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On 5/21/2019 at 5:57 AM, 2332fun said:

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!

 

Does it already equip the crawler on the final step before punishment?

(i.e. does it crash right after the next take down (equipping crawler) or after a few seconds (finding destination, starting crawling))

Are you `near' (same loaded area as) a ZAZ devices when captured (if not is send to simple slavery active and where where you captured? - should simply release if fails to

find destination but who knows)?

See also below.

 

On 5/26/2019 at 11:26 PM, DragonFoxGamer said:

just to let you know it keeps crashing on me whenever i'm an argonian, anybody know how to fix that?

 

Not able to reproduce either issue.

 

Should work for argonians as well and just confirmed this with a quick test run.  At what point does it crash?

Things to try to narrow down problem: Check script log for last messages (all start with SCB_ ) - does it match the expected event, does it show errors (there may be error complaining about ZAZ device scripts not being able to start - that is known and, afaik should not be causing crashes).

 

If crashes on trying to equip: 

Try equipping armor pieces manually to see those are working; Use eg addmenuitem or console (help SCB_ ,  player.additem <nr-of-armor>  1 )  to add.

(collar, legs, mask, arms, crawler)

If crashes when starting crawling:

 Try starting crawling from the MCM menu to ensure anim working ok.

If crashes when entering devices:

 Try entering a ZAZ device manually.

 

(Enabling quick capture may allow faster testing if the problem is not the equipping armor.)

 

If those don't pinpoint a more specific problem I'm not sure what to do.

 

 

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I was looking at this mod and had questions about how it handles restraints already worn when the attack starts.  Looking through the scripts, if seems as if it's checking for the various zad_Devious keywords, leaving those devices alone during the strip, and skipping trying to equip its own device if you're already wearing one in that slot.  So if for example you're wearing a collar and gag, these will be left on when you're stripped, and you're effectively already half captured.  Is that correct?  How would previously-worn restraints be handled when you use a key to free yourself -- would they be retained?

 

This work looks really interesting.  I hope that you have the time to keep developing it.  A few general comments.  The installation instructions seem to be outdated and the process is unclear (the latest version did not include the animations).  You've done some nice work adding customization options.  Why not show that off with some MCM screen shots?  As some others have suggested, the ability to randomly encounter chain beasts would be fun, and/or as a surprise when opening a chest.  Thanks again for bringing a new and interesting peril to Skyrim. 

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On 6/3/2019 at 12:47 AM, HexBolt8 said:

I was looking at this mod and had questions about how it handles restraints already worn when the attack starts.  Looking through the scripts, if seems as if it's checking for the various zad_Devious keywords, leaving those devices alone during the strip, and skipping trying to equip its own device if you're already wearing one in that slot.  So if for example you're wearing a collar and gag, these will be left on when you're stripped, and you're effectively already half captured.  Is that correct?  How would previously-worn restraints be handled when you use a key to free yourself -- would they be retained?

 

This work looks really interesting.  I hope that you have the time to keep developing it.  A few general comments.  The installation instructions seem to be outdated and the process is unclear (the latest version did not include the animations).  You've done some nice work adding customization options.  Why not show that off with some MCM screen shots?  As some others have suggested, the ability to randomly encounter chain beasts would be fun, and/or as a surprise when opening a chest.  Thanks again for bringing a new and interesting peril to Skyrim. 

 

> Is that correct?

Yep that is the general idea; it also checks for equivalent DD or ZAZ when deciding what stage to move to next.

>How would previously-worn restraints be handled when you use a key to free yourself -- would they be retained?

The key only removes devices with the SCB_restraint keyword (or something like that), so devices not added by this mod would indeed be retained.

 

>This work looks really interesting.  I hope that you have the time to keep developing it. 

Thanks.  RL been real busy last few months so no time to work on this, perhaps in the summer again.

 

>The installation instructions seem to be outdated and the process is unclear (the latest version did not include the animations).

Yes, added some quick things that I did want to release but had no time to put together a nice installer so it takes a few steps.

I think I added basic steps either in this thread or in the update comments...editing the main description page was not working for a while.

 

> As some others have suggested, the ability to randomly encounter chain beasts would be fun, and/or as a surprise when opening a chest. 

I tried adding beasts to leveled lists but that is not possible as they have a script attached to them - converting it into a racial ability may work will try when I have time.

 

2 hours ago, donttouchmethere said:

that's by far the creepiest thing on my setup and I love it (other things are creepy too but you get used to it after a while, can't get used to those walking chains tho):

 

You can run but you can't ... well actually if it catches you running won't be much of an option anymore either ;).

Glad you like it.

 

 

 

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Thank you for your answers, MTB.  It looks like you've carefully thought through handling worn restraints.  Great!  ?

 

A couple of ideas, for whenever you have time to get back to modding:

 

A player-adjustable setting for the stamina capture threshold.  The existing difficulty settings are good, but it would be nice to have another factor to fine-tune the difficulty.

 

An option for a magicka draining collar (-1000 magicka enchantment), to place a stripped mage at a similar disadvantage to a stripped warrior -- and no more using healing spells with Respite perk to heal stamina.  Just as an option for those who want the challenge. 

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  • 3 weeks later...
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On 6/26/2019 at 7:30 PM, Shelana-vance said:

ok so i ran fnis, made sure the files are in the right place and im running 2.3 on top of 2.3, but animations wont work 

2.3 over 2.3? that does not sound right.  I've added a version with installer again (0.2.5). If I did not mess up packing it, then should include everything needed.

 

On 6/26/2019 at 2:51 AM, Risamei said:

is there a mod that adds them to the world rather then just having to summon them manually?

In the newest version there is a first version of a plugin that does that (In the wild).  However, its more of a tech demo/test platform than a real mod/plugin at this stage.

(It should however now be much easier to add to other mods.)

 

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1 hour ago, MTB said:

Description was getting to large so moved change log history as attached text file here instead.

Why not just put the change log inside a spoiler section?  A lot of mods do that.  It's tidy but still convenient to read. 

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11 minutes ago, HexBolt8 said:

Why not just put the change log inside a spoiler section?  A lot of mods do that.  It's tidy but still convenient to read. 

Did that before. The problem, however, was that updating the description was not working, not that it was too long to read.

When I reduced the size I was able to save my edits again.

 

On 6/7/2019 at 12:47 AM, HexBolt8 said:

A player-adjustable setting for the stamina capture threshold.  The existing difficulty settings are good, but it would be nice to have another factor to fine-tune the difficulty.

 

An option for a magicka draining collar (-1000 magicka enchantment), to place a stripped mage at a similar disadvantage to a stripped warrior -- and no more using healing spells with Respite perk to heal stamina.  Just as an option for those who want the challenge. 

Note I added the later in some form. (I could easily up the max debuf strength limit if needed - just changing one number in the MCM script...)

I would not know how to do the former; can only compare to a number (not eg a global or anything else that can be set from a script) in a condition.

 

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21 hours ago, Siudhne said:

Since April '18 I have waited... and there they are. Leveled lists! Awesome!

 

However, you say the plugin is very limited. How so?

 

It only adds some beasts to one type of area (plains) - easy enough to extend, just need to do it yet.

It does not have traps - I'm still working on those.

 

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1 hour ago, MTB said:

 

It only adds some beasts to one type of area (plains) - easy enough to extend, just need to do it yet.

It does not have traps - I'm still working on those.

 

Oh well, reason enough to follow development of this mod more closely (again). ?

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I looked at this mod waaaay back when it was pretty new. Sounded really cool, but didn`t seem to do much, really. It puts you in a zaz device, and then you sit there for awhile, and then you`re freed. OK, so...why? Plus, not a big fan of the zaz stuff. Only reason I use it is because other mods require it. Don`t get me wrong, this mod and zaz seem great, IF other mods give them a purpose. So, anyway...been following Docs' Slavers Spellbook, and he mentions Chained Beasts a few times. Then I see this just got updated, so I check it out. What do I see? PAHE implementing chain beasts option. Now we`re talkin'. So finally, the point of this post: if I use the PAHE version, I can summon the beasts to capture/enslave viable targets(females, in my case)? And can I summon more than one at a time? If the answer is "yes" to the first question, then I may install the mod. If the answer is "yes" to both, I have to install the mod. Leading a string of chain beasts home with fresh livestock in their grip sounds great. What would really be cool is if once they caught someone, it`d walk them back to my PAHE/HSH location(HSH permanent camp/home) where they`re injected into the HSH framework automatically. Perhaps assign a follower to escort them. Be real handy in dungeons, and wouldn`t have to return home every time I harvest fresh livestock. Pretty sure that`s probably impossible, but one can dream. I do so love automation. Being a slaver can get REALLY tedious, sometimes.

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14 hours ago, rcy68 said:

... if I use the PAHE version, I can summon the beasts to capture/enslave viable targets(females, in my case)? And can I summon more than one at a time? If the answer is "yes" to the first question, then I may install the mod. If the answer is "yes" to both, I have to install the mod. Leading a string of chain beasts home with fresh livestock in their grip sounds great. What would really be cool is if once they caught someone, it`d walk them back to my PAHE/HSH location(HSH permanent camp/home) where they`re injected into the HSH framework automatically. Perhaps assign a follower to escort them. ...

 

Yes, No but: Yes, Maybe and Yes but not yet.

 

Let me explain those:

Already possible:

-You can set the target gender in the MCM.  You'll need to learn the spell. (Find the book/use the MCM/...) Then you can summon a chain beast. The beast behaves as a standard summons, until it captures someone.  It will thus target any of your enemies, but only capture those that match the target gender(s) and are of a playable race.
-You can only have one summoned creature (or 2 with the appropriate perk). However, once it captures a victim the beasts will draw on the victims energy, and no longer need your
spell to maintain it. (It will remain for as long as it controls the victim.) The beast with victim will follow you around. You can then summon a new beast. (Should support up to 6 victims at the same time.)

Could maybe be added:

- Number of supported victims can be increased if needed - should just be a matter of cloning two aliases a couple of times maybe setting one number...

-Beasts are designed to walk people places so sending them to some fixed location should be relatively easy to do. I don't know the HSH implementation (not even the PAHE very well) so would need to look to see if handover is possible/makes sense.
- Having an NPC escort a victim is already a feature; the escort occasionally `encourages the victim to crawl faster. There is a demo where it is used on the player (crawl to auction) but it should also work on NPCs.  This would need to be hooked up though.

 

I'm currently focusing on world-integration of the beasts (leveled lists, conjurer use, traps, bounty hunting beasts and such) so no idea if/when I can get to extending the SCB-PAHE plugin.

 

 

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18 hours ago, TheQueenofTraps said:

It's not just you, the SSE is CTD on my side as well.

 

In my testing I did not have CTDs, just occasional bugged behavior. Eg beast aggression starting much later than it should, dropping through floor on paralyze, crawl-to device start failure, that type of thing. At which stage do you get the CTDs?

(You likely already checked but just in case: If CTD on starting the game it may be a missing master.)

 

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1 hour ago, MTB said:

 

In my testing I did not have CTDs, just occasional bugged behavior. Eg beast aggression starting much later than it should, dropping through floor on paralyze, crawl-to device start failure, that type of thing. At which stage do you get the CTDs?

(You likely already checked but just in case: If CTD on starting the game it may be a missing master.)

 

It is CTD on starting the game but I'm pretty sure I have everything installed.

Here's my load order:

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Special Edition Patch.esp
SMSkyrim.esp
RaceCompatibility.esm
ZaZAnimationPack.esm
Amputator.esm
ApachiiHair.esm
ApachiiHairFemales.esm
CreatureFramework.esm
SexLab.esm
Devious Devices - Assets.esm
SexLabAroused.esm
Devious Devices - Integration.esm
Devious Devices - Expansion.esm
DeviousFramework.esm
paradise_halls.esm
Schlongs of Skyrim - Core.esm
hdtHighHeel.esm
SkyrimChainBeasts.esm
Immersive Wenches.esp
SkyUI_SE.esp
UIExtensions.esp
AddItemMenuSE.esp
paradise_halls_SLExtension.esp
OBIS SE.esp
Trapped in Rubber.esp
hydra_slavegirls.esp
zThingsInDark.esp
WhiterunAddition.esp
DovahThayShip.esp
SexyFollowerOverhaulSSE.esp
AmazingFollowerTweaks.esp
AnubAnimObj.esp
AOTFollower_Mikasan Ver2.2.esp
SLAL_AnimationByBakaFactory.esp
BotoxSE_Vanilla.esp
DIS_Armor_Replacer.esp
SorlisBalarnTreasure.esp
paradise_halls_farengars_study.esp
Daedric Della.esp
Deadly Wenches.esp
Demon Armor.esp
DD_Helpers_SSE.esp
Devious Loading Screens.esp
DW.esp
dse-display-model.esp
Dwarven Modular Automaton.esp
MoreNastyCritters.esp
zzEstrus.esp
00FacialExpressions.esp
FloppySOS.esp
Forgotten Wenches.esp
HeightSizeFix.esp
GirlHeavyArmor.esp
HearthfireMultiKid.esp
HearthfireMultiKid_LastName.esp
HentaiCreatures.esp
MilkModNEW.esp
Schlongs of Skyrim.esp
SexLab Beastess.esp
[SunJeong] Lovers Lab Collection 3-0.esp
Deviously Cursed Loot.esp
Bandit_Honeypot.esp
LostValley.esp
Lucie_HCR.esp
_CPR_BucketHead.esp
HOBRoxanne.esp
DeviousRegulations.esp
PAH_HomeSweetHome.esp
SimpleSlavery.esp
ZaFromTheDeepsV2.esp
SkyrimChainBeastsIntegration.esp
PAH_AndYouGetASlave.esp
EtR_HearthfireDungeonAddon.esp
MiasLair.esp
SofiaFollower.esp
DeviousFollowers.esp
AaliyahFollowerByAsherz.esp
Abigail The Maid.esp
BlackRose.esp
BrandingDeviceOfDoom.esp
TentaCave.esp
SexLab_Dialogues.esp
Hateful Wenches.esp
ERF - Ceraph.esp
Dwemermatron.esp
S_L_U_T_S.esp
MilkMod_MilkPumpsBasicB.esp
zDarkArena.esp
GemstoneMaidensStandalone.esp
HornyCreatures.esp
DeadlyMutilation.esp
WheelsOfLull.esp
DovahkiinFollower.esp
[SunJeong] Hezimao.esp
HumanoidVampires.esp
Brows.esp
IdiotElfFollowerSE.esp
Jinxxed Followers - Ikumi Nakamura.esp
pchsImmersivePlugs.esp
Immersive Wenches -Apachii hairs- Patch.esp
Judgment Wenches.esp
Kalena Rios.esp
NewKara.esp
KS Hairdo's.esp
SolitudeNPC.esp
Whiterun2.esp
SMSkyrim - Meshes.esp
TMHousecarls.esp
MBWSFollowersReplacer.esp
mcgDwarvenDeviousCuirass.esp
Jinxxed Followers - Megumin.esp
Merchant Injector.esp
NewmillerPiercings2.esp
NewmillerPiercings3.esp
MilkModNEW HF.esp
MilkModNEW Sanbox.esp
MilkModNEW ZaZ Sanbox.esp
Milker Movil Armor.esp
Moonlight Tales Special Edition.esp
sandboxcylinderheight.esp
Nier Automata.esp
pahe-DeviousDevices-addon-DDx-patch.esp
SexLab TDF Aggressive Prostitution.esp
pahe-tdf-patch.esp
PAN_Carmilla.esp
PuppetMaster.esp
UD_Serana.esp
RaceCompatibilityUSKPOverride.esp
RaceMenuHH.esp
RaceMenu.esp
RaceMenuPlugin.esp
RicherMerchants.esp
HVBodyPaints.esp
Sakora's Make Over Kit for SKSE64.esp
SOS - Smurf Average Addon.esp
SOS - VectorPlexus Muscular Addon.esp
SOS - VectorPlexus Regular Addon.esp
SeranaDNP.esp
SexLab Aroused Creatures.esp
Beastess Forsworn.esp
Immersive Arousal.esp
TDF_AP_IndHookersPlug_In.esp
SLAnimLoader.esp
SlaveTats.esp
KomAnimObjectsSBT.esp
Spartan Bard Outfit CBBE.esp
ThaneWeaponsReborn.esp
Type2B_Follower.esp
TypeD18_Follower.esp
VeronicaFollower.esp
matedrestedwolf.esp
WetFunction.esp
Womanized Obis with Wenches.esp
CBBE.esp
RaceMenuMorphsCBBE.esp
FNIS.esp
With Plug (armor).esp
With Plug (no armor).esp
Pirhelios.esp
CammyFollower.esp
LauranaTheFallenPrincess.esp
[SunJeong] Op Qinglang.esp
Poet.esp
_Imokko.esp
Elisabeth.esp
CommunityOverlays1_0T30.esp
blackreachrailroadnew.esp
SOS - Shop.esp
Jinxxed Followers - Yang Xiao Long.esp
Jinxxed Followers - Lupusregina.esp
Jinxxed Followers - Albedo.esp
EstrusChaurus.esp
SaveTheBrotherhood.esp
DBCO_ALL_IN_ONE.esp
kinkyKitty.esp
MannequinChicks.esp
Jinxxed Followers - Arche (Overlord).esp
Jinxxed Followers - Cattleya.esp
Jinxxed Followers - Clementine.esp
DMCinderFollower.esp
FNISspells.esp
Jinxxed Followers - Mei-Ling.esp
Jinxxed Followers - Shalltear Bloodfallen.esp
Jinxxed Followers - Ureirika and Kuuderika Twins.esp
Jinxxed Followers - Branwen.esp
Jinxxed Followers - Tifa Lockhart.esp
Aethernautics.esp
SkyrimChainBeastsDB.esp
OBIS SE Patrols Addon.esp
Kangmina.esp
pahe_lakeview_manor_cell.esp
Shura.esp
Jinxxed Followers - Gine (Dragon Ball).esp
HG_Eilonwy.esp
SkyrimChainBeastsITW.esp
SkyrimChainBeastsPH.esp
Sacrosanct - Vampires of Skyrim.esp
Curse of the Dragonborn - SC-MT.esp
Immersive Citizens - AI Overhaul.esp
Immersive Wenches -Immersive Citizens AI Overhaul Patch-.esp
Relationship Dialogue Overhaul.esp
RDO - AFT v1.66 Patch.esp
Serana Dialogue Edit.esp
Alternate Start - Live Another Life.esp
ccas_starts.esp
Deviously Cursed Loot LAL AddOn.esp
SMSkyrim - Alternate Start + General Patch.esp
ImmerSlave.esp
Slaverun_Reloaded.esp
XPMSE.esp

 

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18 hours ago, MTB said:

I'm currently focusing on world-integration of the beasts (leveled lists, conjurer use, traps, bounty hunting beasts and such) so no idea if/when I can get to extending the SCB-PAHE plugin.

No problem. Do what YOU wanna do with the mod. Whatever keeps you interested and motivated in developing the mod is fine by me. Any suggestions I make are entirely optional and can be discarded at your discretion. Won`t bother me at all. I`m just glad you modders exist.

 

18 hours ago, MTB said:

-You can only have one summoned creature (or 2 with the appropriate perk). However, once it captures a victim the beasts will draw on the victims energy, and no longer need your
spell to maintain it. (It will remain for as long as it controls the victim.) The beast with victim will follow you around. You can then summon a new beast. (Should support up to 6 victims at the same time.)

That`s perfect. I try to never have more than 6 npcs following me at a time. I read somewhere more than that can cause the game to get "interesting"(in a bad way). Plus my computer is a dinosaur, so I TRY not to tax it too much.

Hopefully a summoned chain beast with a capture are set to be cowardly and keep the hell out of the way during fights.

 

Had a thought: if I teach the summon spell to a follower, will they use it? I hate that they don`t use the estrus spells when I teach it to them. Excellent spells for crowd control...and fun to have. Also, I`m guessing you`re pretty familiar with the Zaz mod. Alot of the zap animations have never worked for me. Ever. Is that just "normal", for some reason(outdated or something)? I know I should ask on the Zaz forum, but not really a big fan of that mod, so I don`t follow that forum. I`m more of a DD guy, when it comes to bondage.

 

Looks like I`m gonna install this, now, and take it for a spin. Thanks for the reply. Just an FYI, I have no problem being ignored. Modders are busy people. I won`t get butt-hurt, like some do. Plus, some of my ideas are pretty out there, sometimes. And I ramble on, usually. Like I just did with this post. But that`s us old people for ya.?

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I`m back. Is the CBBE bodyslide fix included in new version for LE? If not, I use MO, so to put it in, I unzip the mod and fix, drop the caliente folder from the fix into the bodyslide folder from the mod, let it overwrite, then re-zip and install? I`m pretty sure that`s right. Also pretty sure if the fix is already included, dropping the fix into it shouldn`t effect anything. Hope so, because this is what I`ll have already done by the time there`s a reply, and I come back to LL. My worry is that it`ll seem to work, but somewhere down the road it`ll break.

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1 hour ago, rcy68 said:

I`m back. Is the CBBE bodyslide fix included in new version for LE? If not, I use MO, so to put it in, I unzip the mod and fix, drop the caliente folder from the fix into the bodyslide folder from the mod, let it overwrite, then re-zip and install? I`m pretty sure that`s right. Also pretty sure if the fix is already included, dropping the fix into it shouldn`t effect anything. Hope so, because this is what I`ll have already done by the time there`s a reply, and I come back to LL. My worry is that it`ll seem to work, but somewhere down the road it`ll break.

 

The 0.2.5v SHOULD both contain updated and working CBBE bodyslide files. No need to override those. But should be the same as 

SCB-CBBE-Bodyslide-Fixed.7z files so overriding with those should not break anything.

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8 hours ago, unmog said:

Any chance its SE compatible, or will be ported?

 

There are SE files; they are called ...SSE.  Latest version works for me but with some oddities, also reported:

 

21 hours ago, TheQueenofTraps said:

It is CTD on starting the game but I'm pretty sure I have everything installed.

...

 

If you try installing please let me know whether it works - if not I likely messed up e.g. packing the files though I do not see why that would cause a CTD on game start...will need to do some digging.

 

(Edit) I tried removing any loose file to ensure I'm testing exactly the uploaded mod files but seems to make no difference - Cannot reproduce the CTD.

@TheQueenofTraps: Seems to include all the needed files...and then some.  Could you tried disabling (some) of the SCB files to pin down the culprit?

 

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