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Skyrim Chain Beasts SE/AE/VR


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Posted (edited)

I don't know if doing things out of order breaks things but, I spoke to Faralda and Tolfdir before speaking to a priest in Whiterun.  The spell didn't work and now Tolfdir\Faralda won't help me out.  Even though I have spoken to Merida and got a sword after going to Winterhold. Faralda say's I need to alter the metal be she doesn't know how (She did give me the destroy mine spell, that doesn't work.) and Tolfdir says I need to find a real master to craft the spell.  

Edited by myhouseatl
Clearify
Posted
18 hours ago, kamithemoon said:

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.

 

Some reaction like a message and/or camera shake on struggle may be possible, will look into it.

 

> SPID

short:  fine for collar, chains, mask,  (nudity sold separately),  likely fails for crawler.

full:

`crawling gear' is quest-managed - the gear itself is a simple armor, not linked to the crawling animation so may look odd if equipped outside of the quest (if using OAR, the condition for crawling could be adjusted to apply as soon as one of those armors is equipped, now it requires the quest).  It may confuse the capture mechanism if an attacked NPC is already wearing a crawler-not sure, needs checking/testing.

The others are just standard armors with ZAP keywords, and the collar has an extra spell for the optional magic damaging effect. They are fully `managed' for the player character. For the NPCs there is only `outfit management' to keep them from reequipping their standard outfit when they should be naked. Thus:

Would expect distributing the collars/chains via SPID to be possible, as it would with any standard ZAP gear.  The capture routine will recognize them through their keywords.

 

Posted (edited)
5 hours ago, myhouseatl said:

I don't know if doing things out of order breaks things but, I spoke to Faralda and Tolfdir before speaking to a priest in Whiterun.  The spell didn't work and now Tolfdir\Faralda won't help me out.  Even though I have spoken to Merida and got a sword after going to Winterhold. Faralda say's I need to alter the metal be she doesn't know how (She did give me the destroy mine spell, that doesn't work.) and Tolfdir says I need to find a real master to craft the spell.  

 

> out of order breaks

shouldn't.  I suspect a mod conflict causing Tolfdir to no longer be recognized as an alteration master, perhaps a combat or perk overhaul.  Seen a similar issue with Faralda (&destruction Master) once before.  Will deploy a similar fix (adapt condition to always allow Tolfdir, no matter what perks/skills he has). 

If you want to continue before I get around to that; you seem to be in the right stage of the quest for Tolfdir to give it to you; Use the skip menu to advance; use the option that says:  Mine weakening spell  - Learn it.  You only miss Tolfdir's line about the spell and maybe quest objectives don't update till later, but that won't break anything.

 

Edit: Applied the fix in the attached esm but no way to test; replace the one in the data folder - then try talking to Tolfdir again, he should have a different line this time.

 

SkyrimChainBeasts-updated-esm.7z

Edited by MTB
Posted
21 hours ago, MTB said:

 

> out of order breaks

shouldn't.  I suspect a mod conflict causing Tolfdir to no longer be recognized as an alteration master, perhaps a combat or perk overhaul.  Seen a similar issue with Faralda (&destruction Master) once before.  Will deploy a similar fix (adapt condition to always allow Tolfdir, no matter what perks/skills he has). 

If you want to continue before I get around to that; you seem to be in the right stage of the quest for Tolfdir to give it to you; Use the skip menu to advance; use the option that says:  Mine weakening spell  - Learn it.  You only miss Tolfdir's line about the spell and maybe quest objectives don't update till later, but that won't break anything.

 

Edit: Applied the fix in the attached esm but no way to test; replace the one in the data folder - then try talking to Tolfdir again, he should have a different line this time.

 

SkyrimChainBeasts-updated-esm.7z 184.59 kB · 1 download

Worked perfectly.  Thank you.

Posted (edited)
22 hours ago, MTB said:

 

> out of order breaks

shouldn't.  I suspect a mod conflict causing Tolfdir to no longer be recognized as an alteration master, perhaps a combat or perk overhaul.  Seen a similar issue with Faralda (&destruction Master) once before.  Will deploy a similar fix (adapt condition to always allow Tolfdir, no matter what perks/skills he has). 

If you want to continue before I get around to that; you seem to be in the right stage of the quest for Tolfdir to give it to you; Use the skip menu to advance; use the option that says:  Mine weakening spell  - Learn it.  You only miss Tolfdir's line about the spell and maybe quest objectives don't update till later, but that won't break anything.

 

Edit: Applied the fix in the attached esm but no way to test; replace the one in the data folder - then try talking to Tolfdir again, he should have a different line this time.

 

SkyrimChainBeasts-updated-esm.7z 184.59 kB · 1 download

I confused about the mines.  In Riverwood, there are 3 mines right next to each other.  Only one can be destroyed.  Is that intentional? 

Edit:  Oh, unstable mines. Got it.

Edited by myhouseatl
Posted
45 minutes ago, Caligula Big said:

I am not getting the bodyslide files to populate

 

Sorry, missing a file that had ended up somewhere else in my MO2 folders...will add and re-up, or : extract attached in the data/CalienteTools folder.

SliderSets.7z

  • 5 weeks later...
Posted

I tested this in Skyrim VR, and after getting chained in the crawler-armour, I am having the recurring issue I have in VR where something is trying to move the player character without player input (forced walking/crawling). The issue I have in VR (using fullbody mod VRIK) is that the feet start to walk but is prevented to get far as the head holds the character model back as it is constrained to the VR headset/HMD.

 

I know this is not a fault of the mod itself, but as I saw someone else mentioning playing it in VR (and the VR tag on the mod page) that maybe someone here know how to allow working forced movement of the player character using Skyrim VR and VRIK? I would love to try this mod out properly, but seeing how dominant forced movements is in this mod, I can't even console my away around this obstacle 😔.

Posted
1 hour ago, Addywil said:

is that the feet start to walk but is prevented to get far as the head holds the character model back as it is constrained to the VR headset/HMD.

Have you tried VRIK actions mod as there's a feature in their to try and help your player walk/move in the right direction (AI assist .. something like that) .. It works reasonably well apart from your head has to be facing in the direction your body is walking for you to move .. so it's either turn your head or use left and right keys to align yourself. It's not perfect but it does seem to remove the neck stretching whilst your head remains where it is and your body moves off. 

Posted

 

6 hours ago, Addywil said:

I tested this in Skyrim VR, and after getting chained in the crawler-armour, I am having the recurring issue I have in VR where something is trying to move the player character without player input (forced walking/crawling). The issue I have in VR (using fullbody mod VRIK) is that the feet start to walk but is prevented to get far as the head holds the character model back as it is constrained to the VR headset/HMD.

 

I know this is not a fault of the mod itself, but as I saw someone else mentioning playing it in VR (and the VR tag on the mod page) that maybe someone here know how to allow working forced movement of the player character using Skyrim VR and VRIK? I would love to try this mod out properly, but seeing how dominant forced movements is in this mod, I can't even console my away around this obstacle 😔.

 

Put the VR tag as it's been reported to at least mostly work.  Recommended based on that user's experience is to set `max player travel time' (MCM>Gameplay) to its minimal positive value. That basically skips the travel to the devices for the player.  (Manually fast forward through (MCM>Status Menu) if time limit not set before starting travel or it you want to skip for any reason.)

Crawling does not seem to work and riding works but may look odd with the player not at the expected location on the mount.

So far VRIK actions has not been tested and riding not tweaked as it was indicated that the movement while not in control was an unpleasant experience anyways (wrt to motion sickness).

 

4 hours ago, jc321 said:

Have you tried VRIK actions mod as there's a feature in their to try and help your player walk/move in the right direction (AI assist .. something like that) .. It works reasonably well apart from your head has to be facing in the direction your body is walking for you to move .. so it's either turn your head or use left and right keys to align yourself. It's not perfect but it does seem to remove the neck stretching whilst your head remains where it is and your body moves off. 


I had a quick look at VRIK actions a while back and if it does what's says on the tin it should indeed allow also the crawling to work. I may be able to code it so that it's only used where appropriate, in case having it running in general is a concern, but I'd need someone to report that VRIK actions does indeed allow proper movement, and it's worth it (not nausea inducing), is indeed a concern if used al the time and then to test the implementation.

 

Link to the discussion on it in the original thread, pages 71, 72 :

 

 

 

Posted
4 hours ago, MTB said:

I had a quick look at VRIK actions a while back and if it does what's says on the tin it should indeed allow also the crawling to work. I may be able to code it so that it's only used where appropriate, in case having it running in general is a concern, but I'd need someone to report that VRIK actions does indeed allow proper movement, and it's worth it (not nausea inducing), is indeed a concern if used al the time and then to test the implementation.

 

VRIK action did indeed work. After getting caged, my player Character did start to crawl towards the destination with little to no problem, and the HMD did follow. I did not have much time to test it out (just the the trap in Riverwood), but did not find it very nausea inducing.

  • 5 weeks later...
Posted

I don't know how actively you monitor this compared to the LE version, but figured I'd let you know. There is a 1000% possibility it's because of the modlist I've built. Still, uniquely with the Unstable mine in Riverwood, when I activate it (I completely forgot I have the destroy mine spell lol, but that's fine), I think the massive amount of chain beast audio just absolutely implodes my sound. Requires a full restart to fix the issue. I'm running .90 SE.

 

Again, it might not be Chain Beasts, but this is the only time I've experienced my audio die in about a hundred hours in this list.

Posted
5 hours ago, Tysoncandles said:

I don't know how actively you monitor this compared to the LE version, but figured I'd let you know. There is a 1000% possibility it's because of the modlist I've built. Still, uniquely with the Unstable mine in Riverwood, when I activate it (I completely forgot I have the destroy mine spell lol, but that's fine), I think the massive amount of chain beast audio just absolutely implodes my sound. Requires a full restart to fix the issue. I'm running .90 SE.

 

Again, it might not be Chain Beasts, but this is the only time I've experienced my audio die in about a hundred hours in this list.

 

I try to monitor both, though the SE forum is fuller and this thread less busy then LE so the chance I miss a post for a while is bigger.

Are many beasts being summoned; if not there shouldn't be a massive amount of sound...not encountered recently but in the past I've seen some (sporadic, not reliably repeatable) repeated effects when activating a mine some SE  installs/tests, so perhaps something like that is happening with the sound in your case? 

Any idea which sound is `massive' ; the activation sound or the sounds the beasts make? 

I don't know if something like actor limit fix, if you don't already have it, helps if its the latter.

Will try to think of possible causes and mitigation but don't really have any ideas so far.

 

Posted
7 hours ago, MTB said:

 

I try to monitor both, though the SE forum is fuller and this thread less busy then LE so the chance I miss a post for a while is bigger.

Are many beasts being summoned; if not there shouldn't be a massive amount of sound...not encountered recently but in the past I've seen some (sporadic, not reliably repeatable) repeated effects when activating a mine some SE  installs/tests, so perhaps something like that is happening with the sound in your case? 

Any idea which sound is `massive' ; the activation sound or the sounds the beasts make? 

I don't know if something like actor limit fix, if you don't already have it, helps if its the latter.

Will try to think of possible causes and mitigation but don't really have any ideas so far.

 

 

I'll try and figure out the source of the sounds when I play next, but I think it's the cacophony of 6 dogs, 3 spiders, and a couple of foxes spawning? I think it was the sounds of fighting? just all of the chains clinking and then also weapon audio from impacts. 

 

I do have actor limit fix installed, but Riverwood has a bit of an overhaul, so there might still be a larger number of people loaded in which causes issues? I'm not sure. It's not a huge deal if I'm a one-off problem. I can simply avoid setting off the traps, I just wanted to bring it to your attention in case you knew anything about it.

Posted
17 hours ago, Tysoncandles said:

 

I'll try and figure out the source of the sounds when I play next, but I think it's the cacophony of 6 dogs, 3 spiders, and a couple of foxes spawning? I think it was the sounds of fighting? just all of the chains clinking and then also weapon audio from impacts. 

 

I do have actor limit fix installed, but Riverwood has a bit of an overhaul, so there might still be a larger number of people loaded in which causes issues? I'm not sure. It's not a huge deal if I'm a one-off problem. I can simply avoid setting off the traps, I just wanted to bring it to your attention in case you knew anything about it.

 

I recommend trying to set max #beasts to 0 in the MCM>Gameplay. That should keep the number of CBs summoned in check. If that solves the issue then its most likely the number of actors involved that is the issue. (While CBs don't make more sounds than other actors, having lots of them as well as a lot of NPCs for them to fight can lead to a rather hectic battle which might be straining the engine...).

 

Posted

Question: I got captured by a chain beast in the wilderness and taken to one of the outlying villages then locked in furniture. But the townspeople attacked and killed the beasts and I couldn't struggle and never got freed. Is that normal?

Posted
47 minutes ago, Allen Harris said:

Question: I got captured by a chain beast in the wilderness and taken to one of the outlying villages then locked in furniture. But the townspeople attacked and killed the beasts and I couldn't struggle and never got freed. Is that normal?

 

>couldn't struggle and never got freed.

In V0.9.0 release from furniture is purely time based; it should happen by itself after 60sec or what ever you've set in the MCM.  (Status menu>click player>choose force-release if stuck somehow, but that should not happen.)  You'll still need to get out of the remaining restraints though...

Spoiler

Check the beast corpses.

>townspeople attacked and killed the beasts

Yes, targeted NPCs and possibly their allies/friends will fight the beasts. So unless you set only player or player+followers as targets this is normal.

 

Posted

Been looking for a mod to add the chance for unconsensual sex stuff without completely making the game pure goon and desktop, and this fits the bill perfectly!

 

Great mod. My only comment so far is the chests it spawns with my stuff also seem to be chainbeasts, and also seem to start immediately attacking me. Anyway to toggle that off?

Posted
On 1/25/2025 at 5:26 PM, initforthebewbs said:

Been looking for a mod to add the chance for unconsensual sex stuff without completely making the game pure goon and desktop, and this fits the bill perfectly!

 

Great mod. My only comment so far is the chests it spawns with my stuff also seem to be chainbeasts, and also seem to start immediately attacking me. Anyway to toggle that off?

 

You mean the small `guard crabs' that guard the box?  They'll attack if you get close to the box(well to them really, but they stay near the box).  They'll back off when far enough from the box.

You can disable those in the MCM>gameplay menu: Untick the `Boxes are guarded'  setting.

 

On 1/25/2025 at 11:19 PM, Allen Harris said:

Wow - talk about a comprehensive mod lol. It's difficult sometimes because you don't have good instructions until Jiggerydoo's theory or whatever lol. But the mod is a lot of fun.

 

Thanks. If you have specific points that need clarification and/or ideas on how that could be added feel free to suggest.

 

 

Posted
14 hours ago, MTB said:

 

You mean the small `guard crabs' that guard the box?  They'll attack if you get close to the box(well to them really, but they stay near the box).  They'll back off when far enough from the box.

You can disable those in the MCM>gameplay menu: Untick the `Boxes are guarded'  setting.

 

 

Thanks. If you have specific points that need clarification and/or ideas on how that could be added feel free to suggest.

 

 

Thanks; it's not that it's bad or anything; but, like, the "discovering chain beasts" quest lines - there are certain parts, like when it says "Enjoy your new power". It isn't clear that you should be continuing to trap your companions. Or even when it gives you instructions, it reads "Trap your friends" - to someone who hadn't peered into the quest in CK, it's not clear that it should be followers you're trapping (because you can be on friendly terms with just about anybody in the game, so they could be "friends").

And other quests, like the jigglyboo theory (or whatever his name is) - there's no hints on how to even start that quest; I had to trigger it from the MCM (which - thanks for that feature, btw!). Speaking of the theroy quest line, there is a part of one of the subquests that reads "Solve the riddle" - I'm not even sure what it's talking about.

The mod is still a blast - I'm not trashing it at all; but there are a number of quest parts that aren't very clear as to what you should be doing.

Posted
On 1/27/2025 at 2:40 PM, Allen Harris said:

Thanks; it's not that it's bad or anything; but, like, the "discovering chain beasts" quest lines - there are certain parts, like when it says "Enjoy your new power". It isn't clear that you should be continuing to trap your companions. Or even when it gives you instructions, it reads "Trap your friends" - to someone who hadn't peered into the quest in CK, it's not clear that it should be followers you're trapping (because you can be on friendly terms with just about anybody in the game, so they could be "friends").

And other quests, like the jigglyboo theory (or whatever his name is) - there's no hints on how to even start that quest; I had to trigger it from the MCM (which - thanks for that feature, btw!). Speaking of the theroy quest line, there is a part of one of the subquests that reads "Solve the riddle" - I'm not even sure what it's talking about.

The mod is still a blast - I'm not trashing it at all; but there are a number of quest parts that aren't very clear as to what you should be doing.

 

Thanks for the feedback. 

B.t.w. in the that side quest its indeed friends (anyone with relation > 0) not just followers, but it has to be a full capture, one that leads to punishment.

The idea is that TJH triggers naturally when playing Beast of Chain (Minesweeper) quest, but I can see if the trigger can be tweaked...

 

16 minutes ago, Allen Harris said:

Okay, I give up - can anyone tell me what the solution is to the puzzle boxes? It hints

  M B C C: BL: 1 WH: 1

But I tried a mask, book, collar and collar and it doesn't work.

 

The boxes puzzle works as follows:

Spoiler

The solution is randomly generated each time the quest runs so solution of other likely will not help you...

 

You've already figured out that you have to put a chain beast item in each box, then pull the chain.

The feedback is represented by the types of beasts that appear, and also by the lines that you quote:

Black beast (BL) indicates how many correct item in the correct box.  White beasts (WH) indicate how many correct items but in the wrong box.

So in that line the first part is not a hint, it's what you tried. M(ask) B(ook) C(hain) C(hain) .  The second part is the result of what you tried:  BL (black) : correct.  WH (white): correct item but in wrong box.  Try replacing one/some and seeing how those number change...

There is one more type of item that you can also try:

Spoiler

K(ey)

(You can remove an item from the box again after its displayed if you want to use the same item in multiple ones but don't have enough of them with you.)

 

 

Posted
1 hour ago, MTB said:

 

Thanks for the feedback. 

B.t.w. in the that side quest its indeed friends (anyone with relation > 0) not just followers, but it has to be a full capture, one that leads to punishment.

The idea is that TJH triggers naturally when playing Beast of Chain (Minesweeper) quest, but I can see if the trigger can be tweaked...

 

 

The boxes puzzle works as follows:

  Hide contents

The solution is randomly generated each time the quest runs so solution of other likely will not help you...

 

You've already figured out that you have to put a chain beast item in each box, then pull the chain.

The feedback is represented by the types of beasts that appear, and also by the lines that you quote:

Black beast (BL) indicates how many correct item in the correct box.  White beasts (WH) indicate how many correct items but in the wrong box.

So in that line the first part is not a hint, it's what you tried. M(ask) B(ook) C(hain) C(hain) .  The second part is the result of what you tried:  BL (black) : correct.  WH (white): correct item but in wrong box.  Try replacing one/some and seeing how those number change...

There is one more type of item that you can also try:

  Hide contents

K(ey)

(You can remove an item from the box again after its displayed if you want to use the same item in multiple ones but don't have enough of them with you.)

 

 

Figured it out, thanks!

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