Jump to content

Skyrim Chain Beasts SE/AE/VR


Recommended Posts

Posted
7 hours ago, Seeker999 said:

Thanks for the reply. I knew it was a long shot. It's just odd that it's only the one setting that reverts to the default value on game load. I change it in game, the .ini updates, but that one change doesn't last on loading. I think I might have to stop running down the rabbit hole and figure out a workaround. Thanks again.


So changes to other settings in the same ini file DO survive loading? Odd.  If there is a second entry for the same thing, either later in the same ini file or in another one that ends up overriding it, maybe that could cause this?  When saving, the game looks for the entry, finds the first one and changes it, but when loading the game reads all the settings, which results in the other entry overriding this saved value.  Also a long shot, but it's only thing I can come up with at the moment.
Good luck with the bug hunting/finding a work around.

 

Posted (edited)
20 hours ago, MTB said:

Good luck with the bug hunting/finding a work around.

Thanks. I know it's a mod issue, just don't know which one.

Spoiler

Right now I'm going through all the source files I can find to see if I can find anything like this: 

SoundCategory Property AudioCategorySFX Auto
Float SavedSFXVolume
; getting the value
SavedSFXVolume = Utility.GetINIFloat("fVal0:AudioMenu")

; restoring the value
AudioCategorySFX.SetVolume(SavedSFXVolume)
Utility.SetINIFloat("fVal0:AudioMenu", SavedSFXVolume)

 

Then it's uninstall 1 mod at a time til I find the culprit. I'm not sure which of these is going to be more tedious! 😬

 

Edit: Found the problem and reported it to the correct forum. Woohoo!

Edited by Seeker999
found problem.
Posted

What are the walking beasts in Windhelm supposed to look like?  In my game, the only thing I see are a pair of anklets for them and hear a heavy sound effect that doesn't suit a simple pair of anklets.  I'm wondering if I'm missing a mesh somewhere and they're supposed to be more there.

Posted

hey im just noticing i have thew most recent sluts resume version and chain beast are still stacking me on sluts runs with the patch installed.

Posted
9 hours ago, natybs said:

hey im just noticing i have thew most recent sluts resume version and chain beast are still stacking me on sluts runs with the patch installed.

 

Maybe it's using another faction to indicate `on the job' (or the id for that faction has changed). You could open the patch in xedit; check the values it sets are valid if not change to the `on-the-job' faction from the sluts version you run. (Don't have it currently installed so cannot check atm.)

If that does not work; post a link to the version of sluts you're talking about.

 

14 hours ago, kamithemoon said:

What are the walking beasts in Windhelm supposed to look like?  In my game, the only thing I see are a pair of anklets for them and hear a heavy sound effect that doesn't suit a simple pair of anklets.  I'm wondering if I'm missing a mesh somewhere and they're supposed to be more there.

 

No that's the only part that is visible; It's a restless spirit meets chain beast kind of thing.  You can't see the spirit, but it's there - besides hearing it, you might notice this if you fight it (you hit the spirit, not the chains).

(In the LE version there's also a hdt-chain between the anklets but it's physics is broken in SE so I'm using the simple anklets version.)

 

Posted
10 hours ago, MTB said:

 

No that's the only part that is visible; It's a restless spirit meets chain beast kind of thing.  You can't see the spirit, but it's there - besides hearing it, you might notice this if you fight it (you hit the spirit, not the chains).

(In the LE version there's also a hdt-chain between the anklets but it's physics is broken in SE so I'm using the simple anklets version.)

 

Oh, gotcha.  But now I'm curious what the spirit is supposed to look like.  I'm currently running Hydra Slavegirls so having a hot spirit bound in anklets shuffling through Windhelm wouldn't be out of character for the city.

 

As an aside, I was testing out a start sex mod and accidentally hit the Walking beast in Windhelm, and whatever it is is totally f*ckable lol.

Posted
12 hours ago, kamithemoon said:

As an aside, I was testing out a start sex mod and accidentally hit the Walking beast in Windhelm, and whatever it is is totally f*ckable lol.

 

So are NPCs surprised by your apparent air humping or are they cheering you on, like `that's the spirit' ?  :)  Sorry, couldn't resist the pun.

Posted (edited)

tried the mod as a female PC with the markarth mine (the one outdoors inside the city).

 

got chained up to some wall. so far so good.

i noticed 2 odd things

1. the player redoes the animation of getting bound/unbound to the wall multiple times. i think its a conflict with one of my OAR aroused animations of some sort. perhaps with unforgiving devices which i am also using

2. im using various DD mods that forcegreet for intercourse. while bound with skyrim beast to the wall, sexlab triggers a scene after forcegreet, but then the animation is all buggy + it resets the timer of being chained to the wall. so then you can get chainfucked (litterally lol) forever if npcs constantly forcegreet you while you are chained, within the 240 sec (or whatever the chained timing is).

 

not really gamebreaking tbh, because the mod handled a mega fight in markarth with 40 npcs just before and all went fine. more fyi!

Edited by Fraying9981
Posted
On 3/27/2025 at 6:16 PM, Fraying9981 said:

1. the player redoes the animation of getting bound/unbound to the wall multiple times.

 

Likely not a conflict but just the re-alignment mechanism kicking in. If the player is at a wrong angle after entering, it needs to force rotation, but that takes the player out of the furniture, so entering will happen twice.

 

On 3/27/2025 at 6:16 PM, Fraying9981 said:

triggers a scene after forcegreet,

Shouldn't really be doing that with actors locked in a device. Maybe they only account for DD-contraptions and not ZAZ devices?

If they have some exclusion faction they check before triggering scenes, an external patch may be possible.

(Would need to know at least which mod triggers the scenes to be able to look into it.)

 

Posted
5 hours ago, MTB said:

 

Likely not a conflict but just the re-alignment mechanism kicking in. If the player is at a wrong angle after entering, it needs to force rotation, but that takes the player out of the furniture, so entering will happen twice.

 

Shouldn't really be doing that with actors locked in a device. Maybe they only account for DD-contraptions and not ZAZ devices?

If they have some exclusion faction they check before triggering scenes, an external patch may be possible.

(Would need to know at least which mod triggers the scenes to be able to look into it.)

 

 

Thanks.

 

It's deviously enslaved continued and apparently known to be very bloaty

Posted

I'm having problems with interacting with barrels and large bags after a while. They don't open or become mimics. Particularly Windhelm has this problem. The cleaner debug spell fixes this, but when it spans a whole town... How else am I supposed to loot the random food stuff inside?

Posted (edited)
On 4/2/2025 at 1:48 AM, Insultedreference445 said:

I'm having problems with interacting with barrels and large bags after a while. They don't open or become mimics. Particularly Windhelm has this problem. The cleaner debug spell fixes this, but when it spans a whole town... How else am I supposed to loot the random food stuff inside?

 

Likely linked to the MM plugin though I have no idea what could be causing it. Maybe some mod conflict, though I don't see how that could cause this.

Perhaps try the cleaner spell with the updated script attached to get more info on the broken container's state.

If its `activation blocked' and state is `inactive', then try the attached updated `dormant minic' script; maybe it prevents more containers from developing this issue. 

(both go in .../data/scripts/)

Edit : forget about that - try the quick fix in the downloads instead.

 

On 4/2/2025 at 4:13 AM, Insultedreference445 said:

Also note to anyone wanting to uninstall this mod... use ReSaver. Using the extended console, I was finding barrels with the mimic mania scripts attached to them.

 

Uninstalling the MM plugin is unsafe. True for any mod, but specifically for MM this may leave all mimic-able containers in visited areas non-interactive. 

Highly advised to instead go back to a safe before MM was installed.

 

 

Edited by MTB
Posted
On 4/2/2025 at 1:48 AM, Insultedreference445 said:

I'm having problems with interacting with barrels and large bags after a while. They don't open or become mimics. Particularly Windhelm has this problem. The cleaner debug spell fixes this, but when it spans a whole town... How else am I supposed to loot the random food stuff inside?

 

Well, how's that for fated; two days after you mention it and one after I say `never seen it', I encounter the issue.  Quickly saved, tried the above scripts; shows it's not what I thought, but gave an idea of what else it could be. Adapted scripts, and as I now had a saved game with the issue I could test...fix works for me. 

 

(I have an idea of what the cause could be. Not certain whether it's correct, but at least the fix I made based on this idea seems to work.

The containers have a script added that when the area is loaded checks if activation is already blocked and if not takes them to `active state' and blocks activation (to allow the script to run before the normal `open container' process happens).

The broken containers are still in the `first' state, meaning activation was already blocked when the area was loaded. 

What I think happens is that at some point, likely after the containers are unloaded, the engine forgets what it's script state is.  Yet it does remember that activation is blocked.

Now when the area is reloaded, the script does not go to the active state, thinking some other mod has already blocked activation, and thus nothing responds when you try to open the container... ).

 

Posted

This looks like a fun mod.  

However, I'm having troubles.  My character is stuck unable to move once released from furniture.

If I enableplayercontrols or ragdoll, I can move for a few seconds, but remain rooted forever.  Any ideas how to fix that?  

I also tried to use dd framework to safewoed furniture after as well, no luck, but I wonder if it's related.

Posted
4 hours ago, slonez1 said:

This looks like a fun mod.  

However, I'm having troubles.  My character is stuck unable to move once released from furniture.

If I enableplayercontrols or ragdoll, I can move for a few seconds, but remain rooted forever.  Any ideas how to fix that?  

I also tried to use dd framework to safewoed furniture after as well, no luck, but I wonder if it's related.

 

What is supposed to happen:

 

Spoiler

-  you struggle/wait until free.

- `escaped' text notification appears.

- an `exit' plays (custom for xcross, pillory, chained-to-post, default eg drop to ground for others).

- Post punishment devices are applied. (According to MCM settings, collar+mask by default.)

- A moment later control is restored.

Stuck only in the last step, or did any of the others also not occur?

 

Check PC no longer listed on Status menu.

 

Besides enabling control, toggle `AI control' off in the ZAZ MCM (may have to toggle on first) may restore control. 

Though that just addresses the symptom, not really option if it happens all the time...

 

Posted
3 hours ago, MTB said:

 

What is supposed to happen:

 

  Reveal hidden contents

-  you struggle/wait until free.

- `escaped' text notification appears.

- an `exit' plays (custom for xcross, pillory, chained-to-post, default eg drop to ground for others).

- Post punishment devices are applied. (According to MCM settings, collar+mask by default.)

- A moment later control is restored.

Stuck only in the last step, or did any of the others also not occur?

 

Check PC no longer listed on Status menu.

 

Besides enabling control, toggle `AI control' off in the ZAZ MCM (may have to toggle on first) may restore control. 

Though that just addresses the symptom, not really option if it happens all the time...

 

I get a timer, xx seconds left, and then something like "you are free".  I assume I'm supposed to be able to move about freely, and not be rooted for the rest of the game.
Yeah, something is causing issue, for sure. thanks for suggestion.

 

Posted

Hi, I have a question about the unstable mines. In the game, I only see the 4 marker, and I'm missing 1. Is that normal? And if not, can anyone tell me where the unstable mine locations are

Posted
22 hours ago, SoulDanielo said:

Hi, I have a question about the unstable mines. In the game, I only see the 4 marker, and I'm missing 1. Is that normal? And if not, can anyone tell me where the unstable mine locations are

 

So you're not seeing it on the Skyrim map ....

 

Spoiler

Solstheim.

 

  • 3 weeks later...
Posted

I just gotta say, I love taking the follower mod, Remiel, with Chain Beasts enabled.  Remiel, as a follower, has an auto pick lock feature, which I've been using to loot NPC gear from those unfortunate women who have fallen victim to the Chain Beasts.

 

But now that I think about it, what's supposed to happen to the stolen gear after a chain beast is defeated?  For myself and my followers, we'll recover our gear, but other NPCs seem to leave their boxes behind and are content to walk around naked.  Perhaps a scene where NPCs recover their items and are glad to put their clothes back on?  Or they fail to open the chest and have to beg the PC or someone else for a key?

 

Also, would anyone have any recommendations for immersive responses to NPCs being stripped nude?  It would probably be out of scope to have such a reaction integrated into this mod, but I think I recall NPCs reacting to their own nudity.

Posted
18 hours ago, kamithemoon said:

I just gotta say, I love taking the follower mod, Remiel, with Chain Beasts enabled.  Remiel, as a follower, has an auto pick lock feature, which I've been using to loot NPC gear from those unfortunate women who have fallen victim to the Chain Beasts.

 

But now that I think about it, what's supposed to happen to the stolen gear after a chain beast is defeated?  For myself and my followers, we'll recover our gear, but other NPCs seem to leave their boxes behind and are content to walk around naked.  Perhaps a scene where NPCs recover their items and are glad to put their clothes back on?  Or they fail to open the chest and have to beg the PC or someone else for a key?

 

Also, would anyone have any recommendations for immersive responses to NPCs being stripped nude?  It would probably be out of scope to have such a reaction integrated into this mod, but I think I recall NPCs reacting to their own nudity.

 

Spoiler

> boxes

Talk to them ; free them if needed else just tell them they should gear and they'll realize your right. 

They won't think of it themselves - post traumatic naturalism maybe it's Sanguine's influence.

 

 

Posted

 

Was running through the dream quest for making a play through and encountered a bug.

Spoiler

When jumping up on the wall/flipping over, the corresponding animation did not play.

The attached script fixes it.  I expect it is only needed if using the OAR version. Won't hurt to install anyways and will prevent some script-log warnings during that quest.

 

 

SCB_v095-QF.7z

  • 3 weeks later...
Posted

I enjoy the chain beasts and animations very much but the idea of them just wandering around towns is strange to me.   I've been trying to mess with the settings to have them used mainly as law enforcement or bounty hunters by not activating the wild spawns but I still tend to find them just wandering towns waiting to attack me for no reason.  Is there any way for me to adjust the settings to have them only attack me when I have a bounty or am caught in a crime?  Or am I forced to fight them every time I see them?

 

Posted

The Hunt for Red quest I think is broken or unfinished at the "capture the second spy" part.  Jack didn't give any clothing even though his dialogue said so. Dialogue trees with the second spy in Riverwood led to nothing happening. Attacked the spy and then captured them with a beast summon and Jack has nothing to say when I return with the spy. Reloaded save and told Jack to send the guards despite his warning, waited a week and then nothing happened. Is there something I am doing wrong or an intended way to advance the quest?

Posted
23 hours ago, sapho888 said:

I enjoy the chain beasts and animations very much but the idea of them just wandering around towns is strange to me.   I've been trying to mess with the settings to have them used mainly as law enforcement or bounty hunters by not activating the wild spawns but I still tend to find them just wandering towns waiting to attack me for no reason.  Is there any way for me to adjust the settings to have them only attack me when I have a bounty or am caught in a crime?  Or am I forced to fight them every time I see them?

 

 

Enabling the `bounty hunter' and disabling traps (at least for NPCs) to minimize random encounters would be the closest I think. 

I did some testing with creatures only hostile when you have a bounty, but did not implement that in general; there's only one such beast around.

 

21 hours ago, Insultedreference445 said:

The Hunt for Red quest I think is broken or unfinished at the "capture the second spy" part.  Jack didn't give any clothing even though his dialogue said so. Dialogue trees with the second spy in Riverwood led to nothing happening. Attacked the spy and then captured them with a beast summon and Jack has nothing to say when I return with the spy. Reloaded save and told Jack to send the guards despite his warning, waited a week and then nothing happened. Is there something I am doing wrong or an intended way to advance the quest?

 

Yes, it's indeed unfinished ; that part isn't really meant to trigger yet, left over from attempts to continue the quest (Got some basic ideas but not a clear feasible and fun way the progress the story line here. Started implementing some steps a few times hoping that would lead to inspiration, but not so far...)

 

 

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...