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35 minutes ago, Teh1 said:

i started trying out the mod but for some reason non of the animations are working. when the character is captured by the chain beast they start walking to the capture point. At the capture point, rather than using the item, the character just stands next to it and is frozen . idk what is happening.

 

 

In addition to what dtmt already said; there is a `test player crawling' option in the debug menu.  This might help narrow down where the problem is; if that does not work, look into the animations eg FNIS warnings.

 

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23 hours ago, Teh1 said:

i started trying out the mod but for some reason non of the animations are working. when the character is captured by the chain beast they start walking to the capture point. At the capture point, rather than using the item, the character just stands next to it and is frozen . idk what is happening.

 

Issue fixed, long story short, fnis generation and non se zaz.

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@MTB

 

Hi there

 

I have a quick report.  A possible bug - but remember this user is old and approaching senilty rapidly, so it may be a fingerpoking buttonpushing problem rather than a real one ?

 

I have, in my MO2 L/H Pane, in this order, ...

 

SXL SkyrimChainBeasts-v055SSE PAHE SLUTS BAD WMP2BAD

SXL SkyrimChainBeasts-v056aSSE PAHE SLUTS BAD WMP2BAD

SXL SkyrimChainBeasts-v056SSE PAHE SLUTS BAD WMP2BAD QuickFixUpdate

SXL SkyrimChainBeasts-z ALL VersionsD Patch-NoLockIfMaxSetToZero

 

....  all ticked as active (slaps wrist for having two versions active, but the saves have been cleaned with ReSaver and the only hangover errors come from EstrusMimics which seems to defy all attempts to kill it

 

I went to Markarth and rode out East, past 'Chainbeast Central', where what looked like a veritable horde of Silver Chain Beasties were attacking everything that moved, other than the horses and chickens

 

Got knocked down, stripped and caught by one of those wretched dogs, and was being marched to the stocks when an equine passerby, one of the Aroused Creatures fraternity, took a shine to my PC and interrupted the Crawl of Shame and did its thing.  The Beast never recovered the situation, and I couldn't find the belongings box that was being virtually filled up at the time of the rather rude interruption.  Whatever, recovered my gear via the ChainBeast Debug Options

 

After that I found that the PC could not access Alchemy Tables, the portable Mortar and Pestle Alchemy mod, and in travelling to Muatra's Human Dairy (one of the Deep Blue Frog's establishments, the PC would'nt use the Milking Machines properly either.  In all these cases, the animations would start in a normal manner, the PC would get so far - eg the alchemy ingredients lists would appear, or it would 'enter' the milker, but almost immediately the process would terminate and there would be a gentle withdrawal as the exit animation played, very smoothly

 

The reason for suspecting ChainBeasts is that when loading the save prior to the Markarth punchup, the portable alchemy mod worked fine, and after it was all screwed up, at the subsequent save outside the dairy, they initially didn't work properly, but if I then stopped Chainbeasts, and waited till the related messages finished, and then carried on, alchemy and milking worked fine - I suppose the latter was Skyrim's version of a reversed titsup, so to speak ?

 

Couple of logs attached, one very messy, but shows what SCB did

 

MOD refs are where 'an' in 'anxxxxx' is

 

1E = SCB esm

D2 = SCBBAD

D3 = SCBDB

D4 = SCBIntegration

D5 = SCBWMP2BAD

 

log.0 is where I ran through fixing things

log.1 is a very short game 'start and stop' showing the 'raw' portable alchemy error before the fix attempts

 

Hope some of this is useful.  I shall now go and hide for a while .... ?

 

DQW

 

EDIT - FOLLOW UP

 

After fixing the anim entry and retreat stuff, and making sure the Estrus Mimics stuff was gone, I went adventuring and then back into the Markarth approach road. 

 

Pitched battle with about 8 to 10 CBs.  Player avoided capture, but both Followers were. 

 

After the CBs all dead, and a few boxes opened to get keys/loot, one follower was released from restraints, seemingly OK.  The other had vanished down past the mine, and had to be summonsed back.  Was nude, but not wearing restraints.  Told to 'Retrieve Gear' but wouldn't. 

 

Neither follower seemed keen to 'follow'.  Got them on their Convenient Horse mounts, one clothed, the other still nude.  Went to the main door and into Markarth, but both stayed where they had mounted the horses but, on returning there, were now dismounted and both now in their gear.  Neither would 'follow' at all. 

 

Looked at SCB MCM Debug, and they were two of 4 still NPCs showing as still stuck to some extent. IIRC, had values of '4'   Released them both there, and that fixed them properly

 

I've also added the log from that punch up in case it helps  

 

Papyrus.0.log Papyrus.1.log

Papyrus.0 - 220402 Mass SCB Combat Markarth Followerss stuck post fight.log

Edited by DonQuiWho
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32 minutes ago, Strompygames said:

I have a problem i don't crawl when im captured by beast.

Can you help me pls?

Drop a FNIS output (copy & paste the whole text from the FNIS generator (inclusive warnings)).

Make sure ZAP is installed, with ZAP8+ you can't do anything wrong.

In SCB MCM you find a debug option to test crawl, if that fails already either XPMSE, ZAP, FNIS has some kind of error.

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16 minutes ago, Strompygames said:

I just forget to install SkyrimChainBeats-V0.5.6SSEQuickFixUpdate but now the problem is that my character is stuck in A pose.

Do you still want a FNIS output?

Did you run FNIS after you installed that fixupdate?

You need to run it anyways, so you could also post your output.

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FNIS Behavior V7.6 XXL   09/04/2022 15:51:45
Skyrim SE 64bit: 1.5.97.0 - C:\Program Files (x86)\Steam\steamapps\commom\Skyrim Special Edition (Steam)

Skeleton(hkx) female: XPMS2HDT (126 bones)   male: XPMS2HDT (126 bones)
Patch: "SKELETON Arm Fix"  

Reading Amputator V6.2 ...     ChAnims:84(78)     CTD:1,7%     pOpt:0,1%
        NOTE: Amputator has at least one AASet definition without any animation files provided
Reading AnimationsByLeito V1.0 ...     ChAnims:298     CTD:1,8%     pOpt:0,5%
Reading AnimationsByLeito_Aggressive V1.0 ...     ChAnims:145     CTD:0,9%     pOpt:0,2%
Reading AnimationsByLeito_Creatures V1.0 ...     ChAnims:136     CTD:0,8%     pOpt:0,2%
Reading AnimationsByLeito_Furniture V1.0 ...     ChAnims:185     CTD:1,2%     pOpt:0,3%
Reading AnimationsByMike24 V1.0 ...     ChAnims:30     CTD:0,2%     pOpt:0,0%
Reading Anubs Creature V1.0 ...     ChAnims:634     CTD:3,7%     pOpt:0,8%
Reading Anubs Futa V1.0 ...     ChAnims:72     CTD:0,4%     pOpt:0,1%
Reading Anubs Human V1.0 ...     ChAnims:1221     CTD:7,1%     pOpt:1,6%
Reading Anubs_Old V1.0 ...     ChAnims:48     CTD:0,3%     pOpt:0,1%
Reading BaboHorribleHarassment V5 ...     ChAnims:41     CTD:0,5%     pOpt:0,3%
Reading Billyy_Creature V1.0 ...     ChAnims:509     CTD:3,4%     pOpt:1,0%
Reading Billyy_CreatureBeasts V1.0 ...     ChAnims:220     CTD:1,4%     pOpt:0,3%
Reading Billyy_CreatureConstructs V1.0 ...     ChAnims:145     CTD:0,9%     pOpt:0,2%
Reading Billyy_CreatureFurniture V1.0 ...     ChAnims:86     CTD:0,6%     pOpt:0,2%
Reading Billyy_CreatureHumanoids V1.0 ...     ChAnims:285     CTD:1,8%     pOpt:0,4%
Reading Billyy_CreatureInsects V1.0 ...     ChAnims:190     CTD:1,2%     pOpt:0,3%
Reading Billyy_CreatureMisc V1.0 ...     ChAnims:100     CTD:0,6%     pOpt:0,2%
Reading Billyy_Human V1.0 ...     ChAnims:461     CTD:2,8%     pOpt:0,7%
Reading Billyy_HumanDD V1.0 ...     ChAnims:200     CTD:1,2%     pOpt:0,3%
Reading Billyy_HumanFurniture V1.0 ...     ChAnims:142     CTD:0,9%     pOpt:0,2%
Reading Billyy_HumanFurnitureInvis V1.0 ...     ChAnims:40     CTD:0,3%     pOpt:0,1%
Reading Billyy_HumanLesbian V1.0 ...     ChAnims:130     CTD:0,8%     pOpt:0,2%
Reading BodySearchAnims V1.0 ...     ChAnims:12     CTD:0,1%     pOpt:0,0%
>>Warning: AnimationList found in  "Animations\DarkDesiresClub", but no corresponding Behavior file. Incomplete mod IGNORED.<<
>>Warning: \character\behaviors\FNIS_dcc-display-model-2_Behavior.hkx not Skyrim SE compatible<<
Reading dcc-display-model-2 V102 ...     ChAnims:76     CTD:0,9%     pOpt:0,6%
Reading DD V4.0.0 ...     ChAnims:725(576)     CTD:13,1%     pOpt:1,0%
Reading DD2 V4.0.0 ...     ChAnims:374(374)     CTD:10,7%     pOpt:0,0%
Reading DD3 V4.1.0 ...     ChAnims:119(119)     CTD:2,9%     pOpt:0,0%
Reading DDC V1.2 ...     ChAnims:58     CTD:0,4%     pOpt:0,2%
Reading DDSL V4.0.0 ...     ChAnims:410     CTD:2,8%     pOpt:0,9%
Reading Defeat V5 ...     ChAnims:39     CTD:0,5%     pOpt:0,2%
Reading DeviousAdventures V1.0 ...     ChAnims:3     CTD:0,0%     pOpt:0,0%
Reading DeviousFollowers V1.00 ...     ChAnims:34(34)     CTD:1,3%     pOpt:0,0%
Reading Deviously Cursed Loot V9.0 ...     ChAnims:23     CTD:0,2%     pOpt:0,1%
Reading EstrusChaurus V4.35 ...     ChAnims:0     CTD:0,0%     pOpt:0,0%
Reading FNISBase V7.6 ...     ChAnims:0     CTD:0,0%     pOpt:0,0%
Reading FNISCreatureVersion V7.0 ...     ChAnims:0     CTD:0,0%     pOpt:0,0%
Reading FNISSpells V5.0.1 ...     ChAnims:94     CTD:1,2%     pOpt:0,6%
Reading FunnyBizAmp V8.0 ...     ChAnims:55     CTD:0,4%     pOpt:0,1%
Reading FunnyBizBeastly V1.0 ...     ChAnims:90     CTD:0,6%     pOpt:0,1%
Reading FunnyBizBound V12.0 ...     ChAnims:180     CTD:1,1%     pOpt:0,3%
Reading FunnyBizFC V10.0 ...     ChAnims:146     CTD:0,9%     pOpt:0,2%
Reading FunnyBizFemDom V1.0 ...     ChAnims:85     CTD:0,5%     pOpt:0,1%
Reading FunnyBizFun V12.0 ...     ChAnims:334     CTD:2,0%     pOpt:0,5%
Reading FunnyBizGroup V8.0 ...     ChAnims:471     CTD:3,0%     pOpt:0,8%
Reading FunnyBizGuro V5.0 ...     ChAnims:108     CTD:0,7%     pOpt:0,2%
Reading FunnyBizLover V7.0 ...     ChAnims:156     CTD:1,0%     pOpt:0,2%
Reading FunnyBizMC V1.0 ...     ChAnims:45     CTD:0,3%     pOpt:0,1%
Reading FunnyBizMolag V1.0 ...     ChAnims:339     CTD:2,1%     pOpt:0,5%
Reading FunnyBizMtb V3.0 ...     ChAnims:23     CTD:0,2%     pOpt:0,0%
Reading FunnyBizNecro V10.0 ...     ChAnims:442     CTD:2,8%     pOpt:0,7%
Reading FunnyBizRape V11.0 ...     ChAnims:310     CTD:1,9%     pOpt:0,5%
Reading FunnyBizUn V12.0 ...     ChAnims:590     CTD:3,6%     pOpt:0,9%
Reading GSPoser V?.? ...     ChAnims:486     CTD:1,9%     pOpt:0,0%
Reading GS_SLAL_Creatures V1.0 ...     ChAnims:156     CTD:1,0%     pOpt:0,2%
Reading InteractiveGallow V?.? ...     ChAnims:4     CTD:0,0%     pOpt:0,0%
Reading ITortureFramework V1.00 ...     ChAnims:12     CTD:0,1%     pOpt:0,1%
Reading K4Anims V1.0 ...     ChAnims:132     CTD:1,6%     pOpt:1,0%
        NOTE: K4Anims has at least one identical -AV defined in both 's' and '+' line
Reading milkypack V1.8 ...     ChAnims:235     CTD:2,9%     pOpt:1,8%
        NOTE: milkypack has at least one identical -AV defined in both 's' and '+' line
Reading MiniNeeds V3.2 ...     ChAnims:27     CTD:0,3%     pOpt:0,2%
Reading MME V6.07 ...     ChAnims:52     CTD:0,2%     pOpt:0,0%
Reading MoreNastyCritters V1.0 ...     ChAnims:344     CTD:2,2%     pOpt:0,6%
Reading Nade_HumanWashing V1.0 ...     ChAnims:33     CTD:0,3%     pOpt:0,1%
Reading NakedDefeat V1.0 ...     ChAnims:125     CTD:1,5%     pOpt:1,0%
Reading NibblesAnims_Creature V1.0 ...     ChAnims:107     CTD:0,7%     pOpt:0,2%
Reading NibblesAnims_Creature_Object V1.0 ...     ChAnims:16     CTD:0,1%     pOpt:0,0%
Reading NibblesAnims_Human V1.0 ...     ChAnims:259     CTD:1,6%     pOpt:0,4%
Reading NibblesAnims_Object V1.0 ...     ChAnims:148     CTD:0,9%     pOpt:0,2%
Reading PamaFurnitureScr V1.5 ...     ChAnims:37     CTD:0,3%     pOpt:0,1%
Reading ProxyAnims V1.0 ...     ChAnims:48     CTD:0,3%     pOpt:0,1%
Reading RidingStyles V4.0 ...     ChAnims:111(96)     CTD:4,8%     pOpt:0,1%
Reading sanguinesDebauchery V?.? ...     ChAnims:107(21)     CTD:1,9%     pOpt:0,6%
Reading SexLab V1.63 ...     ChAnims:882     CTD:5,6%     pOpt:1,5%
Reading SexLabAP V1.63 ...     ChAnims:142     CTD:0,9%     pOpt:0,2%
Reading SexLabAroused V2.9 ...     ChAnims:5     CTD:0,1%     pOpt:0,0%
Reading SexLabCreature V1.63 ...     ChAnims:177     CTD:1,2%     pOpt:0,3%
Reading SexLab_Aroused_Creatures V1.0 ...     ChAnims:1     CTD:0,0%     pOpt:0,0%
Reading SH_animFurn V1.0 ...     ChAnims:14     CTD:0,1%     pOpt:0,0%
Reading SkyrimChainBeasts V?.? ...     ChAnims:68(68)     CTD:1,7%     pOpt:0,0%
Reading SpankThatAss V4.0.0 ...     ChAnims:2     CTD:0,0%     pOpt:0,0%
Reading SRBCreatures V1.0 ...     ChAnims:23     CTD:0,2%     pOpt:0,0%
Reading testpack V1.0 ...     ChAnims:294     CTD:1,7%     pOpt:0,4%
Reading Toys V1.5a ...     ChAnims:312(226)     CTD:5,2%     pOpt:0,1%
Reading ToysW V1.0 ...     ChAnims:12     CTD:0,2%     pOpt:0,1%
Reading TStory V1.1 ...     ChAnims:122     CTD:0,8%     pOpt:0,2%
Reading XPMSE V7.2 ...     ChAnims:164(164)     CTD:2,2%     pOpt:0,0%
Reading ZaZAnimationPack V8.00 ...     ChAnims:1667     CTD:7,9%     pOpt:0,1%
Reading ZaZAnimationPack+ V8.00 ...     ChAnims:42     CTD:0,2%     pOpt:0,0%
Reading znarokspack V1.0 ...     ChAnims:61     CTD:0,4%     pOpt:0,1%
Reading zzEstrus
>>Warning: Inconsistent mod zzEstrus. Number of animations differs between FNIS List (324) and corresponding behavior file (312)<<
 V2.50 ...     ChAnims:337(12)     CTD:3,8%     pOpt:0,2%

All Anim Lists scanned. Generating Behavior Files....
Alternate Animation mods: 11 sets: 80 total groups: 317 added file slots: 2424 alternate files: 1768

Create Creature Behaviors ...
Reading Billyy_CreatureConstructs V1.0 ...
Reading MoreNastyCritters V1.0 ...
Reading Anubs Creature V1.0 ...
Reading Anubs_Old V1.0 ...
Reading Billyy_Creature V1.0 ...
Reading Billyy_CreatureBeasts V1.0 ...
Reading Defeat V?.? ...
Reading FunnyBizFC V1.0 ...
Reading FunnyBizMC V1.0 ...
Reading NibblesAnims_Creature V1.0 ...
Reading SexLabCreature V1.63 ...
Reading AnimationsByLeito_Creatures V1.0 ...
Reading Billyy_CreatureHumanoids V1.0 ...
Reading Billyy_CreatureFurniture V1.0 ...
Reading Billyy_CreatureInsects V1.0 ...
Reading Billyy_CreatureMisc V1.0 ...
Reading K4Anims V?.? ...
Reading NibblesAnims_Creature_Object V1.0 ...
Reading SH_animFurn V1.0 ...
Reading GS_SLAL_Creatures V1.0 ...
Reading SRBCreatures V1.0 ...
Reading BaboHorribleHarassmentCreature V1.0 ...
Reading SexLab_Aroused_Creatures V1.0 ...

 17507 animations for 90 mods successfully included (character).
ChAnims: 17507  CTD:138,7%  pOpt:27,0%  max: 12620  LC: 36293 (max. 26162)

>>Warning: Too many custom animations. Your Skyrim is likely to crash (CTD, crash to desktop)<<
You can increase your animation number DRASTICALLY with these tools:
  Animation Limit Crash Fix (Skyrim SE and LE), SSE Engine Fixes (Skyrim SE only)
  Since FNIS cannot know if such mod is installed, it will still warn you at the original limit.
  But when such tool is used, load calculation can be switched off (FNIS.ini: "LoadCTDCalculation=0")
 5827 animations for 23 mods and 45 creatures successfully included..
 4 Warning(s).

 

 

 

There are a lot of Warning but they don't change my game (They were here before the instalation of this mod)

(Pls don't judge the mod I have installed)

 I have the tool for animations limit crash

Edited by Strompygames
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1 hour ago, Strompygames said:

There are a lot of Warning but they don't change my game

You wish! ?

 

1 hour ago, Strompygames said:

(Pls don't judge the mod I have installed)

I will, if they have errors ?

 

1 hour ago, Strompygames said:

>>Warning: AnimationList found in  "Animations\DarkDesiresClub", but no corresponding Behavior file. Incomplete mod IGNORED.<<

That looks like a broken mod?

 

1 hour ago, Strompygames said:

>>Warning: \character\behaviors\FNIS_dcc-display-model-2_Behavior.hkx not Skyrim SE compatible<<

Oh come on! Don't install LE mods with animations on SE >.<

REMOVE!

 

Activate the FNIS Gender Specific Animations patch

 

1 hour ago, Strompygames said:

>>Warning: AnimationList found in  "Animations\DarkDesiresClub", but no corresponding Behavior file. Incomplete mod IGNORED.<<
>>Warning: \character\behaviors\FNIS_dcc-display-model-2_Behavior.hkx not Skyrim SE compatible<<

Don't ignore warnings.

 

You have 4

DarkDesiresClub is broken, either tell the mod author or check the mod page for a patch. I would remove it in case it breaks crawling. (unless it just needs the FNIS Gender Patch or has a missing requirement, I mean it has a lot))

Display model LE has to be removed, check for a SE version.

 

>>Warning: Too many custom animations.

This warning can be ignored if you have a animation fix installed already

 

1 warning left.

>>Warning: Inconsistent mod zzEstrus. Number of animations differs between FNIS List (324) and corresponding behavior file (312)<<

could probably be ignored.

Did you check if that is the most stable version you are using or if it's for Estrus+ you might not need the newest zzEstrus version (which is often glitched).

 

You can also run a FNIS Conistence Check in case there is more bad news.

 

 

What to do:

FIRST:

>> Remove Display Model LE first and rebuild FNIS and check ingame. (don't forget FNIS Gender patch)

 

SECOND:

>> activate the "GENDER Specific Animations" FNIS Patch and run FNIS again (this makes FNIS search for a sub-folder with only female animations)

> Helps with whipping animations (if females whip ZAP), and female animations, maybe even repairs the missing animations from that club (if it only adds female animations).

> test ingame crawling

 

THIRD:

>> If all that didn't help with crawling  >> remove also the Club and run FNIS and retest crawling.

 

Edited by donttouchmethere
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1 hour ago, donttouchmethere said:

You wish! ?

 

I will, if they have errors ?

 

That looks like a broken mod?

 

Oh come on! Don't install LE mods with animations on SE >.<

REMOVE!

 

Activate the FNIS Gender Specific Animations patch

 

Don't ignore warnings.

 

You have 4

DarkDesiresClub is broken, either tell the mod author or check the mod page for a patch. I would remove it in case it breaks crawling. (unless it just needs the FNIS Gender Patch or has a missing requirement, I mean it has a lot))

Display model LE has to be removed, check for a SE version.

 

>>Warning: Too many custom animations.

This warning can be ignored if you have a animation fix installed already

 

1 warning left.

>>Warning: Inconsistent mod zzEstrus. Number of animations differs between FNIS List (324) and corresponding behavior file (312)<<

could probably be ignored.

Did you check if that is the most stable version you are using or if it's for Estrus+ you might not need the newest zzEstrus version (which is often glitched).

 

You can also run a FNIS Conistence Check in case there is more bad news.

 

 

What to do:

FIRST:

>> Remove Display Model LE first and rebuild FNIS and check ingame. (don't forget FNIS Gender patch)

 

SECOND:

>> activate the "GENDER Specific Animations" FNIS Patch and run FNIS again (this makes FNIS search for a sub-folder with only female animations)

> Helps with whipping animations (if females whip ZAP), and female animations, maybe even repairs the missing animations from that club (if it only adds female animations).

> test ingame crawling

 

THIRD:

>> If all that didn't help with crawling  >> remove also the Club and run FNIS and retest crawling.

 

 

Agree with most of this but, assuming he really is using the right versions of Estrus, the 'difference' warning messages have been reported by FNIS for as long as i can remember - and I'm old - and they don't break anything.  FWIW, I run the two NEXUS Estrus mods below together quite comfortably. 

 

That was true for both LE and SE 

 

You can omit the add on if you don't want it.  And if you don't want the basic mod spells etc, but just the animations, textures etc for use by LL Mods such as  Estrus Chaurus, Spider, Dwemer or the various other mods requiring them. you can tick just the mod in MO2's L/H pane, but not activate the esp in your R/H pane load order.  It'll a;l work fine

 

EstrusForSkyrimSE V250beta

EstrusAddonVer112-12832-1-12

 

Hope that helps

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6 minutes ago, Strompygames said:

Ok I just removed Display Model LE and now its working perfectly

Thanks you very much

 

DM3 for SE is very good.  Better than the original.  And there are now addon packs being made by other modders using the same basic mechanic. 

 

Should try that if you have the room in your load order

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1 hour ago, DonQuiWho said:

 

DM3 for SE is very good.  Better than the original.  And there are now addon packs being made by other modders using the same basic mechanic. 

 

Should try that if you have the room in your load order

okok I will try thx

 

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Hi, me again, i was wondering if you could get some more shiny textures for the gold and silver restraints, the current gold and silver restraints and chainbeasts for that mater look kinda plastic, no offence meant. 

if you've seen Zaz v8+ and the gold restraints there look nice

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On 4/1/2022 at 11:38 PM, DonQuiWho said:

I have a quick report. 

 

Thanks for reporting and sharing the logs.  Some thoughts below. When I have some more time I'll see about doing some more checks, but unsure of how to test possible causes/solutions without a reliable way of reproducing the issues...
For future reference; the SCBLog.x.log (in .../logs/scripts/user) might be good to add as well as it contains all regular SCB logging, while the main log only contains the error messages.


One thing I noticed was that some properties on the scb_int_core quest do not seem to not be properly filled (in all logs).  Might indicate an update did not work entirely as expected (or I need to check they are properly filled in the first place...)

> one of the Aroused Creatures fraternity, took a shine to my PC and interrupted the Crawl of Shame and did its thing.  The Beast never recovered the situation,
Was the player free from AI control (force player AI needed - can be done manually using ZAZ control menu) or just stuck waiting (AI update needed, maybe I should add an option for this in the status menu - fast forward or force release are option that could be tried atm)?

Not able to use alchemy table; stops on enter -  reminds me of what happens when some bondage mods zaz/DD? disallow use of such devices while bound.
However in Log0 I notice that portableAlchemy (PA) gives `none' errors on what I assume is supposed to be a reference to the player.  
Not sure what causes it, maybe if the player is stuck in some other alias it does not properly fill one being used by PA?
(though afaik know the SCB quests do not reserve the reference so it should not cause this but it's my best guess atm),
if stopping the SCB quests (I assume you mean calling `shut down SCB' in the MCM>debug menu) fixes it, this points at this as well.
 

Follow up log:
Seems an unloaded NPC was captured but not properly placed in an alias. Something to look into and try to add some contigencies (but hard to test...)
All I can thing of that this may have caused the related quest to get stuck for a bit (not sure how though, and it should recover after a time out), if that happened,
new NPCs might not be able to start that quest and be waiting around until the timeout kicks in).

If a quest shows as `busy' in the status menu, its likely stuck (it should only be in the busy state for an instant), releasing the quest (in MCM>status) might help.

(After quests are released) generally using eg force release in the status menu for misbehaving NPCs/follower is likely the best way to recover them; summening them/moving them in another way will likely not release them from the SCB quest.

(If releasing through the MCM>status fixes it, then at least there is a work around...)

 

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21 minutes ago, MTB said:

 

Thanks for reporting and sharing the logs.  Some thoughts below. When I have some more time I'll see about doing some more checks, but unsure of how to test possible causes/solutions without a reliable way of reproducing the issues...
For future reference; the SCBLog.x.log (in .../logs/scripts/user) might be good to add as well as it contains all regular SCB logging, while the main log only contains the error messages.


One thing I noticed was that some properties on the scb_int_core quest do not seem to not be properly filled (in all logs).  Might indicate an update did not work entirely as expected (or I need to check they are properly filled in the first place...)

> one of the Aroused Creatures fraternity, took a shine to my PC and interrupted the Crawl of Shame and did its thing.  The Beast never recovered the situation,
Was the player free from AI control (force player AI needed - can be done manually using ZAZ control menu) or just stuck waiting (AI update needed, maybe I should add an option for this in the status menu - fast forward or force release are option that could be tried atm)?

Not able to use alchemy table; stops on enter -  reminds me of what happens when some bondage mods zaz/DD? disallow use of such devices while bound.
However in Log0 I notice that portableAlchemy (PA) gives `none' errors on what I assume is supposed to be a reference to the player.  
Not sure what causes it, maybe if the player is stuck in some other alias it does not properly fill one being used by PA?
(though afaik know the SCB quests do not reserve the reference so it should not cause this but it's my best guess atm),
if stopping the SCB quests (I assume you mean calling `shut down SCB' in the MCM>debug menu) fixes it, this points at this as well.
 

Follow up log:
Seems an unloaded NPC was captured but not properly placed in an alias. Something to look into and try to add some contigencies (but hard to test...)
All I can thing of that this may have caused the related quest to get stuck for a bit (not sure how though, and it should recover after a time out), if that happened,
new NPCs might not be able to start that quest and be waiting around until the timeout kicks in).

If a quest shows as `busy' in the status menu, its likely stuck (it should only be in the busy state for an instant), releasing the quest (in MCM>status) might help.

(After quests are released) generally using eg force release in the status menu for misbehaving NPCs/follower is likely the best way to recover them; summening them/moving them in another way will likely not release them from the SCB quest.

(If releasing through the MCM>status fixes it, then at least there is a work around...)

 

 

Thanks for the very full reply

 

I won't pretend to understand it all, but next I play that game, I'll pop by Markarth and try to run these events again, look at/try what you suggested, and see if there is anything significantly different happens.  If there is, I'll let you know and try to get your mod's logs too

 

The glitches are fixable once you know how, and don't really detract too much from the gameplay, which is still about as good as is to be found on LL ?

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On 4/10/2022 at 5:26 AM, Yoen said:

Hi, me again, i was wondering if you could get some more shiny textures for the gold and silver restraints, the current gold and silver restraints and chainbeasts for that mater look kinda plastic, no offence meant. 

if you've seen Zaz v8+ and the gold restraints there look nice

 

No offense taken. I'd like to have better silver/gold looks as well. But for now I'm mainly just happy I got them to not look pink anymore (see old screenshot), well except for the ones that are supposed to look pink (see new-screenshot) ;) 

 

Short answer;  I could use a smoother surface (normal map) which might make it look more shiny but not sure that will make them less plastic looking.  Anything else; not really unless I learn more about UV mapping/properly applying textures and lighting to meshes in general.  

 

Long answer (with likely lots of mistakes in the terminology):
for the arm/leg/collar: same meshes as in zaz; so materials for those will also work on the scb versions - so a gold version would be possible (but it would mismatch the mask/beasts), but I don't think there's silver ones in zaz.
For the mask/beasts: these are custom meshes; the zaz materials don't work the same on them (for mask and old beasts not at all, for new beasts (eg crab) somewhat but seems less strong than it appears on the zaz restraints).
Issue is that afaik the gold color on the Zaz items comes from the cube map rather than directly from the texture (at least in v7, did not look to see if v8+ does it differently).
The trick I use to change the color to something resembling gold/silver is to swap out the diffuse map.
I could instead directly apply a texture to the mesh but I've tried some and the result does not look very good, likely needs: redo the UV mapping, and/or improve the lighting map(s) and create a silver cube map...none of which is in my current skill set unfortunately.

 

old-screenshot.jpg

new-screenshot.jpg

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Actually made me play with the textures and normal map options a bit again.  Some nifskope screen shots attached.

For the silver using a more shiny appearance might work, more testing required.

 

For the gold, it may look better to actually use a rougher normal map rather than make it more shiny.  Gives is a sort of rough gold, gold nugget like appearance instead of a ultra refined metal look.   Combined with slightly more yellow color it results in attached pics. 

 

 

goldrestraints.jpg

MP-gold.jpg

MP-gold-closeup.jpg

MP-silver.jpg

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Hey there, I'm having some trouble in that the chain beasts don't seem to ignore me while making deliveries via S.L.U.T.S. Resume V2.7 with the setting enabled, I'm using Skyrim Chain Beasts V056a.

 

Additionally, I was thinking: What if there was a setting that would automatically return any gear taken from NPC's when the chain beast that took them is killed, it would stop random NPC's from walking around naked even though the chain beast that attacked them is now dead, essentially acting as if the NPC picked the box to get their gear back themselves, that way I wouldn't have to run the debug command to return their gear for them every time I see a nude NPC.

 

Cheers.

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On 4/17/2022 at 9:41 PM, SwissxPiplup said:

Hey there, I'm having some trouble in that the chain beasts don't seem to ignore me while making deliveries via S.L.U.T.S. Resume V2.7 with the setting enabled, I'm using Skyrim Chain Beasts V056a.

 

Additionally, I was thinking: What if there was a setting that would automatically return any gear taken from NPC's when the chain beast that took them is killed, it would stop random NPC's from walking around naked even though the chain beast that attacked them is now dead, essentially acting as if the NPC picked the box to get their gear back themselves, that way I wouldn't have to run the debug command to return their gear for them every time I see a nude NPC.

 

Cheers.

 

 

S.L.U.T.S. Resume : Ok will actually have to install it and test, see if I can find & fix the issue...

Edit: not tested yet but looks like that sluts version uses as name sluts.esp rather than S_L_U_T_S.esp, which would mean it would not be found by my builtin code.

Either:  Try renaming it to S_L_U_T_S.esp  or try attached updated script; (in which the sluts option should only appear in the MCM if an esp S_L_U_T_S.esp or sluts.esp is found.)  Disable the option (if already enabled) and enable it again to try to set the faction then test again; those `on the job' should be ignored by beasts.


>run the debug command to return their gear for them every time I see a nude NPC.

The in game way would be to talk to the NPC and tell them to go recover their gear (or, if restrained release them - requires and consumes a key).

 

> the beast that took them;

It's not tracked which beast took which victims stuff, so that's not really feasible.

Some other mechanism, like area spell or timer might be possible. (Perhaps an auto release mechanism - possibly with tie ins to the key miner quest ; eg auto release likelihood depends on availability of keys.) ... I'll add that to the ideas list but not a priority for now, too many only partially done things to work on once I have more time again.

 

 

SCB_MCMScript.pex

Edited by MTB
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