ZephyrusVenti Posted May 23, 2025 Posted May 23, 2025 (edited) Does anyone else have an issue where, when their character is captured and being taken somewhere, they still walk? Like, I'll get captured by a chest mimic, and when the mimic goes to take my character somewhere, the character will still be walking inside the chest instead of huddling inside it. Having a hard time figuring out where the issue is. Screenshot for reference. Edited May 23, 2025 by ZephyrusVenti
Insultedreference445 Posted May 24, 2025 Posted May 24, 2025 On 5/21/2025 at 3:31 PM, MTB said: 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...) Thank you for the reply. I got an idea for how the quest could go: Spoiler Jack goes defensive and starts sicing chainbeats on guards who start to question what he was doing the whole time with Red. You can talk Jack down or kill Jack and free Red and the Brethren. Red reveals they were all cultists of Hermeas Mora and Jack wanted their big secrets without communing with the Daedric Prince. Get aspect of Hermeas Mora.
Dowser Posted May 24, 2025 Posted May 24, 2025 Fun mod! Would it be possible to move the Stable and "Wood Chopping Block" in 9,-1 off of the BBLS front steps?
MTB Posted May 24, 2025 Author Posted May 24, 2025 (edited) 17 hours ago, Insultedreference445 said: I got an idea for how the quest could go: Spoiler Thanks for the idea. I did consider options where you can choose a side to align with, but as I've not gotten to advance this branch you can imagine how well that is going . HM...there's plans for that one...well `plans' is a bit overstating it, there is a basic idea for what role that should play... On 5/23/2025 at 4:33 PM, ZephyrusVenti said: Does anyone else have an issue where, when their character is captured and being taken somewhere, they still walk? Like, I'll get captured by a chest mimic, and when the mimic goes to take my character somewhere, the character will still be walking inside the chest instead of huddling inside it. Having a hard time figuring out where the issue is. Screenshot for reference. Similar issue reported by some. The causes found so far; Mod conflict; likely with FNIS sexy move - mods that continuously change the walking animation like that could cause this issue. FNIS issues; not run / not using correct version of those files (should be less likely no the version have been separated in separate mod pages), Assuming basics ok (no FNIS errors) possible mitigations: If using the OAR version of SCB: Replace movement mods with OAR based versions/alternatives, if still occurs check that SCB priority in OAR is higher than any other mod that overrides the movement animations. If not using the OAR version: either switch to the OAR version (and do above) or disable the conflicting movement mod (or make it not apply for actors in the SCB_FactionTravelingToDevice faction if that's possible in that mod...) 9 hours ago, Dowser said: Would it be possible to move the Stable and "Wood Chopping Block" in 9,-1 off of the BBLS front steps? Stable? You must mean Klymer Manor Looking at screen shots BBLS seems to be mostly on the east side of the road, though it seems to be on top of the road as well... I've tried moving things to the other side of the road. Is that enough to solve the issue? (Replacement esp For v095SE attached...untested, backup existing file...) SkyrimChainBeastsIntegration.7z Edited May 24, 2025 by MTB
ZephyrusVenti Posted May 24, 2025 Posted May 24, 2025 3 hours ago, MTB said: Mod conflict; likely with FNIS sexy move - mods that continuously change the walking animation like that could cause this issue. I hate when the answer to something that has been bothering me for a while turns out to be super simple. I had FNIS Sexy Move installed. I'll try getting rid of it and see what happens, thanks.
Dowser Posted May 25, 2025 Posted May 25, 2025 14 hours ago, MTB said: Stable? You must mean Klymer Manor Looking at screen shots BBLS seems to be mostly on the east side of the road, though it seems to be on top of the road as well... I've tried moving things to the other side of the road. Is that enough to solve the issue? (Replacement esp For v095SE attached...untested, backup existing file...) SkyrimChainBeastsIntegration.7z 370.58 kB · 1 download Wow, Amazing! Ahhh, much better. The "Manor" was kind of in the front steps of BBLS before. City Tree Trees has an option to add plants/clutter to the Farms so they added a bit in front. Last pic is without though.
Seeker999 Posted May 25, 2025 Posted May 25, 2025 I recently finished the 'Where's Rusty?' quest (cute) and do have some notes behind the spoiler: Spoiler I spoke to Remy and agreed to find her pet. She marked his favorite spot on my map and that seemed to indicate Lake Inalta in Falkreath, iirc. Which is nowhere near where he was. Anyway, because of that I just figured I'd look from Rusty when I was in the area. That was a mistake. Why? because randomly I would supposedly 'find Rusty' but I couldn't see him. Invariably, he'd end up dead, killed during the battle with whomever. This happened outside Bleakwind Bluff, the wilderness in Eastmarch, and Redbelly Mine during the chain spider infestation. I also tried moving to the quest target only I ended up inside a tree stump and had to tcl my way out of there. By that time my followers had killed him. At least I thought to check the map to see exactly where I was. At this point I reloaded to an earlier save. I found Rusty. My followers were attacking him and he was fast losing health so I opened the console and gave him more health. I had to do this a couple of times (I think I have around a dozen followers at this point). Anyway, Rusty was finally carrying me back to Remy just in time for bandits and a dragon attack. He put me in a punishment contraption and they finally left after Remy gave me something to wear. However, I was stuck in the contraption. I'd escape, then be zapped back. This happened over and over again. I used the mcm to force escape, but was still getting messages about 'not touching, jump to escape' whenever I used a WASD or E key. Reloaded again. This time my followers got caught up fighting bandits or skeletons or something, so I went to Rusty alone. I just stood there and let him keep attacking me. I never had an opportunity to interact or speak with him. I would have surrendered to him if I knew how. I didn't realize until I looked it up in XEdit that you meant a surrender spell and not a defeat type surrender. Anyway, got back to Remy, no bandits or dragons this time. Still had to force escape, but it was clean this time - no lingering messages. Finally, a successful finish to the quest. Question: is Rusty a proper npc? By this I mean completely distinct from other chain spiders - just like Stenvarr is distinct from other male nords. I looked for Rusty in XEdit but couldn't find him. I could have missed him, but I searched all 4 plugins. Maybe that explains why I kept 'finding' him in those other locations? I'm attaching 2 papyrus logs from when I was at Bleakwind Bluff, but tbh I can't say for sure that they include the first invisible Rusty encounter. freeze-2025-05-18-01-42-00 Papyrus.0.logcrash-2025-05-19-12-08-47 Papyrus.0.log On another note, I wish I'd understood the crawl time before I ended up crawling from Whiterun to Riften. That literally took over an hour, real time. Maybe have the timer on by default (imho 300 seconds is enough for flavor), still adjustable, and with the option to turn it off with a note that this is for a truly hardcore experience. Just a thought. Overall, I am enjoying the mod so far. I'm playing it as I travel doing other stuff. I mean, I haven't made it to the College yet. I'm not pushing through the various quests and encounters. Just seeing what happens and learning a little at a time.
MTB Posted May 29, 2025 Author Posted May 29, 2025 On 5/25/2025 at 12:08 PM, Seeker999 said: I recently finished the 'Where's Rusty?' quest (cute) and do have some notes behind the spoiler: Reveal hidden contents I spoke to Remy and agreed to find her pet. She marked his favorite spot on my map and that seemed to indicate Lake Inalta in Falkreath, iirc. Which is nowhere near where he was. Anyway, because of that I just figured I'd look from Rusty when I was in the area. That was a mistake. Why? because randomly I would supposedly 'find Rusty' but I couldn't see him. Invariably, he'd end up dead, killed during the battle with whomever. This happened outside Bleakwind Bluff, the wilderness in Eastmarch, and Redbelly Mine during the chain spider infestation. I also tried moving to the quest target only I ended up inside a tree stump and had to tcl my way out of there. By that time my followers had killed him. At least I thought to check the map to see exactly where I was. At this point I reloaded to an earlier save. I found Rusty. My followers were attacking him and he was fast losing health so I opened the console and gave him more health. I had to do this a couple of times (I think I have around a dozen followers at this point). Anyway, Rusty was finally carrying me back to Remy just in time for bandits and a dragon attack. He put me in a punishment contraption and they finally left after Remy gave me something to wear. However, I was stuck in the contraption. I'd escape, then be zapped back. This happened over and over again. I used the mcm to force escape, but was still getting messages about 'not touching, jump to escape' whenever I used a WASD or E key. Reloaded again. This time my followers got caught up fighting bandits or skeletons or something, so I went to Rusty alone. I just stood there and let him keep attacking me. I never had an opportunity to interact or speak with him. I would have surrendered to him if I knew how. I didn't realize until I looked it up in XEdit that you meant a surrender spell and not a defeat type surrender. Anyway, got back to Remy, no bandits or dragons this time. Still had to force escape, but it was clean this time - no lingering messages. Finally, a successful finish to the quest. Question: is Rusty a proper npc? By this I mean completely distinct from other chain spiders - just like Stenvarr is distinct from other male nords. I looked for Rusty in XEdit but couldn't find him. I could have missed him, but I searched all 4 plugins. Maybe that explains why I kept 'finding' him in those other locations? I'm attaching 2 papyrus logs from when I was at Bleakwind Bluff, but tbh I can't say for sure that they include the first invisible Rusty encounter. freeze-2025-05-18-01-42-00 Papyrus.0.logcrash-2025-05-19-12-08-47 Papyrus.0.log On another note, I wish I'd understood the crawl time before I ended up crawling from Whiterun to Riften. That literally took over an hour, real time. Maybe have the timer on by default (imho 300 seconds is enough for flavor), still adjustable, and with the option to turn it off with a note that this is for a truly hardcore experience. Just a thought. Overall, I am enjoying the mod so far. I'm playing it as I travel doing other stuff. I mean, I haven't made it to the College yet. I'm not pushing through the various quests and encounters. Just seeing what happens and learning a little at a time. Planning to do exactly that in the next version; made the fast-forwarding more immersive and planning to set the auto-forward on by default, just not decided on timer setting. Maybe few other settings as well that could use an update to default value... Rusty Spoiler Note you can still complete the quest if you don't manage to `befriend' rusty; just return with the remains. So any old chain spider triggers the `meet rusty' objective completing? Likely a bug - shouldn't be wandering far from the trunk you mentioned, never tested like that so will need to look into it. Maybe update objective to clarify to use the spell & the `surrender' spell should be given sooner ... or maybe something that can also be used if you can no longer cast spells... to add to list of things to consider... 1
MTB Posted May 29, 2025 Author Posted May 29, 2025 On 5/25/2025 at 8:42 AM, Dowser said: Wow, Amazing! Ahhh, much better. The "Manor" was kind of in the front steps of BBLS before. City Tree Trees has an option to add plants/clutter to the Farms so they added a bit in front. Last pic is without though. Does the Klymer quest still work; does the move/clutter cause a problem there?
Zeninka Posted May 30, 2025 Posted May 30, 2025 Does anyone have or plan to made UBE bodyslides for this as its being more and more popular lately
MTB Posted May 31, 2025 Author Posted May 31, 2025 On 5/30/2025 at 3:40 AM, Zeninka said: Does anyone have or plan to made UBE bodyslides for this as its being more and more popular lately As there are only 2 outfits and the `armor' parts don't change with the body shape, it should be very simple to create your own. Basic instructions & if needed, a detailed step by step can be found here:
Loadbasic_001 Posted June 1, 2025 Posted June 1, 2025 (edited) Is there a way to manually escape a beast after you are captured, like how you can use DD Equip to get out of DD stuff? I was spawning a few of them as a test in the alternate start camp area and they keep on trying to walk a long distance and getting stuck on some world geometry. It would be nice to have a way to manually get out just in case something like that happens. I figured this first one out, still having issues with the mask misalignment. Also, it looks like the mask is misaligned. I do have custom races (half dragon by ilngary) but clicking the "Add Player Custom Race" MCM option does not seem to fix this gag. Though it does fix the other gag type. I attached a image that shows the issue to this post. https://imgur.com/a/GYGIUc5 Thanks! Edited June 1, 2025 by Loadbasic_001
MTB Posted June 1, 2025 Author Posted June 1, 2025 5 hours ago, Loadbasic_001 said: Is there a way to manually escape a beast after you are captured, like how you can use DD Equip to get out of DD stuff? I was spawning a few of them as a test in the alternate start camp area and they keep on trying to walk a long distance and getting stuck on some world geometry. It would be nice to have a way to manually get out just in case something like that happens. I figured this first one out, still having issues with the mask misalignment. Also, it looks like the mask is misaligned. I do have custom races (half dragon by ilngary) but clicking the "Add Player Custom Race" MCM option does not seem to fix this gag. Though it does fix the other gag type. I attached a image that shows the issue to this post. https://imgur.com/a/GYGIUc5 Thanks! First (Movement keys for temporary control to get around obstacles, MCM>Status menu to fast forward/force release) you already figured out. Mask: Basics: Did you have the player registered and the `disallow alternate mask on custom races' ticked before the mask was equipped by the beast? (This setting determine what version of the mask to give so an already given one won't change because of it.) The only gag type is the mask (though with several textures and the muzzle fallback mesh for beast races unless the option is ticked) so not sure what you mean by does fix the other gag type. Registering player + option should ensure any new gags are the mask and not the muzzle.
Loadbasic_001 Posted June 1, 2025 Posted June 1, 2025 2 hours ago, MTB said: First (Movement keys for temporary control to get around obstacles, MCM>Status menu to fast forward/force release) you already figured out. Mask: Basics: Did you have the player registered and the `disallow alternate mask on custom races' ticked before the mask was equipped by the beast? (This setting determine what version of the mask to give so an already given one won't change because of it.) The only gag type is the mask (though with several textures and the muzzle fallback mesh for beast races unless the option is ticked) so not sure what you mean by does fix the other gag type. Registering player + option should ensure any new gags are the mask and not the muzzle. Ah I see, ticking the option makes it so that the muzzle gag doesn't spawn on the beasts anymore. I was spawning the masks as a test and the muzzle mask is still broken, but it makes sense if the option is meant to replace that with the steel mask. I just tested it a bunch on a half-dragon and the muzzle doesn't spawn anymore, so I guess I was just being a dum-dum. Many thanks! Apologies for the trouble.
fred200 Posted June 3, 2025 Posted June 3, 2025 My only request for enhancement would be an interface to Diary of Mine, as well as PAHE to transfer chain beast captures to. Rusty - a quest I have not encountered. How do we start it?
MTB Posted June 5, 2025 Author Posted June 5, 2025 (edited) On 6/3/2025 at 7:18 PM, fred200 said: My only request for enhancement would be an interface to Diary of Mine, as well as PAHE to transfer chain beast captures to. Rusty - a quest I have not encountered. How do we start it? Direct DoM link <- might be possible, will look into it. Edit: Attached a plugin that adds conversation to send player's captives to DOM. Tested the LE version, seems to work. Tried to convert to SE as well but can't get either version of DOM running on SE so no way to test. Manual install; select desired version and copy corresponding dir to data. Rusty Spoiler Complete Beasts of Chain (the initial discovery quest). Then visit the Nightgate Inn area. Spoiler Talk to the inn keeper or directly find the quest giver camping outside the inn for some reason... SCB_DOM.7z Edited June 6, 2025 by MTB 1
SillyGoofy69 Posted June 11, 2025 Posted June 11, 2025 Spoiler I'm having issues with the Ebony Mine quest, I'm using the Ordinator skill overhaul so I followed the guide you gave for making a patch in SSEdit. The patch is definitely loading as I can see the description updating, however I still cannot get the quest to progress despite capturing 2 towns worth of friends. How many friend captures are needed to progress to the next stage? And any advice would be appreciated.
Jim55 Posted June 11, 2025 Posted June 11, 2025 5 hours ago, SillyGoofy69 said: Hide contents I'm having issues with the Ebony Mine quest, I'm using the Ordinator skill overhaul so I followed the guide you gave for making a patch in SSEdit. The patch is definitely loading as I can see the description updating, however I still cannot get the quest to progress despite capturing 2 towns worth of friends. How many friend captures are needed to progress to the next stage? And any advice would be appreciated. Spoiler This mod assumes you play the game normally. Have you, for example, slept?
SillyGoofy69 Posted June 13, 2025 Posted June 13, 2025 On 6/11/2025 at 7:37 PM, Jim55 said: Just tried that, no luck in progressing. Tried sleeping before and after capturing more people.
MTB Posted June 14, 2025 Author Posted June 14, 2025 (edited) 21 hours ago, SillyGoofy69 said: Spoiler I assume you mean you're stuck after obtaining the golden chain beast, and not getting the spider summons? Expected: After getting the golden version of a beast the next two friend captures won't do anything, but a capture after that gives the next beast type (starting with iron version) if you have the required perk, else an objective activates saying you need the perk. Note that the perk names are patched at a different place (objectives) than the perks themselves (properties) so check the perks themselves are also patched; open console and type: sqv SCB_INT_EbonyQuest It should show the status of the quest (should be in stage 45) and the properties of the quest(scripts). Check the perk properties: ConjurationNovice00 ConjurationApprentice25 ConjurationAdept50 Are they filled with (ordinator) perks you have? (Especially the first one). If not: you can set them in a plugin, but that may only work if the quest has not started yet, or you can edit them in a script, eg in an Event OnPlayerLoadGame() See for example the patch for Vokrii build into RunOnLoad() (called by OnPlayerLoadGame()) in SCB_INT_CoreScript. (Changing that script to convert the patch from Vokrii to Ordinator is an option - If you give the names & IDs of the perks that would make sense to use I can add the patch for future versions.) Edited June 14, 2025 by MTB
SillyGoofy69 Posted June 14, 2025 Posted June 14, 2025 (edited) 7 hours ago, MTB said: Hide contents I assume you mean you're stuck after obtaining the golden chain beast, and not getting the spider summons? Expected: After getting the golden version of a beast the next two friend captures won't do anything, but a capture after that gives the next beast type (starting with iron version) if you have the required perk, else an objective activates saying you need the perk. Note that the perk names are patched at a different place (objectives) than the perks themselves (properties) so check the perks themselves are also patched; open console and type: sqv SCB_INT_EbonyQuest It should show the status of the quest (should be in stage 45) and the properties of the quest(scripts). Check the perk properties: ConjurationNovice00 ConjurationApprentice25 ConjurationAdept50 Are they filled with (ordinator) perks you have? (Especially the first one). If not: you can set them in a plugin, but that may only work if the quest has not started yet, or you can edit them in a script, eg in an Event OnPlayerLoadGame() See for example the patch for Vokrii build into RunOnLoad() (called by OnPlayerLoadGame()) in SCB_INT_CoreScript. (Changing that script to convert the patch from Vokrii to Ordinator is an option - If you give the names & IDs of the perks that would make sense to use I can add the patch for future versions.) Spoiler Yep that's the problem. The perk IDs are still set to default even with a correct plugin. I've given editing the Vokrii build script a go to add the ordinator perks but can't compile - I'm a complete rookie when it comes to developing mods. Novice00 -> Conjuration Mastery Rank 1 [14900] Apprentice25 -> Conjuration Mastery Rank 2 [14902] Adept50 -> Altromancy [CB419] Edited June 14, 2025 by SillyGoofy69
kamithemoon Posted June 19, 2025 Posted June 19, 2025 (edited) Hello, I'm having a small problem with the Rusty quest. After surrendering to Rusty and being brought to the signpost next to the girl, nothing else happens. The restraints won't unlock after the timer and the girl just paces back and forth. My screen does flicker every so often though, as if something is supposed to happen but is failing. What's supposed to happen at this point? Is there a console command I can use to move forward with the quest? Update: I think the idea is that you're supposed to be released after the normal wait then you can talk to the girl to complete the quest? It didn't release for me but I'm on VR so I could lean forward enough to talk to the girl. But I still have movement disabled atm. Update 2: Did some testing in Riverwood and the issue seems to be that control isn't returned to you after punishment so you're locked forever. It looks like it tries but is failing. Strange, it worked before. VR wonkiness? Update 3: I read the response to the other guy with locked controls. I'm not getting any messages about timers or being free and such. Changing AI controls in ZAZ causes a CTD. I haven't actually tested the capture mechanic on my PC for several versions so it's possible a newer version broke in VR and or I have a mod conflict I'm not aware of. =(. It's quite the fun mod but I'll have to remove it from my game for now but I will definitely be back in the future! Edited June 19, 2025 by kamithemoon
jouda1212 Posted July 2, 2025 Posted July 2, 2025 (edited) Hello, I have some issue, which I want to ask for some help. After some time with gameplay, I am stuck in strange situation - when is my character captured by chainbeasts, then starts animation, next restraint is equipped - next char stand up, and cannot move at all. (beasts does not attack anymore). It followed something during destroying unstable mines (and big mess with fireballs and many chainbeasts). It is possible enable control via ZAP MCM - but after any single attack from chainbeast movement is disabled again. SCB MCM does not help, Free removes restraint, but not enable movement. I tried everything, incl. shutdown mod, no way. The interesting is SCB Status menu displays "Entering Punishment - RELEASE" before - without any character there. I tried RELEASE here + save + load, not avail too. After capture, there is nothing in Status too - strange. I tried to find some log, nowhere (and in papyrus.log, nothing with "chain" in name) Did I miss something? Versions 0.9.4, even upgraded to 0.9.5 (old archived save works good...) Edited July 2, 2025 by jouda1212
MTB Posted July 7, 2025 Author Posted July 7, 2025 (edited) On 6/14/2025 at 6:43 PM, SillyGoofy69 said: Novice00 -> Conjuration Mastery Rank 1 [14900] Apprentice25 -> Conjuration Mastery Rank 2 [14902] Adept50 -> Altromancy [CB419] Thanks, will try to built that into the next version. You can try this untested script (place in data/scripts folder after backing up existing file) but I'm not sure whether it has side effects due to changes I have made for the next version. SCB_INT_CoreScript.7z On 6/19/2025 at 4:50 PM, kamithemoon said: 'm not getting any messages about timers or being free and such. Changing AI controls in ZAZ causes a CTD. I haven't actually tested the capture mechanic on my PC for several versions so it's possible a newer version broke in VR and or I have a mod conflict I'm not aware of. =(. It's quite the fun mod but I'll have to remove it from my game for now but I will definitely be back in the future! When you do return to the mod: Make sure to test with a fresh save/new game as the punishment system will likely be broken if trying to update from an older version. Did you try doing a force release from the status menu? I did change the punishment system; with timer messages, struggling (jump) with effects/mini-game, etc before release, but not really the release part. While possible I would not expect this is the part that is specifically broken now. As you indicate the timer messages are not showing (not sure how such status messages are shown in VR) and that releasing ZAZ controls causes CTD there seems to be more problems... On 7/2/2025 at 2:32 AM, jouda1212 said: Hello, I have some issue, which I want to ask for some help. After some time with gameplay, I am stuck in strange situation - when is my character captured by chainbeasts, then starts animation, next restraint is equipped - next char stand up, and cannot move at all. (beasts does not attack anymore). It followed something during destroying unstable mines (and big mess with fireballs and many chainbeasts). It is possible enable control via ZAP MCM - but after any single attack from chainbeast movement is disabled again. SCB MCM does not help, Free removes restraint, but not enable movement. I tried everything, incl. shutdown mod, no way. The interesting is SCB Status menu displays "Entering Punishment - RELEASE" before - without any character there. I tried RELEASE here + save + load, not avail too. After capture, there is nothing in Status too - strange. I tried to find some log, nowhere (and in papyrus.log, nothing with "chain" in name) Did I miss something? Versions 0.9.4, even upgraded to 0.9.5 (old archived save works good...) If the `entering punishment' quest (SCB_PunishManagementQuest) is stuck in `reserved' then captures will fail to proceed. (There is a time out that will end the new capture attempt eventually.) If the quest shows reserved in the MCM menu it's most likely stuck (It should not be reserved for more that a fraction of a second for each entry of a new victim). Clicking release there should allow it to continue. (Close menu, wait a few moments and open it again to check...) If still stuck: Try rebooting the quest. Force release all current victims in the quest if any (likely they've `moved on' to another quest) & if this part still works. Then in the console type: stopquest SCB_PunishManagementQuest (It should automatically start again when needed.) What I suspect happened is that the burst of activity overwhelmed the system causing some necessary code to get stuck, possibly due to some race condition. If so could be my code, could be the engine, but nearly possible to debug even if its the former. (Lowering the `max extra beasts' might help prevent too many beasts and possibly things like this reoccurring .... or maybe not, as I'm not sure of the cause.) BTW Don't try to revive in a game/save after choosing `shut down the mod' that is only meant for those wanting to try the dangerous exercise of uninstalling a mod from an existing save) The log is in the `user 'subdirectory of the logs/script folder. Edited July 7, 2025 by MTB
DonQuiWho Posted July 8, 2025 Posted July 8, 2025 @MTB Hi there. Just started a new game fairly recently with STEAM AE 1.6.1170 and SCB 0.95Full SE Now got to level 9. Specific problem is that every time I go outside Whiterun there are 3 or 4 large walking beasts causing carnage in huge battles taking place at the T junction, on the road up to the Stables and also along the road to the Western Watchtower. They seem to be invincible So I went back to the install, thinking I may have missed the 'Weaker Beast' optional esp (the WM one) and, so help me, it doesn't seem to be in the install file. So: 1 - has it been replaced by an MCM option to reduce the things chances of living through major assaults? 🤔 or 2 - has it been left out so that every wimp gets a trip in the walking, non talking, chain cage? 😬 or 3 - has it maybe, perchance, by an ever so unlikely chance, just been missed from the install file? 😉 I'd appreciate some help with this as TBH it makes the game almost unplayable at that location TIA DQW
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