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Skyrim Chain Beasts


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Posted

How would you feel about separating out the in-world encounters into an esp file? So the beasts and summon spells can be used by other mods, but without necessarily adding the mines and so forth to the world?

 

I'd quite like to add some chainbeat spells to the Slaver's Spellbook, for instance, but (play a male charcter as I am) I'd sooner not have to tiptoe around mines or fight off beasts in the Pelagius wing.

 

[edit]

 

Also, looking through your code, any particular reason you use PAH.AddSlave rather than PAH.Capture? If you just add the slave, the actor isn't cleaned and you'll get odd results with bandits and other leveled actors.

 

(I'm asking because I want to do much the same thing myself, so I'm wondering if I'm missing something)

 

Posted
On 3/6/2019 at 9:26 PM, Lord_Ozai said:

So, I recently went through the process of installing all the necessary components of the mod and then the mod itself. However, I think I ended up messing up on one part or another, as none of the objects the chain beasts normally carry you to seem to work, nor do most of the other animations regarding them (Crawling results in the character just walking to the post after being captured, only to then just stand there unmoving). I am using the 2.1 alpha version alone, as I'm not sure which version of them should be used or if multiple have to be used at once for it to work properly. In addition, none of the mods I have seem to conflict with it or should make the animations break, so I'm lost as to what to look out for specifically. I can post more specific info if need be, as I don't exactly know what is important in troubleshooting and what isn't.

 

Sound like an issue with the animations. Did you remember to re-run FNIS ?

(You can test with the MCM option `test player crawling' to see whether it is really an animation problem or another issue.)

 

 

Posted
7 hours ago, liruidong said:

There are some problems.

Some npc will attack others and even me(seem that she become the one of the beast)after the punishment.

Then the  beast can not attack the followers of other mods. When you force the beast to attack followers , followers can not be equiped with DD.

>pc will attack others and even me

Sometimes happens, though usually not after punishment.  I'm tweaking to try to prevent this as much as possible (at the cost of beasts sometimes going after invalid targets and visa versa).

>Then the  beast can not attack the followers of other mods.

Not quite sure what is going on here.  `Wild beasts' (from mines) should go after any target of the right gender (set in MCM).  Summoned beasts should go after enemies of the summoner.

>When you force the beast to attack followers , followers can not be equiped with DD.

Note; the mod uses Zaz restraints not DD. 

Perhaps some other mod is managing the inventory of the follower, thus preventing adding of restraints, not sure. Does it also happen with vanilla followers or only specific ones, are you using a follower management mod?

 

Posted
5 hours ago, DocClox said:

How would you feel about separating out the in-world endocunters into an esp file? So the beasts and summon spells can be used by other mods, but without necessarily adding the mines and so forth to the world?

 

I'd quite like to add some chainbeat spells to the Slaver's Spellbook, for instance, but (play a male charcter as I am) I'd sooner not have to tiptoe around mines or fight off beasts in the Pelagius wing.

 

[edit]

 

Also, looking through your code, any particular reason you use PAH.AddSlave rather than PAH.Capture? If you just add the slave, the actor isn't cleaned and you'll get odd results with bandits and other leveled actors.

 

(I'm asking because I want to do much the same thing myself, so I'm wondering if I'm missing something)

 

 

>separating out the in-world endocunters into an esp file?

Was planning on this indeed; esm with the beasts and core functionality but no world impact by itself, esp with all the world changes, quests.

Currently working on some preparations for this (eg introducing mod events for situations that cause quest updates.)

 

Is there an easy way to split a mod into (two) parts ?

 

>any particular reason you use PAH.AddSlave rather than PAH.Capture?

No reason; I found this function and it seemed to make sense and work.  Will switch to Capture if that is better.

 

 

Posted
12 minutes ago, MTB said:

Sound like an issue with the animations. Did you remember to re-run FNIS ?

(You can test with the MCM option `test player crawling' to see whether it is really an animation problem or another issue.)

...Oh. Well, I'm dumb. I forgot that FNIS had a process where you had to run it for it all to work. Turns out it fixed the animation issues. Though, I am still kind of confused as to the various versions of the mod? Should the Alpha be used due to possessing an installer? Should the 2.2 be layered on top of it? Sorry about the dumb questions, but regarding this topic, I am indeed exceptionally dumb.

Posted
5 minutes ago, MTB said:

Is there an easy way to split a mod into (two) parts ?

 

I'd be tempted to try TES5Edit. Back up the ESP and load your mod. Then exopand the entry for your esm and select all the CELL records. Right click and there should be an entry that says something like "copy into new esp" That'll duplicatet those record into a new file. Then you can delete the ones from the master.

 

You might need to add some magic to the command line though. (Or else create a shortcut and add the flags to the "Target" string. As it happens I was reading about this about half an hour ago: you'll need -AllowMasterFilesEdit  and -IKnowWhatImDoing

 

Or you can edit the esm in the CK but not set an active file. Then you can duplicate all the records and they'll save into a new mod. But it's harder to be sure you got everything that way, and then you need to edit the master again, on its own and active, and delete the same record, or next time you edit the esp file you'll get duplicates auto-added every time until you clean up the mess. I'd try xedit :)

 

13 minutes ago, MTB said:

Will switch to Capture if that is better.

 

It looks to be. I'm not an expert on the mod, but Capture will clone the actor and add it to PAH's internal bookkeeping lists and factions.

 

You might get a problem with PAH sending the actor into bleedout when it's still captured by your beast. I'm notsure what that'll do in terms of animation though, so you might need to release them first, give it a second to process, and then call Capture(). I'm sure you can figure it out.

Posted
2 hours ago, Lord_Ozai said:

...Oh. Well, I'm dumb. I forgot that FNIS had a process where you had to run it for it all to work. Turns out it fixed the animation issues. Though, I am still kind of confused as to the various versions of the mod? Should the Alpha be used due to possessing an installer? Should the 2.2 be layered on top of it? Sorry about the dumb questions, but regarding this topic, I am indeed exceptionally dumb.

 

On LE you can choose between 0.2.0 and 0.2.1 (new features but less tested).  You only need one file; it contains installer (FOmod) with options.

If you are using SSE use 0.2.1 and install 0.2.2 update (bug fix) over top. (Is only the core mode so no installer used here.)

(All other version can be considered old `archive' copies.)

 

Posted

Alright, so, after a bit of testing and messing around, it seems that FNIS being run seemed to fix most of the issues, with the exception of one: The crawling still doesn't seem to work. Not sure what to do regarding this, but I certainly hope to get a fix for this, since it seems like a pretty damn interesting mod.

Note: I'm on the LE version of Skyrim.

Posted
On 3/14/2019 at 10:21 AM, johntrine said:

cbbe bodyslide doesnt work in 0.2.1. is it just me? or is this a problem for others as well?

They were messed up (only seem to work because I had some other files floating about). I've added updated files which hopefully fix the issue.

 

Posted
12 hours ago, MTB said:

They were messed up (only seem to work because I had some other files floating about). I've added updated files which hopefully fix the issue.

 

sweet. but also, i think that upon being captured, the player is supposed to crawl, which mine doesnt. i did re-ran fnis. twice.

Posted
On 3/9/2019 at 6:16 AM, Lord_Ozai said:

Alright, so, after a bit of testing and messing around, it seems that FNIS being run seemed to fix most of the issues, with the exception of one: The crawling still doesn't seem to work. Not sure what to do regarding this, but I certainly hope to get a fix for this, since it seems like a pretty damn interesting mod.

Note: I'm on the LE version of Skyrim.

 

7 hours ago, johntrine said:

sweet. but also, i think that upon being captured, the player is supposed to crawl, which mine doesnt. i did re-ran fnis. twice.

 

Once fully captured (note there are several rounds unless `quick capture' is selected in the MCM), the victim should ride (eg chainspider) or crawl (chainbeast) to a nearby furniture.

What goes wrong; the victims walk to the devices instead of crawl once they are fully captured?

The victims (NPC) gets the crawler equipped but do not go to furniture at all?

Victims do not get crawler equipped?

 

If the first please check:

Does the crawling animation work at all:   Go to MCM and select the player crawling test option.

 If not: Check the output during FNIS, is SkyrimChainBeast ( ... X alternate animations ) mentioned? Are the animation file in the right place \Data\Meshes\actors\character\animations\SkyrimChainBeasts and FNIS_SkyrimChainBeasts_Behavior.hkx in \Data\Meshes\actors\character\behaviors  (I sometimes mess up the location when I pack the files but I think they are fine in recent versions...)

If that does work, how heavily loaded is the system? If very busy it may take some moments before the change to crawling is activated, but it should still happen.  Can't really think of any reason why it would not start if crawling by itself does work...

 

If second: Perhaps there is a very high priority quest running on that NPC. That would prevent the `move to furniture AI' from this quest from getting activated; some form of mod conflict.

 

If third: Some mod unequipping devices in between consecutive captures so mod cannot progress? Again a form of mod conflict.

 

For later two would need to know which mods it could be...

 

 

Posted
49 minutes ago, MTB said:

 

 

Once fully captured (note there are several rounds unless `quick capture' is selected in the MCM), the victim should ride (eg chainspider) or crawl (chainbeast) to a nearby furniture.

What goes wrong; the victims walk to the devices instead of crawl once they are fully captured?

The victims (NPC) gets the crawler equipped but do not go to furniture at all?

Victims do not get crawler equipped?

 

If the first please check:

Does the crawling animation work at all:   Go to MCM and select the player crawling test option.

 If not: Check the output during FNIS, is SkyrimChainBeast ( ... X alternate animations ) mentioned? Are the animation file in the right place \Data\Meshes\actors\character\animations\SkyrimChainBeasts and FNIS_SkyrimChainBeasts_Behavior.hkx in \Data\Meshes\actors\character\behaviors  (I sometimes mess up the location when I pack the files but I think they are fine in recent versions...)

If that does work, how heavily loaded is the system? If very busy it may take some moments before the change to crawling is activated, but it should still happen.  Can't really think of any reason why it would not start if crawling by itself does work...

 

If second: Perhaps there is a very high priority quest running on that NPC. That would prevent the `move to furniture AI' from this quest from getting activated; some form of mod conflict.

 

If third: Some mod unequipping devices in between consecutive captures so mod cannot progress? Again a form of mod conflict.

 

For later two would need to know which mods it could be...

 

 

so... 1st and foremost. i'm trying out the mod in the spawn point when you start the new game with the alt start. buuuuuut, clicking on test crawl in mcm makes an aura around the character and then nothing happens. also, getting caught just makes the character walk. i'm using v 0.23 installed over 0.22. since i'm not on pc, will check the output and let you know about that tomorrow. ps- i'm using quick capture and also, no option in stat menu in mcm was interactable. also,also, using mod organizer

also, maybe bug, maybe intended, but spawning 2 enemies and getting caught by one and attacked by the other causes the the chain beast wrapped around you to "let go." sometimes even without the other enemy the beasts just let go. plus, having the option to not lose items, having a beast key and getting caught causes a hilarious loop of getting captured, freed, captured, freed till ctd for me. XD ps i knew something like this would happen, i still did it for the lolz.

 

edit- i went f it and checked it, and none of the above mentioned files are in said folders. or in any folders.

Posted

Any chance of integrating this with Slaverun? It's occurred to me that this might be an interesting way to force-walk slaves from one slavery mission to another, perhaps a prerequisite for going into territories where slavery laws are not in effect.

Posted
15 hours ago, johntrine said:

so... 1st and foremost. i'm trying out the mod in the spawn point when you start the new game with the alt start. buuuuuut, clicking on test crawl in mcm makes an aura around the character and then nothing happens. also, getting caught just makes the character walk. i'm using v 0.23 installed over 0.22. since i'm not on pc, will check the output and let you know about that tomorrow. ps- i'm using quick capture and also, no option in stat menu in mcm was interactable. also,also, using mod organizer

also, maybe bug, maybe intended, but spawning 2 enemies and getting caught by one and attacked by the other causes the the chain beast wrapped around you to "let go." sometimes even without the other enemy the beasts just let go. plus, having the option to not lose items, having a beast key and getting caught causes a hilarious loop of getting captured, freed, captured, freed till ctd for me. XD ps i knew something like this would happen, i still did it for the lolz.

 

edit- i went f it and checked it, and none of the above mentioned files are in said folders. or in any folders.

 

> none of the above mentioned files are in said folders

Ok than that is the problem; animation files missing.

 

>i'm using v 0.23 installed over 0.22

That would indeed not work as neither of those have the animations included; V0.2.2 is an update for the SSE version only, needs V0.2.1 for SSE.  V0.2.3 is for LE only. 

Please try:

If using SSE:  Install SSE_V0.2.1, then SSE_V0.2.2 over top

If using LE: Install V0.2.1-aplha-repack then V0.2.3 over top, and if you use CBBE also CBBE fix over top.

 

(Sorry for the messy versioning. I should make a single installer for LE again and one for SSE but you know time... )

 

Posted
10 hours ago, HermausMoron said:

Any chance of integrating this with Slaverun? It's occurred to me that this might be an interesting way to force-walk slaves from one slavery mission to another, perhaps a prerequisite for going into territories where slavery laws are not in effect.

Perhaps I can make `forced chainbeast travel' available via mod events that would make it easy for other mods to use. 

I was also planning a `direct attach spell' (for PAH plugin but could be used more generally) that would attach a beast directly to the victim and make them follow the caster - as it does now in the PAH plugin after a player summoned beast captures a victim. That may also be a suitable option for this scenario.

 

Posted
2 hours ago, MTB said:

 

> none of the above mentioned files are in said folders

Ok than that is the problem; animation files missing.

 

>i'm using v 0.23 installed over 0.22

That would indeed not work as neither of those have the animations included; V0.2.2 is an update for the SSE version only, needs V0.2.1 for SSE.  V0.2.3 is for LE only. 

Please try:

If using SSE:  Install SSE_V0.2.1, then SSE_V0.2.2 over top

If using LE: Install V0.2.1-aplha-repack then V0.2.3 over top, and if you use CBBE also CBBE fix over top.

 

(Sorry for the messy versioning. I should make a single installer for LE again and one for SSE but you know time... )

 

so apparently since i used the mod first using 0.23 over 0.22, i have to use a new save to try it out which is nice. btw, new save has the test crawling working buuuut, spawning a mine to make a beast to get captured doesnt initiate crawling... sooooo.... ehhh?

Posted
1 hour ago, johntrine said:

so apparently since i used the mod first using 0.23 over 0.22, i have to use a new save to try it out which is nice. btw, new save has the test crawling working buuuut, spawning a mine to make a beast to get captured doesnt initiate crawling... sooooo.... ehhh?

> spawning a mine

So you are creating a new mine somewhere? 

Is there a Zaz device nearby - if not the beast may not be able to find a place to take you.

(It should then let you go after a few moments...unless take to Simple slavery is active; then it should crawl there - provided it is able to find a route... )

With 0.2.3 ensure the integration esp is also activated to get the mines in the world. 

During testing I usually use alt start - Patron at Riverwood Sleeping Giant Inn to quickly get near the devices.

 

New save is the safest though I think only the animations files would be missing so a save which had 0.2.3 over 0.2.2 would likely still be ok.

Edit: or not - Animations get initialized when the mod gets initialized so they likely will not work without a clean save.

(If the save has run with an earlier version I would definitely recommend a clean save as otherwise changes to properties/scripts may not get done correctly. )

 

Posted
3 hours ago, MTB said:

So you are creating a new mine somewhere?

yeah. in the spawn area where you choose new life.

3 hours ago, MTB said:

Is there a Zaz device nearby - if not the beast may not be able to find a place to take you.

 (It should then let you go after a few moments...unless take to Simple slavery is active; then it should crawl there - provided it is able to find a route... )

With 0.2.3 ensure the integration esp is also activated to get the mines in the world. 

 During testing I usually use alt start - Patron at Riverwood Sleeping Giant Inn to quickly get near the devices.

 

huh? i might be wrong but a version i tried before made it so that you would crawl even without zaz devices near you. also, since your mod uses zaz, does that mean in future, it would be incompatible with devious series of mods since they are both planning to go there separate ways.

Posted
7 minutes ago, johntrine said:

yeah. in the spawn area where you choose new life.

huh? i might be wrong but a version i tried before made it so that you would crawl even without zaz devices near you. also, since your mod uses zaz, does that mean in future, it would be incompatible with devious series of mods since they are both planning to go there separate ways.

Well with `near' I mean in the loaded area - which could be big and indeed it does not always need furniture nearby, for example with `Send to Simple Slavery' activated.  But in the starting jail it has nowhere to go, so likely that will not trigger crawling.

 

Can't look into the future, but as long as the new DD does not become incompatible with the exiting Zaz 7 then it will probably be fine. Current version has some basic checks to prevent incompatibility with DD.

 

Posted
15 hours ago, MTB said:

Well with `near' I mean in the loaded area - which could be big and indeed it does not always need furniture nearby, for example with `Send to Simple Slavery' activated.  But in the starting jail it has nowhere to go, so likely that will not trigger crawling.

 

yeah. guess i'll try spawning one at the inn start

15 hours ago, MTB said:

Can't look into the future, but as long as the new DD does not become incompatible with the exiting Zaz 7 then it will probably be fine. Current version has some basic checks to prevent incompatibility with DD

i think they are planning to remove zaz 7 support. you might wanna ask kimy or t.ara about it just to be sure and future proof the mod.

  • 1 month later...
Posted

Oh it would be amazing if this was somehow integrated into cursed loot or just used it's own random loot  trigger trap, So it would be more of a accidental situation instead of actively searching for the chainbeats.

  • 3 weeks later...
Posted

So I really love the idea of this mod and was testing it out on a new save today. I was able to summon a chain beast, along with summoning a mine. The beasts took my possessions and gave me 4 bindings upon reaching 50% stamina. Everything was going well. However, every time it goes to the next stage, my game completely crashes. I'm not sure if this bug has been found/fixed already, but I'd really like to know the workaround so I can continue using this neat mod!

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