MTB Posted May 31, 2019 Author Posted May 31, 2019 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.
Hex Bolt Posted June 2, 2019 Posted June 2, 2019 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. 1
donttouchmethere Posted June 6, 2019 Posted June 6, 2019 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):
MTB Posted June 6, 2019 Author Posted June 6, 2019 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. 2
Hex Bolt Posted June 6, 2019 Posted June 6, 2019 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.
Guest Posted June 26, 2019 Posted June 26, 2019 is there a mod that adds them to the world rather then just having to summon them manually?
Shelana-vance Posted June 26, 2019 Posted June 26, 2019 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
MTB Posted July 9, 2019 Author Posted July 9, 2019 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.)
MTB Posted July 9, 2019 Author Posted July 9, 2019 Description was getting to large so moved change log history as attached text file here instead. changelog-upto0.2.5.txt 1
Hex Bolt Posted July 9, 2019 Posted July 9, 2019 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.
MTB Posted July 9, 2019 Author Posted July 9, 2019 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.
Siudhne Posted July 10, 2019 Posted July 10, 2019 Since April '18 I have waited... and there they are. Leveled lists! Awesome! However, you say the plugin is very limited. How so?
MTB Posted July 11, 2019 Author Posted July 11, 2019 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.
Siudhne Posted July 11, 2019 Posted July 11, 2019 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). ? 2
TheQueenofTraps Posted July 12, 2019 Posted July 12, 2019 It's not just you, the SSE is CTD on my side as well.
rcy68 Posted July 12, 2019 Posted July 12, 2019 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. 1
MTB Posted July 12, 2019 Author Posted July 12, 2019 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.
MTB Posted July 12, 2019 Author Posted July 12, 2019 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.)
TheQueenofTraps Posted July 12, 2019 Posted July 12, 2019 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
rcy68 Posted July 13, 2019 Posted July 13, 2019 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.?
rcy68 Posted July 13, 2019 Posted July 13, 2019 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.
MTB Posted July 13, 2019 Author Posted July 13, 2019 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.
MTB Posted July 13, 2019 Author Posted July 13, 2019 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?
TheQueenofTraps Posted July 13, 2019 Posted July 13, 2019 1 hour ago, MTB said: Seems to include all the needed files...and then some. Could you tried disabling (some) of the SCB files to pin down the culprit? I disabled the add-ons and tried it with just the based mod itself, but it still CTD.
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