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Skyrim Chain Beasts SE/AE/VR


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Posted
14 hours ago, DonQuiWho said:

@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1 - has it been replaced by an MCM option to reduce the things chances of living through major assaults?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 

 

 

> every time I go outside Whiterun there are 3 or 4 large walking beasts causing carnage

Try turning off `NPCs can trigger traps' in MCM>Plugins - Traps section. That should stop them from (re)appearing.

 

(...maybe some traps need a minimum level, eg based on the beast in the wild levels, will think on it.)

 

> Weaker Beast (WM)

Have been replaced by the MCM setting on beast health and a low base toughness (WMP0 level). However, like Mammoths they have a high minimal level (I think, not checked). At lower player levels likely too strong. (Lowering their health in MCM may help a bit, perhaps also lowering the level scaling of the stamina damage.)   I think the old plugins will still work if you have the lying around, but likely only WMP0 will have a noticeable impact (and only at lower player levels).

 

Posted
2 hours ago, MTB said:

 

 

> every time I go outside Whiterun there are 3 or 4 large walking beasts causing carnage

Try turning off `NPCs can trigger traps' in MCM>Plugins - Traps section. That should stop them from (re)appearing.

 

(...maybe some traps need a minimum level, eg based on the beast in the wild levels, will think on it.)

 

> Weaker Beast (WM)

Have been replaced by the MCM setting on beast health and a low base toughness (WMP0 level). However, like Mammoths they have a high minimal level (I think, not checked). At lower player levels likely too strong. (Lowering their health in MCM may help a bit, perhaps also lowering the level scaling of the stamina damage.)   I think the old plugins will still work if you have the lying around, but likely only WMP0 will have a noticeable impact (and only at lower player levels).

 

 

Thanks for that

 

I'll turn off NPCs activating traps meantime.  I had adjusted the MCM toughness on installation before I started playing properly, but looking in console at one yesterday one of these beasties had a Stamina (or possibly health value?) of 4000+ and there was no way I was ever going to kill that.  

 

After my PC melted down recently, the last WMP plugin I can find anywhere was one I had saved in a USB SSD backup install of 070Full - SkyrimChainBeastsWMP2BAD.esp   I might try that and see if it helps

 

Thanks again

 

DQW

 

 

Posted

Is it safe to uninstall? I have a mod conflict with prisoner overhaul patched and would like to remove skyrim chain beats, but wanna know of its safe to do so mid game.

  • 2 weeks later...
Posted

It seems that the s_l_u_t_s patch is missing from the installer, even the folder in the zip is empty. Can I just use the one for SLUTS by changing its master?

Posted

Just a thought cause it would be fun. Maybe we could get an optional plugin to integrate this with Devious devices NG that will let the beast equip items from that. Also is there things other than the Chain beast spider we can ride and control

Posted
On 7/28/2025 at 11:55 AM, xyzfs said:

It seems that the s_l_u_t_s patch is missing from the installer, even the folder in the zip is empty. Can I just use the one for SLUTS by changing its master?

 

Oops seems I forgot to pack it, and not just in latest version.  Yes that's how I made it in the first place; copy sluts.esm to s_l_u_t_s.esm (or the other way around) to be able to load the patch in xedit. Add master in xedit, save and restart xedit, change faction from the one in the sluts to the corresponding one in the s_l_u_t_s master (or visa versa), clean masters, save. Remove the no longer needed copy.

 

8 hours ago, AstaWolf said:

Just a thought cause it would be fun. Maybe we could get an optional plugin to integrate this with Devious devices NG that will let the beast equip items from that. Also is there things other than the Chain beast spider we can ride and control

 

Equipping a DD equivalent one instead of an SCB one with a certain chance may work thanks to the basic builtin DD compatibility, but I have no idea how the DD (un)equip mechanisms work other than that there's some API that should be used.  So I'll leave that for someone else to do if they want. If so the equipping of restraints is handled by the function SCB_InitQuest.EquipRestraintIfPossible  (SCB_initScript.psc).

 

Yes there are.

Spoiler

Any large chain beast (corpse) can be ridden with the same spell.  E.g. try the big ball near Whiterun (across from Laura's shop if you have that mod).

 

Posted

After giving Rune the runed diamond and completing the quest 'Runes for Rune', I asked him if anything unusual happened recently. He said a box appeared in the training room but there was only some book inside. I went to check the box, the quest marker is on the map, but no box. I've tried 'movetoquesttarget', tcl and then looking around outside the room, nothing. There are only the usual training chests. 

Where is the box? What book? Can I just console in the book to complete the objective?

Thank you - btw, I do not have any mods which modify the world space.

Posted
19 hours ago, Seeker999 said:

After giving Rune the runed diamond and completing the quest 'Runes for Rune', I asked him if anything unusual happened recently. He said a box appeared in the training room but there was only some book inside. I went to check the box, the quest marker is on the map, but no box. I've tried 'movetoquesttarget', tcl and then looking around outside the room, nothing. There are only the usual training chests. 

Where is the box? What book? Can I just console in the book to complete the objective?

Thank you - btw, I do not have any mods which modify the world space.

 

Box should be right there between the training chests.  If the maker is there but no box then apparently it is still disabled even thought the script on the conversation both enables it and the quest marker. My best guess is that it's somehow SSE weirdness with underscores in strings. I've tried to adjust the code to not use any strings to see if that helps.

Try the conversation again with the attached updated script (unzip and place in data\scripts\).

 

If not, you can console/AIM the book and take it where it's supposed to go without missing any content at this point.

Spoiler

ID: SCB_AspectOfNocturnal name: Aspect of Nocturnal

It's the only thing in the box.

 

SCB_INT_TJH_AoNBT1.7z

Posted (edited)

  

2 hours ago, MTB said:

Try the conversation again with the attached updated script (unzip and place in data\scripts\).

 

If not, you can console/AIM the book and take it where it's supposed to go without missing any content at this point.

I've gone past it and will just AIM the book. I was pretty sure it was that book because of the location. I still have a save where I can go back and test the script later.

Thank you.

I'm still enjoying this mod in spite of the occasional quirk (probably Skyrim related). I think it's a fun and interesting way to go through Skyrim. Glad I have a lot of followers, though!

Edited by Seeker999
avoid spoilering
Posted (edited)
On 7/7/2025 at 9:21 AM, MTB said:

 

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...

 

Back to testing again in VR.  The punishment system does seem to be broken and never starts so I'm also never released.  Time waiting or attempting to jump does nothing.  However, using the MCM Status menu to release myself works correctly.  So at the moment, it's playable in VR though I lose out on the punishment feature.  But at least I can see it happen to NPCs.

 

Are there NPC-NPC reactions for captured NPCs?  I had them in chains for quite awhile and didn't see any interactions.

 

Is this the issue?  It popped up a lot in my logs:

 

Spoiler

[08/05/2025 - 08:07:02PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].zbfEffectBondage.RegisterForModEvent() - "<native>" Line ?
    [None].zbfEffectBondage.RegisterForEvents() - "zbfEffectBondage.psc" Line 40
    [None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[08/05/2025 - 08:07:02PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].zbfEffectBondage.RegisterForModEvent() - "<native>" Line ?
    [None].zbfEffectBondage.RegisterForEvents() - "zbfEffectBondage.psc" Line 41
    [None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[08/05/2025 - 08:07:02PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].zbfEffectBondage.RegisterForModEvent() - "<native>" Line ?
    [None].zbfEffectBondage.RegisterForEvents() - "zbfEffectBondage.psc" Line 42
    [None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[08/05/2025 - 08:07:02PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].zbfEffectBondage.RegisterForModEvent() - "<native>" Line ?
    [None].zbfEffectBondage.RegisterForEvents() - "zbfEffectBondage.psc" Line 43
    [None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[08/05/2025 - 08:07:02PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].zbfEffectBondage.RegisterForModEvent() - "<native>" Line ?
    [None].zbfEffectBondage.RegisterForEvents() - "zbfEffectBondage.psc" Line 44
    [None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[08/05/2025 - 08:07:02PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
    [None].zbfEffectBondage.RegisterForSingleUpdate() - "<native>" Line ?
    [None].zbfEffectBondage.onBeginState() - "zbfEffectBondage.psc" Line 226
    [None].zbfEffectBondage.GotoState() - "ActiveMagicEffect.psc" Line ?
    [None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?

 

Also, what do you use to prevent the beast from attacking someone?  A patch would be needed for Hydra Slavegirls so the beasts stop trying to attack the slaves.  Although, its kinda funny seeing an entire caged girl slowly moving away.  I might have to put those particular girls and the beasts in the same faction then set them to helps no one and that should do it, unless there's a better way?

Edited by kamithemoon
Posted

Came across something odd and thought I'd ask, just in case there's some underlying weirdness involved that @MTB should know about/be able to explain

 

So, has anyone else seen/encounter NPCs from other mods who already have SCB cuffs in their inventory 

 

Is there some mechanism that attributes 'prior encounters' with Chain Beasts to random NPCs?

 

I ran through the the same section of Skyrim outside Dawnstar to check on some Diary of Mine functionality, and tested it out on the same Full Random Pack mod (using the Female only addon) and in each case, as seen in More Informative Console, the Bounty Hunter NPC I encountered was wearing SCB cuffs prior to any DOM interaction.  The SCB cuffs were different colours on the two occasions

 

Anyone know why that might be / does it matter? - it might do as they get left in situ on a capture effected through DOM

 

TIA for any advice/suggestions why this might be so

 

DQW

 

 

 

 

 

Posted
On 8/2/2025 at 1:53 PM, Seeker999 said:

I still have a save where I can go back and test the script later.

The script didn't work, or maybe it needs to be there when starting a new playthrough or just before the quest starts. In any case, thanks for your help. Looking forward to seeing where the beasts next take me.

Posted
On 8/6/2025 at 3:16 AM, kamithemoon said:

Back to testing again in VR.  The punishment system does seem to be broken and never starts so I'm also never released.  Time waiting or attempting to jump does nothing.  However, using the MCM Status menu to release myself works correctly.  So at the moment, it's playable in VR though I lose out on the punishment feature.  But at least I can see it happen to NPCs.

 

Are there NPC-NPC reactions for captured NPCs?  I had them in chains for quite awhile and didn't see any interactions.

 

Is this the issue?  It popped up a lot in my logs:

 

  Reveal hidden contents

[08/05/2025 - 08:07:02PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].zbfEffectBondage.RegisterForModEvent() - "<native>" Line ?
    [None].zbfEffectBondage.RegisterForEvents() - "zbfEffectBondage.psc" Line 40
    [None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[08/05/2025 - 08:07:02PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].zbfEffectBondage.RegisterForModEvent() - "<native>" Line ?
    [None].zbfEffectBondage.RegisterForEvents() - "zbfEffectBondage.psc" Line 41
    [None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[08/05/2025 - 08:07:02PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].zbfEffectBondage.RegisterForModEvent() - "<native>" Line ?
    [None].zbfEffectBondage.RegisterForEvents() - "zbfEffectBondage.psc" Line 42
    [None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[08/05/2025 - 08:07:02PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].zbfEffectBondage.RegisterForModEvent() - "<native>" Line ?
    [None].zbfEffectBondage.RegisterForEvents() - "zbfEffectBondage.psc" Line 43
    [None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[08/05/2025 - 08:07:02PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].zbfEffectBondage.RegisterForModEvent() - "<native>" Line ?
    [None].zbfEffectBondage.RegisterForEvents() - "zbfEffectBondage.psc" Line 44
    [None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[08/05/2025 - 08:07:02PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
    [None].zbfEffectBondage.RegisterForSingleUpdate() - "<native>" Line ?
    [None].zbfEffectBondage.onBeginState() - "zbfEffectBondage.psc" Line 226
    [None].zbfEffectBondage.GotoState() - "ActiveMagicEffect.psc" Line ?
    [None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?

 

Also, what do you use to prevent the beast from attacking someone?  A patch would be needed for Hydra Slavegirls so the beasts stop trying to attack the slaves.  Although, its kinda funny seeing an entire caged girl slowly moving away.  I might have to put those particular girls and the beasts in the same faction then set them to helps no one and that should do it, unless there's a better way?

 

Hmmm, so you do enter the device but the timer (messages) never starts. Only thing that happens in between is the alignment in the furniture. Will need to think about it and develop some debug code to figure out what it going on. ( Maybe translating the player does not send an ontranslationcomplete in VR, then again I don't think it would have worked before then.... ).

 

>Is this the issue?  It popped up a lot in my logs:

Don't think so. Looks like a known ZAP related warning; should be harmless. (Something to do with the game throwing stuff out it thinks are no longer needed without telling the script engine about it if I remember correctly.)

 

>Prevent beast from attacking:

> better way

Yes, there's an app^h^h^h faction for that...


There's the toggle Invalid Target spell in MCM>debug for individual cases.

Mod authors can send out a mod event:
Actor a = ...
a.SendModEvent( "SCB_IgnoreMe" )            ; will block actor a from becoming a target
a.SendModEvent( "SCB_IgnoreMe", "", -1 )  ;  will remove the block

 

If you want to create a patch just add the faction:  SCB_IgnoredFaction  (ID: xx067e28 of SkyrimChainBeasts.esm)  to all that need it.  If using SPID something like:
Faction = 0x67e28~SkyrimChainBeasts.esm || HydraSlavegirls.esp
should do the trick (assuming that is the name of the Hydra Slavegirls esp, did not check). Note that adds the faction to everyone from that mod, adjust SPID conditions as needed eg
Faction = 0x67e28~SkyrimChainBeasts.esm || HydraSlavegirls.esp || F
for all females from that mod
Faction = 0x67e28~SkyrimChainBeasts.esm | SlaveKeyword | HydraSlavegirls.esp
for those with the `SlaveKeyword' keyword (replace with actual keyword it uses, if any) from that mod, etc.

(Likely won't work fully for those that the beast have already targeted on an existing save;  those may still be attacked though likely not captured .)

 

>NPC-NPC reactions for captured NPCs ?
Nope not present in this mod so far.

 

On 8/6/2025 at 11:34 AM, DonQuiWho said:

 the Bounty Hunter NPC I encountered was wearing SCB cuffs prior

If NPCs have them in the inventory they may put them on, questionable fashion choice of the NPC, encountered that with followers.

No idea how they come in their inventory to begin with.

They have the usual ZAP keywords so DOM might recognize them as ZAP devices and thus leave them alone? No idea how DOM reacts to ZAP devices in general,

for PAHE they count as restraints so if DOM does the same all it's likely to do is make controlling the victim a bit easier.

 

 

1 hour ago, Seeker999 said:

The script didn't work, or maybe it needs to be there when starting a new playthrough or just before the quest starts. In any case, thanks for your help. Looking forward to seeing where the beasts next take me.

Hmm, maybe the old version got baked into the save or something, or else the problem isn't where I thought it might be. Thanks for trying it out in any case.

 

Posted
1 hour ago, MTB said:

If NPCs have them in the inventory they may put them on, questionable fashion choice of the NPC, encountered that with followers.

No idea how they come in their inventory to begin with.

They have the usual ZAP keywords so DOM might recognize them as ZAP devices and thus leave them alone? No idea how DOM reacts to ZAP devices in general,

for PAHE they count as restraints so if DOM does the same all it's likely to do is make controlling the victim a bit easier.

------------------------------

 

Thanks for the thoughts

 

Strange thing is that the version of DOM that I am using is PAHE free - ie you don't need that any more - and it doesn't have a Zaz dependency now either

 

And the console showed that the NPC was wearing the SCB items before I interacted with it

 

I guess that it was Skyrim mirroring Real Life again, ie just plain weird at times 🤣

 

DQW

 

Posted (edited)
4 hours ago, MTB said:

 

Hmmm, so you do enter the device but the timer (messages) never starts. Only thing that happens in between is the alignment in the furniture. Will need to think about it and develop some debug code to figure out what it going on. ( Maybe translating the player does not send an ontranslationcomplete in VR, then again I don't think it would have worked before then.... ).

 

The older version, before the jumping mini game, did work.  After the designated time had passed, I was released.  I don't recall there being any punishment triggering though, but I may have just been released too early or in a too remote a place.

 

Update: I take that back.  Neither v0.95, 0.94, or 0.93 are working for me currently.  I'm trying to find the last version that did to see if it still does or if I'm just having a mod conflict.

 

Update 2: Tried again on a minimal modlist and it does not appear to be a mod conflict.  The last version I know that was working for me in VR was prior to Nov 2024, which is no longer available.  Is there a way I can get the version prior to the jump minigame being added in so I can test if something between that and then is what broke?

Edited by kamithemoon
Posted

For now, I'll just use the latest version (0.95) and use the release option in the MCM when captured (Thanks for including it).  Shame I can't use the jump minigame though, especially since I think I was the one who suggested it =(.

 

Request:  Would it be possible to attach a short injured animation and dialogue to women after they are freed from their restraints?  This way they don't walk off as if nothing happened.  They could say something like "That was unpleasant", or "I can't believe everyone saw me naked!", or "Damn it. I'm going to need an ale or a cock after all that.."  Something like that =D.

Posted (edited)

If someone needs it here's the SPID file to attach the SCB_IgnoredFaction to NPCs in the zbfFactionSlave faction, as detailed how to make above.  I think it works?

 

Faction = 0x67e28~SkyrimChainBeasts.esm|ActorTypeNPC|0x96AE~ZaZAnimationPack.esm|NONE|NONE|NONE|100

 

Edited by kamithemoon
  • 2 weeks later...
Posted

Need Help.

When i am captured inside the chain beast & travelling on the Roads inside the chain beast, On Roads if Some Person comes in between Automatically sex scans starts with that Human & brakes entires thing. 

How to stop those Sex scenes that Randomly Happens Most of the times.

 

I am Using Naked Defeat that i Disabled it, Still issue Not resolved.

  • 1 month later...
Posted

@MTB, hi!

 

I've been looking at the latest 0.9.7 update, but can't seem to find papyrus source files for some of the new stuff. Specifically, for the pit (arena) - "SCB_INT_PIT_QF.psc", "SCB_INT_PIT_NPCTest.psc" and so on. Could you please have a look? I want to update the voiceover for the new content and having the source code could help to understand the context. I won't have to bug you every time I don't get what somebody's saying. :)

Posted
On 9/19/2025 at 2:36 PM, AndrewLRG said:

@MTB, hi!

 

I've been looking at the latest 0.9.7 update, but can't seem to find papyrus source files for some of the new stuff. Specifically, for the pit (arena) - "SCB_INT_PIT_QF.psc", "SCB_INT_PIT_NPCTest.psc" and so on. Could you please have a look? I want to update the voiceover for the new content and having the source code could help to understand the context. I won't have to bug you every time I don't get what somebody's saying. :)

 

Oops, looks like I forgot to copy these over when converting. Will pack up an update when I can. For current version they can be found in the oldrim/LE files; those do seem to be complete.

 

Posted
3 hours ago, MTB said:

 

Oops, looks like I forgot to copy these over when converting. Will pack up an update when I can. For current version they can be found in the oldrim/LE files; those do seem to be complete.

 

 

Thank you!

Posted (edited)
On 9/21/2025 at 7:19 AM, MTB said:

Will pack up an update

 

Finally uploading worked, third time is the charm. Packed up the latest changes with it instead of just re-upping the previous version.

 

On 9/19/2025 at 2:36 PM, AndrewLRG said:

update the voiceover

To not mess up your workflow: note this update contains a handful of new lines, each unique to a specific character (Pit Master, Bookie, Herder (in device visits), Lore Master).

 

Edited by MTB
Posted
13 hours ago, MTB said:

 

Finally uploading worked, third time is the charm. Packed up the latest changes with it instead of just re-upping the previous version.

 

To not mess up your workflow: note this update contains a handful of new lines, each unique to a specific character (Pit Master, Bookie, Herder (in device visits), Lore Master).

 

 

Thanks! :) Yep, I can see new quests and NPCs: the Pit, Collector, the missing "pet" quest... I also want to edit several of Lore Masters and Slavers (from the cage/re-cage quests) older lines - some lines were standing out too much. It's almost done, by the way. Just need to add few more male voices for the new riddle quest.

Posted

@MTB, Hi!

 

Updated partial voiceover for Skyrim Chain Beasts 0.9.8. Compatible with LE and SE. Contains files generated by ElevenLabs only. As with previous version, I was emphasizing unique NPCs and topics that can be spoken by a limited number of NPCs to reduce the amount of files to generate. Not every vanilla NPC is voiced and not all topics voiced in every possible voice type. Unique characters (like Lore Master and his scholars, Rune, Bookie, Collector, the Talking Head) should be fully voiced. Hope you like it. :)

 

Voice SkyrimChainBeasts V098 version 1.0.7z

 

 

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