MTB Posted November 2, 2024 Posted November 2, 2024 Skyrim Chain Beasts SE/AE/VR View File 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 v0.10.1 [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; 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! 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. Submitter MTB Submitted 11/02/2024 Category Adult Mods Requirements Sexlab, Zaz Animation Pack Regular Edition Compatible No Install Instructions 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 V010.1SE-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. 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: (this is an update of version for older SCB version posted in Voice files by AndrewLRG. (Or my old version of these lines if you prefer those for some reason.)) 5
kamithemoon Posted November 3, 2024 Posted November 3, 2024 Nice! I love how this mod give me a moment's pause before activating a chest or furniture item. I've been alone and weakened in a dungeon and stopped to heal up and save before looting just in case... Is it safe to update to this version mid game?
Tseverin Posted November 3, 2024 Posted November 3, 2024 (edited) Sorry if this has been asked and answered in forum of the last link, but would this conflict with Deviously Enchanted Chests? I've noticed this mod has been up for awhile, I'm setting up another playthrough and I finally decided to try it. It's Ok if I don't get a response, I'll try it and inform on any problems I encounter. Edited November 3, 2024 by Tseverin
bendan123 Posted November 3, 2024 Posted November 3, 2024 Good module, but there are too many esp files. 1
myhouseatl Posted November 3, 2024 Posted November 3, 2024 11 minutes ago, bendan123 said: Good module, but there are too many esp files. One of them can be .esl'ed. Not sure if that will break game if there is an update...
MTB Posted November 3, 2024 Author Posted November 3, 2024 (edited) Noticed I forgot to include 3BA bodyslide files; will add them when I have some more time. (for now see if you must have them...) On 11/3/2024 at 2:37 AM, kamithemoon said: Is it safe to update to this version mid game? If you mean from previous SCB version; should be, I've tried to make it update what has changed - but never guaranteed. If you mean on an existing game without SCB then yes. On 11/3/2024 at 6:13 AM, myhouseatl said: One of them can be .esl'ed. Not sure if that will break game if there is an update... The esm and up to two esps that are not esl'ed when you choose that option in the installer cannot be esl'ed afaik. On 11/3/2024 at 4:37 AM, Tseverin said: would this conflict with Deviously Enchanted Chests? I really don't know, good chance they conflict but may work. Most important test I think is when both should fire. Try setting the chance to maximum on both, go to some new area with chests/barrel, open some and see what happens... Edit: Note this specifically refers to the Mimic Mania plugin. Without that I expect no issues at all with DEC. Edited November 4, 2024 by MTB 1
kamithemoon Posted November 3, 2024 Posted November 3, 2024 Is there a way to exclude certain armors from being stripped? I'm using the Dwemer Devious Curiass on one of my followers, which is an integrated bdsm mech suit that shouldn't ever really be removed.
MTB Posted November 3, 2024 Author Posted November 3, 2024 6 hours ago, kamithemoon said: Is there a way to exclude certain armors from being stripped? I'm using the Dwemer Devious Curiass on one of my followers, which is an integrated bdsm mech suit that shouldn't ever really be removed. Only for items with appropriate keywords (ZAP or DD); then stripping is already prevented, else there is no way to know which restraints need to be skipped and the stripping sequence will brake if stripping is prevented (and thus no restraint is added) on items without those keywords, It should have zbfWornCollar or similar DD keyword if it covers the neck slot (45), etc. So e.g. Dwarven Devious Cuirass Variations is not supported as is, as it does not have such keywords - you can use a mod that turns then into DD or ZAP restraints if that exists, or you could add the minimum needed yourself eg using XEdit (add-master: ZaZAnimationPack.esm) then add zbfWornCollar to the Dwarven Devious Seam Collar (only thing using slot 45) and zbfWornDevice to anything else you don't want to have stripped. You can also add zbfWornAnkles, zbfWornGag, zbfWornWrist to anything you think should count as such but it should not break without as nothing seems to be using slots 44,53,59).
NoppaiKohai Posted November 4, 2024 Posted November 4, 2024 Can these be used as a mount? The description said they were a way to travel across Skyrim in style, so would be a neat mount option you could use lol
Stezo_ Posted November 4, 2024 Posted November 4, 2024 On 11/3/2024 at 3:37 AM, kamithemoon said: Is it safe to update to this version mid game? I've undertaken the dangerous task of upgrading the mod from 86, and so far it seems to be working without too much trouble. I've had some pretty major crash problems with this mod cited in the crash logs, but well, I guess that's the trade-off, and I can't really tell if it's from that, or from my 2000 mods..
MTB Posted November 4, 2024 Author Posted November 4, 2024 12 hours ago, NoppaiKohai said: Can these be used as a mount? The description said they were a way to travel across Skyrim in style, so would be a neat mount option you could use lol In a way. Spoiler Loot a dead chain spider and try out what you find there ... Spoiler Or get the `reanimate and ride beast' spell from the skip menu. Hint: it works with other large types of chain beasts as well. 1
DonQuiWho Posted November 4, 2024 Posted November 4, 2024 @MTB Came across this exchange elsewhere (heavily edited and amended, so a search shouldn't work!) but it contains the basic issues - no idea what Skyrim version was being used ++++++++++++++ Person A: 'Just gave the SE version of Chainbeasts ago.... spent the next 2 HOURS REALTIME watching <captive> crawl from XYZ to get locked up in a cage in the bearcave near Ivarstead .... <determination>stopped me quitting.. Person B: 1) MCM setting in older versions allow set a max crawl time. Has that been removed? 2) The cage scene was always a bit borked, as the bears were still living and causing mayhem when you got there. Thought that got changed in the older version. Is that still a current prob Person A: A setting for max crawls time is still there, but....only found that after started crawling. And changing the setting only has an effect if you do it before the crawl starts. Bears are still there and wont attack you inside the Cave. The ones outside WILL. Tested new char & got One-shotted to death before the blackfade lifted. Followers are a bit of an issue. Vanilla ones work, but everything which uses a custom race, (i.e most modern ones) need to be registered manually. then you have the usual probs when chars are carried of, and the occasional crash ++++++++++++++ Now, I've used Chainbeasts in quite a few games in its prior incarnations, almost since it first appeared - I even did some testing for you on the PC cage and walking animations - and, apart from the cave thing, it was pretty much rock solid. I've never encountered one or two of the probs mentioned here I could refer you to the people in the convo, but that wouldn't really be right in all the circs. However I thought I'd mention the basic gist of this to you in case any of it was useful and raised things that might usefully need a change or fix, egs the 'stuck in the crawl' thing with no way out, and the follower 'custom race' issues If you have anything specific to add/query, I can ask those involved to have a chat to you if they're willing, but I can't really speak for them Hope that's helpful DQW
MTB Posted November 5, 2024 Author Posted November 5, 2024 22 hours ago, DonQuiWho said: might usefully need a change or fix Thanks but I don't really see any issues here, at least nothing that doesn't already have solutions/workarounds. After you're free you're vulnerable again, so will need to avoid bears and such till you're equipped to deal with them. Custom races have to be registered once (note it gets stored with the MCM settings if you save them). Max crawl time automates using fast forward (status menu), which can always be done manually instead. Guess I could add a reference to that in the `max crawl time' setting description if I didn't already, but it's not like your `stuck'. 1
DonQuiWho Posted November 6, 2024 Posted November 6, 2024 4 hours ago, MTB said: Thanks but I don't really see any issues here, at least nothing that doesn't already have solutions/workarounds. After you're free you're vulnerable again, so will need to avoid bears and such till you're equipped to deal with them. Custom races have to be registered once (note it gets stored with the MCM settings if you save them). Max crawl time automates using fast forward (status menu), which can always be done manually instead. Guess I could add a reference to that in the `max crawl time' setting description if I didn't already, but it's not like your `stuck'. Thanks! As comprehensive as ever DQW
Pamatronic Posted November 6, 2024 Posted November 6, 2024 (edited) 6 hours ago, MTB said: Thanks but I don't really see any issues here, at least nothing that doesn't already have solutions/workarounds. After you're free you're vulnerable again, so will need to avoid bears and such till you're equipped to deal with them. Custom races have to be registered once (note it gets stored with the MCM settings if you save them). Max crawl time automates using fast forward (status menu), which can always be done manually instead. Guess I could add a reference to that in the `max crawl time' setting description if I didn't already, but it's not like your `stuck'. Slight Addendum to this Topic because I was the one who made that original post DQW is referring to. (was made as a throwaway post on my discord at 4 AM, so I didnt think much of it), but since DQW apparently felt a great offense by me "thrashtalking" your mod, I might as well give some constructive criticism from my testing. Crawl time: As stated, I just wanted to give it a quick whirl. Was at the shore near dawnstar and let myself get captured. ASSUMPTION on my part was that I would get locked in a NEARBY furniture or cage. I also wasnt aware that the Cage scenario is this more elaborate event with dialogues which only has this one specific location (or does it have multiple?) I tough this would be just a small gibbet somewhere in the world. So anyway, my character started crawling, which took a while when you need to get from the Dawnstar shore to Ivarstead. Checked the MCM and found the option to limit crawl time, but changing this seemingly doesnt affect you if the crawl has already started. (it does work as intended when you set it before a capture scenario). If there is another way to manually skip travel, its not obvious, or at least I couldn't find it. Cave/cage scene and bears: The scene itself got stuck after Mark opened the cage (didn't matter which dialogue I choose). got a notification that sexlab is about to start, but this never happened. every few seconds i got another notification that Mark is already busy in a scene and therefore unavailable. Nothing else happened. After a while i just burned the spider webs at the exit and walked out, which resulted in a succesfull escape. The Bear outside got me before the blackfade lifted, so I couldn't really do much against it and died, but I´m aware this isn't your mods fault. I just wrote it because It made me laugh. Followers and Custom races: ORIGINALLY, i wanted to thest the thing on a follower, but whenever they got defeated, nothing much happened. they got into the covering animation and had that red mist around them. One of those little chaincrabs popped up and created a chest with a DUPLICATE of the followers inventory inside. But the follower just recovered shortly after. This seemed like a bug to me, but I later figured out that registering that follower (custom race) solved the issue. Problem I see here is that this isnt very obvious, So I would suggest some automatism on follower/npc defeat which removes the need to manually register a followers race. This might prevent some confusion. general jank: After being locked in one of these post-type furnitures at the windhelm stables or chillforrow farm, some animobjects(or equipables) from that furniture remain attached to characters after breaking free again. Im talking about the upper chain piece of the furniture. fairly sure that isn't supposed to stay on. Also got a CTD shortly after a npc broke free from the post at chillfurrow farm. I know that reasons for CTD´s are hard to diagnose, but Im using a very lightweigt skyrim where I also develop my own mods. No enb or fancy exterior/flora overhauls. No DD or defeat mods or anything else scriptheavy. And not much else which could be classified as a likely culprit. Edited November 6, 2024 by Pamatronic 1
MTB Posted November 6, 2024 Author Posted November 6, 2024 20 hours ago, savage said: How do i melt the restraints? Spoiler Take them off (you must be free) then just go to a smelter. (If still not work check `need book' and `need key' to melt in MCM>gameplay are turned off.) 17 hours ago, Pamatronic said: from my testing. The Status menu is your friend. > Crawl time: > Followers and Custom races: I'll add a note to the relevant MCM options to point at the status menu / need to register. > cage scene ... got a notification that sexlab is about to start, but this never happened If the notification appears, it seems the mod is doing its job. There was a mention of new char...was Sexlab installation completed? (I'd expect so after a long crawl, but it's the only reason I can think of for the scene not starting when the notification appears.) Most scene (parts) have timeouts to prevent getting stuck if something breaks, else - status menu... >red mist That's the fear effect beasts use on non-targets. >a DUPLICATE of the followers inventory You sure it's a duplicate? It might just be that the follower is regenerating their outfit. I've built in a method to prevent that in most cases, but to prevent other types of issues that has some inherent limitations. E.g. if the follower is not properly labeled as unique this could happen. >animobjects ... CTD Anim objects should disengage as soon as the animation ends, but that's a vanilla mechanism, not something this mod handles. Given CTD after, maybe something is overloading the engine, or just a coincidence, could be an SCB bug, could be a mod conflict, could be Skyrim being Skyrim. Little to go on, unfortunately. 1
soapgamer Posted November 9, 2024 Posted November 9, 2024 Hello ! I'm having a little issue with this awesome mod. I absolute love your work and can't thank you enough for it. I'm using the mod with a 2500+ modlist and maybe there is a conflict somewhere. But the issue is minor, yet, but I can't find a way to solve it. Basically, the issue is with the crawling animations. When beasts capture my character, it works and my character is crawling towards the closest punishment area (tho sometimes, I need to help the beast and move myself towards it, but it's okay ^^). But for some beasts, the crawling anim works well (like the best, for example). But for the classic beasts or the spider, when the beast isn't moving, the crawl animation works well, but as soon as it walks, my character stands up and the animation used is my standard walking animation. Do you have any idea to solve this issue? Many thanks!
MTB Posted November 9, 2024 Author Posted November 9, 2024 9 hours ago, soapgamer said: Hello ! I'm having a little issue with this awesome mod. I absolute love your work and can't thank you enough for it. I'm using the mod with a 2500+ modlist and maybe there is a conflict somewhere. But the issue is minor, yet, but I can't find a way to solve it. Basically, the issue is with the crawling animations. When beasts capture my character, it works and my character is crawling towards the closest punishment area (tho sometimes, I need to help the beast and move myself towards it, but it's okay ^^). But for some beasts, the crawling anim works well (like the best, for example). But for the classic beasts or the spider, when the beast isn't moving, the crawl animation works well, but as soon as it walks, my character stands up and the animation used is my standard walking animation. Do you have any idea to solve this issue? Many thanks! Are you using OAR option for the animations? If so there may be another mod replacing the same animations that is overriding SCB animations. To check this is the issue: In the OAR panel look at the movement animations; you should be able to see which ones are overriding them (including the SCB modules kneelcage, standcage, webbed, crawl). If any of those has a higher priority than SCB, then this might be the cause. If you confirm this may be the cause a fix could be to make the SCB walking animations a priority higher than the other ones that override the same animations (the conditions should ensure SCB anims are only used when appropriate). 1
myhouseatl Posted November 9, 2024 Posted November 9, 2024 (edited) I'm on the second chapter where we are supposed to figure out how to disable the mines. I went to Riften and touched a mine, battled chain beasts, got enslaved, picked up a key from another beast and released myself. However, I was still crawling. So, I went to MCM and used the force release spell. After doing another animation I was finally able to walk normal. However, now when I sit in a chair, I immediately get back up. I can't sit... Any ideas? Edit: I think I found the culprit. EVGA places a barrier between where the mines in the Rateway are and where the pillory is. That prevents Slaver from escorting you to pillory. The chair problem still exists. I can't sit now. (Save and reload seems to repair the sitting...) 2 Questions; First, once the slaver puts in the pillory, he disappears. I assume that is on purpose? I'm guessing you need another mod to take advantage of you while enslaved. It would be nice if instead of using chain keys to remove ankle\wrist\mouth restraints, you could hook into some slavery mod. Or, use DD restraints so I have to go buy key's to get released. (That can become expensive. Especially when you have followers.) Second, Are there any struggle animations for the pillory? I get a message saying there are no animations. Edited November 10, 2024 by myhouseatl Found Issue
ofenbackfisch Posted November 11, 2024 Posted November 11, 2024 Hey just wanting to let you know, in the current version the 3BA Bodyslide files are missing in the installer
kamithemoon Posted November 13, 2024 Posted November 13, 2024 For the VR version, once you're captured and punished you have to jump to get out of the restraints. However, it's not very intuitive in VR since you can't quite see yourself and there's no camera shake so nothing appears to be happening. You basically just tap jump 50 or so times and you're out. Could you perhaps add progress messages so VR players are aware the restraints are loosening? You struggle against your restraints... You feel the restraints loosening... Just a little more and you'll be free... That sort of thing.
MTB Posted November 15, 2024 Author Posted November 15, 2024 (edited) On 11/9/2024 at 11:53 PM, myhouseatl said: I'm on the second chapter where we are supposed to figure out how to disable the mines. I went to Riften and touched a mine, battled chain beasts, got enslaved, picked up a key from another beast and released myself. However, I was still crawling. So, I went to MCM and used the force release spell. After doing another animation I was finally able to walk normal. However, now when I sit in a chair, I immediately get back up. I can't sit... Any ideas? Edit: I think I found the culprit. EVGA places a barrier between where the mines in the Rateway are and where the pillory is. That prevents Slaver from escorting you to pillory. The chair problem still exists. I can't sit now. (Save and reload seems to repair the sitting...) 2 Questions; First, once the slaver puts in the pillory, he disappears. I assume that is on purpose? I'm guessing you need another mod to take advantage of you while enslaved. It would be nice if instead of using chain keys to remove ankle\wrist\mouth restraints, you could hook into some slavery mod. Or, use DD restraints so I have to go buy key's to get released. (That can become expensive. Especially when you have followers.) Second, Are there any struggle animations for the pillory? I get a message saying there are no animations. Haven't seen the `no sitting' before. Trying `test crawling' and then disabling again in the MCM may help broken movement anims, not sure about the sitting thing. Using the `Fast forward' in the MCM>Status menu is an option if you find yourself blocked and `struggling' is not enough to get you around an obstacle. >disappears ... other mod ... hook yes on purpose. Yes, except for some special cases where there is a (basic) hook. Spoiler caged quest outcome, Simple Slavery outcome. (Pheromone beasts.) > pillory no struggle anims for that one yet. On 11/11/2024 at 5:18 PM, ofenbackfisch said: Hey just wanting to let you know, in the current version the 3BA Bodyslide files are missing in the installer Thanks. I'm aware, will fix when I have time; On 11/13/2024 at 6:21 PM, kamithemoon said: For the VR version, once you're captured and punished you have to jump to get out of the restraints. However, it's not very intuitive in VR since you can't quite see yourself and there's no camera shake so nothing appears to be happening. You basically just tap jump 50 or so times and you're out. Could you perhaps add progress messages so VR players are aware the restraints are loosening? You struggle against your restraints... You feel the restraints loosening... Just a little more and you'll be free... That sort of thing. Struggle is only cosmetic; the release is purely time based (at least for now). Can set the time in the MCM. Edited November 15, 2024 by MTB 1
kamithemoon Posted November 15, 2024 Posted November 15, 2024 (edited) 3 hours ago, MTB said: Struggle is only cosmetic; the release is purely time based (at least for now). Can set the time in the MCM. I did not know that. Still, it would be pretty cool if tapping jump could produce some sort of camera shake and every so often you get a message about your bonds loosening =D. Also, if I may ask, are there any scripts attached to the various bondage equipment? I want to try creating a SPID file to randomly distribute collars and chains and perhaps the full chainbeast crawling gear to random bandits. But that might not work properly if equipping them through SPID breaks a script somewhere. Edited November 15, 2024 by kamithemoon
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now