome.

       

  • [Changed] The way (standard) traps are managed.
    • Saves a step in adding new traps and, more importantly, allows plugins (=anything with SkyrimChainBeasts.esm as a master) to add traps that will be managed by the trap laying mechanism.
    • If you wish to use one of the standard triggers for a trap that should NOT be managed by the default trap mechanism you should set the actor-owner of the trap to `PLAYER' or make a copy of the activator and use that instead.
    • Creating a summon point (place where the beasts will appear when the trap is triggered):
      • Place SCB_MineMarker for an invisible summon point or an SCB_Mine(Silver,Royal,Spider,Ebony,Pheromone,Dragon(Gold,Rust,Silver)).
        • Choose the one that gives the looks you want - you can change what it summons through the properties on scb_summonsscript:
        • actorTypes (give at least one): beasts to summon.
        • quantity (default to 1): how many of each to summon. Negative = scale with player; -1 = extra beast per 5/1 levels, -2 per 5/2 levels, etc.
        • BeastRank determines capture outcome; 0 (default), 15,16 (always pheromone), with 16 `temporary' beast that dissapears after one punishment.
        • crimeFaction (default none): triggering summon point is a crime with this faction.
      • Alternatively you can make any object reference a summon point by putting the SCB_SummonScript on it. You'll just need to fill a few more properties as follows: Start with autofill all, then fill SCB_Settings and SCB_logger with SCB_initQuest (the only available option) and fill SCB_BeastFaction with SCB_BeastTypeFaction.  Add at least one entry to actorTypes.
      • It's good to have Zaz Furniture around for the beast to take their victim to.
    • Adding a trap;
      1. place a trigger; one of the plate traps.  Set it to initially disabled.
        • Actually any activator can be a trigger. Add its baseobject to SCB_INT_TrapTypesList to let SCB manage it. Affects ALL activators of this type!
      2. Add the trigger to `activate parent' list on any summon point you want it to trigger.  
  • [Added] A few traps.

 

DB

  • [Added] A few traps.
  • [Changed] applied health bonus (see above) to floating cages.

 

 

 

 

Edited by MTB
Updated for V0.10.0


What's New in Version v0.10.2

Released

Jan 24: V0.10.2 Patch, so must have full version installed already (V098LE or later, includes previous quick-fixes and patches so those are optional). 

Small update with some QoL tweaks and fixes.

 

(As no reports of issues and none found myself either I'm considering the updated capture mechanism introduced in v0.10.0 stable and cleaned up the old `update' version, only left previous versions so people can rollback if needed...)

 

Install the requirements (Sexlab, Zaz Animation Pack, including their requirements) and optionally Open Animation Replacer (OAR).

If you don't already have V0.9.8 or later installed use a mod manager to install the latest version (v098QF2-Full-SE), choose the options you would like.

Then install V010.2SE-Update, choosing the same option wrt OAR as you did in installing the full version.

 

Additional VR requirements: You likely need VRIK Action  or:  set `max player travel time' to the minimal positive value in MCM>Gameplay. (Which basically skips traveling.)

If in VR Player get stuck in device: use Force Release in the MCM as a work around and try the `skip alignment option' (MCM>Debug) to see if that solves the issue (for following events).

 

If you want AI based voices: 

  • Download SkyrimChainBeasts-Voices-v097.7z.001 and 002 from the LE version of the mod (https://www.loverslab.com/files/file/5279-skyrim-chain-beasts/  or `other files' link at the bottom.) to the same folder and select the 001 file in your mod manager.  This provides voicing lines not covered by AndrewLRG's pack.
  • Download and install the new updated SCB set (for v098) from this post:  

Other Files from MTB


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