MTB Posted July 16, 2019 Author Posted July 16, 2019 On 7/14/2019 at 11:41 PM, DarthXeno said: ... One was you couldn't unequipped the crawler, but you could Drop it. If you dropped it it would come off. A small oversight. another was that sometimes when my toon was crawling sometimes the beasts would still be hostile, this would result in my toon getting knocked down and unable to get up. When my toon or NPCs crawled to the furniture nothing would happen. we'd just be stuck there. I really like the mod and I look forward to watching it progress. P.S. Just a suggestion: Maybe you could have an animation where the chainbeast climbs onto you or an NPC and locks itself on you, rather than it just vanishing and appear on you. >you couldn't unequipped the crawler, but you could Drop it In principle the player should not be in control while the crawler is worn so I've not gone through the effort needed to prevent this > when my toon was crawling sometimes the beasts would still be hostile Their factions should make beasts and crawlers friendly but if already attacking the player the may not stop - there is a quest that should stop them but if there are more that 10 beasts around, already engaged with the player or if there is script lag this may not (immediately) happen. > getting knocked down and unable to get up. Even if this happens they should continue. Perhaps I can add a few additional safety checks to prevent this issue. (You could try emergency release from the MCM - for v0.2.5 needs the MCM update posted above to use on player...) >When my toon or NPCs crawled to the furniture nothing would happen. we'd just be stuck there. Several others reported having this as well - trying to think of possible causes and ways to prevent/address it... >P.S. Just a suggestion: Maybe you could have an animation where the chainbeast climbs onto you or an NPC and locks itself on you, rather than it just vanishing and appear on you. I think this would require some form of paired animation and a way to trigger it in combat/from script. Well beyond my skill at the moment I'm afraid.
MTB Posted July 16, 2019 Author Posted July 16, 2019 On 7/15/2019 at 4:00 AM, CY4sFury said: So i can't enter cities or towns my game just freezes whenever i come close to a city or a town any idea on what is wrong ? If it was only in the mod specific places (eg near whiterun,riverwood,solitude blue palace) it could be something like an issue with loading of the mine meshes/textures but if it also happens near eg falkreath, winterhold, dawnstar etc where this mod has no effect this is unlikely to be specifically related to this mod. I don't think I'm tracking/reacting to the location of the player. (Looked at how to do it but never implemented anything that I can remember...)
MTB Posted July 16, 2019 Author Posted July 16, 2019 On 7/15/2019 at 6:12 AM, raptor4d4 said: Like make it a spell or power you can cast on someone to make them crawl rather than walk? That should be relatively easy - I'm adding a `captured by player test spell' to my TODO list. 19 hours ago, wingfriend said: I am having some issues with characters not crawling after they are captured, Others have had issues with crashes that were fixed when the animation issues were solved. Re-running FNIS and then testing crawling animations from the MCM would be a first step. If that works; try adding and equipping the crawler armors manually. (I can think of no reason why the silver-gemmed one would be special. Likely a coincidence...) 1
MTB Posted July 16, 2019 Author Posted July 16, 2019 18 hours ago, RapeMeatViolet said: How in the flip do you install this SSE? I've followed the directions 20 times over and no luck I assume you are running Skyrim SE as you are asking about the SSE file. (If not you need the other one.) Make sure the prerequisites are installed. (With ZAZ successfully installed you should be good to go.) ZAZ animation pack (e.g. www.loverslab.com/topic/100381-zaz-animation-packs-for-se/) which in turn needs sexlab (www.loverslab.com/topic/91861-sexlab-framework-se-163-beta-7-june-17th-2019/) which in turn needs skse (skse.silverlock.org) and FNIS(www.nexusmods.com/skyrimspecialedition/mods/3038/) and possibly sexlab aroused? (e.g. www.loverslab.com/files/file/5482-sexlab-aroused-redux-sse-version-29/) If you are using some mod manager like MO2 or NMM then simply open SkyrimChainBeasts-v0.2.5-SSE.7z in the installer. Choose your options (don't choose Paradise Halls plugin if you don't have that installed obviously). (Check esm and esp files are activated.) rerun FNIS for users. If you are doing a manual install (I'd recommend using a mod manager): Extract the folders uzing 7zip. Copy the content of those options you want to your skyrim data folder. Activate esm and esp file you copied. Rerun FNIS. Hope that helps.
MTB Posted July 16, 2019 Author Posted July 16, 2019 15 hours ago, smackalacka1221 said: Yes, my character crawls to the devices and sits right next to them without entering them and gets stuck. I tried looking for the logs in the My Games\Skyrim\Logs\Script folder, but I don't have a Logs folder in the Skyrim folder. The only folders in there are Saves, SKSE, and the file Rendererinfo.txt. Maybe this is part of the issue? Thanks for the reply! You likely do not have logging activated (needs to be set in the game .ini files). Should not be an issue. >Yes, my character crawls to the devices and sits right next to them without entering them and gets stuck. Others have also indicated having the same issue and I'm looking into it.
Warmango Posted July 16, 2019 Posted July 16, 2019 Having a issue when im trapped in a chainbeast Im using Skyrim Normal Edition, Vortex Mod manager, CBBE.https://i.imgur.com/E00rPB7.png my mods the bughttps://i.imgur.com/139DZ8K.jpg Basically i get stuck in the paralized animation thing, with this, and if i save and reload my save like this, my game crashes.
kevin30rea12 Posted July 16, 2019 Posted July 16, 2019 What do you need program-wise to install this? Never Installed a mod before. A step-by-step would be awesome. also what other mods pair well with chain beasts?
A Hobbit Posted July 16, 2019 Posted July 16, 2019 I'm having an issue where when I'm captured by a chain beast it takes me to the furniture but doesn't do anything after reaching it so I just get stuck.
Warmango Posted July 17, 2019 Posted July 17, 2019 New issue ive identified (root cause of the issue i think) CBBE BodySlide does not detect the items when i want to build them, so therefore i cant BUILD the model UPDATE: Installing the BodySlide fix, fixed the bodyslide issue. will update if it fixes the issue in game
wingfriend Posted July 17, 2019 Posted July 17, 2019 13 hours ago, MTB said: Others have had issues with crashes that were fixed when the animation issues were solved. Re-running FNIS and then testing crawling animations from the MCM would be a first step. If that works; try adding and equipping the crawler armors manually. (I can think of no reason why the silver-gemmed one would be special. Likely a coincidence...) I have tried re-running FNIS and I have tested the crawling animations from MCM and my character does not begin crawling. I did install the crawling animations for sneaking mod from the credits section, and the animation for that plays when I sneak. I am also having the same issue several users are having where characters are walked to a device, however they are not deposited into the device.
JuliusXX Posted July 17, 2019 Posted July 17, 2019 7 hours ago, Jord of the Rings said: I'm having an issue where when I'm captured by a chain beast it takes me to the furniture but doesn't do anything after reaching it so I just get stuck. I have this same issue and did some tests on an area where there are a lot of NPCs around and it happens also with the NPCs. They just go to the furniture and stand there "chainbeasted" without using the furniture.
WandererZero Posted July 17, 2019 Posted July 17, 2019 So, I have gotten to the part where you have the dream in the questline, and you have to attack the mines. I recommend you reduce the number of CB's spawned. There are way too many of them, and things eventually freeze the game. The mod has been running fine for me otherwise...but I think there's just too many spawned at once, and it gets to a point where it freezes the game. If you could reduce the spawns and throw up a quick patch here in the thread...i'd be happy to test it for you.
JuliusXX Posted July 17, 2019 Posted July 17, 2019 11 hours ago, JuliusXX said: I have this same issue and did some tests on an area where there are a lot of NPCs around and it happens also with the NPCs. They just go to the furniture and stand there "chainbeasted" without using the furniture. Made some more tests and noticed another problem. I can't release the NPCs even if I have the CB keys in inventory. I also made a quick "dirty" test by overwriting the V0.2.5 files directly with the files of V0.2.3 without a clean save (NOT RECOMMENDED, just for testing) and the furnitures started to work and I could also release the NPCs.
MTB Posted July 17, 2019 Author Posted July 17, 2019 1 hour ago, JuliusXX said: Made some more tests and noticed another problem. I can't release the NPCs even if I have the CB keys in inventory. I also made a quick "dirty" test by overwriting the V0.2.5 files directly with the files of V0.2.3 without a clean save (NOT RECOMMENDED, just for testing) and the furnitures started to work and I could also release the NPCs. Thanks - very useful info; comparing the two sets of files made me realize there were many files missing in V0.2.5. Hopefully the new build will solve (most) issues people are having.
MTB Posted July 17, 2019 Author Posted July 17, 2019 22 hours ago, kevin30rea12 said: What do you need program-wise to install this? Never Installed a mod before. A step-by-step would be awesome. also what other mods pair well with chain beasts? This may not be the easiest point to start as it has a few prerequisites. You'll need to install SexLab first for one - see the FAQ/guides for that first. Once you have sexlab up and running you likely have the needed tools and experience to tackle the others that build on it such as Zaz Animation Pack and in turn this mod.
The Gent Posted July 17, 2019 Posted July 17, 2019 i cant even get my game to run is it because im using a custom body? please guide me Thanks
Hex Bolt Posted July 17, 2019 Posted July 17, 2019 13 minutes ago, The Gent said: i cant even get my game to run is it because im using a custom body? If your game won't even start, you're likely missing a mod requirement. Check that you have all mods installed that this one requires, including all of their dependencies.
The Gent Posted July 18, 2019 Posted July 18, 2019 1 hour ago, HexBolt8 said: If your game won't even start, you're likely missing a mod requirement. Check that you have all mods installed that this one requires, including all of their dependencies. the only thing i can think of is i have the wrong paradise Halls let me be more specific the game loads up and i get to the main menu but i hit start and crash
Hex Bolt Posted July 18, 2019 Posted July 18, 2019 3 hours ago, The Gent said: let me be more specific the game loads up and i get to the main menu but i hit start and crash That helps. If the game loads then it's not a missing required mod. You might just need to "safe load" into a simple interior cell before loading your save. For example, at the main menu, open the console and "coc qasmoke" (I prefer helgenhomestead because it's a minimal cell, but it is more typing), then load your saved game. Alternatively, loading a very early save that's in an interior cell can also work, but it's less reliable.
The Gent Posted July 18, 2019 Posted July 18, 2019 17 minutes ago, HexBolt8 said: That helps. If the game loads then it's not a missing required mod. You might just need to "safe load" into a simple interior cell before loading your save. For example, at the main menu, open the console and "coc qasmoke" (I prefer helgenhomestead because it's a minimal cell, but it is more typing), then load your saved game. Alternatively, loading a very early save that's in an interior cell can also work, but it's less reliable. that worked for some reason, Thanks.
JuliusXX Posted July 19, 2019 Posted July 19, 2019 On 7/17/2019 at 10:08 PM, MTB said: Thanks - very useful info; comparing the two sets of files made me realize there were many files missing in V0.2.5. Hopefully the new build will solve (most) issues people are having. I finally had some time to test the new version and the issue is solved, at least for me. Another problem I noticed. I launched the mine in Solitude and a lot of male NPC's got undressed during the havok. It seems that I cannot give the lost items back to them, because males don't have that specific topic when you talk to them. Also the MCM debug command "return items to NPC's" doesn't work for males, only females get their items back. I also noticed that the guards are not affected by the chain beasts, but this is probably intended. Maybe this should be optional, for example if one is playing an assassin or thief like character
DarthXeno Posted July 20, 2019 Posted July 20, 2019 On 7/16/2019 at 10:14 AM, MTB said: >you couldn't unequipped the crawler, but you could Drop it In principle the player should not be in control while the crawler is worn so I've not gone through the effort needed to prevent this > when my toon was crawling sometimes the beasts would still be hostile Their factions should make beasts and crawlers friendly but if already attacking the player the may not stop - there is a quest that should stop them but if there are more that 10 beasts around, already engaged with the player or if there is script lag this may not (immediately) happen. > getting knocked down and unable to get up. Even if this happens they should continue. Perhaps I can add a few additional safety checks to prevent this issue. (You could try emergency release from the MCM - for v0.2.5 needs the MCM update posted above to use on player...) >When my toon or NPCs crawled to the furniture nothing would happen. we'd just be stuck there. Several others reported having this as well - trying to think of possible causes and ways to prevent/address it... >P.S. Just a suggestion: Maybe you could have an animation where the chainbeast climbs onto you or an NPC and locks itself on you, rather than it just vanishing and appear on you. I think this would require some form of paired animation and a way to trigger it in combat/from script. Well beyond my skill at the moment I'm afraid. Thanks for getting in touch with me. I really do think this mod has a great deal of potential, and I very much look forward to playing with the updated versions. Have a great day!
Musje Posted July 21, 2019 Posted July 21, 2019 I ♥️love♥️ the idea of this mod, it's the sort of thing you'd expect slavers to use in a world where magic exists. I have some troubles getting this to work in SE though. When the chain beasts attack me a number of times, I see the chain beast thing being equipped, but as soon as I get up, it is unequiped. (relevant bit of the log below). When the chain beasts knock down an NPC 5 times, the games crashes to desktop immediately after the paralyze effect wears off. Log from the player being captured: Spoiler [07/22/2019 - 12:09:53AM] warning: Property PatronRef1 on script aygasworkdetectorscript attached to aygasWorkDetector (3B012726) cannot be initialized because the script no longer contains that property [07/22/2019 - 12:10:05AM] SCB verbose: (Rabi,Chainbeast): Starting capture magic effect for this (victim,attacker). [07/22/2019 - 12:10:05AM] SCB info: (Rabi,Chainbeast): running stop attack quest. [07/22/2019 - 12:10:06AM] SCB verbose: (Rabi,Chainbeast): Capturing with bl = 3 [07/22/2019 - 12:10:06AM] SCB info: Rabi: This victim does not need dummy armor. [07/22/2019 - 12:10:06AM] ERROR: Unable to call Delete - no native object bound to the script object, or object is of incorrect type stack: [Item 23 in container (FF0018A6)].zadHiderScript.Delete() - "<native>" Line ? [Item 23 in container (FF0018A6)].zadHiderScript.OnContainerChanged() - "zadHiderScript.psc" Line 5 [07/22/2019 - 12:10:06AM] ERROR: Unable to call Delete - no native object bound to the script object, or object is of incorrect type stack: [Item 2 in container (00000014)].zadHiderScript.Delete() - "<native>" Line ? [Item 2 in container (00000014)].zadHiderScript.OnContainerChanged() - "zadHiderScript.psc" Line 5 [07/22/2019 - 12:10:07AM] SCB verbose: (Rabi,Chainbeast): Looking up device for bl = 3 [07/22/2019 - 12:10:07AM] SCB verbose: (Rabi,Chainbeast): Equiping arms0 [07/22/2019 - 12:10:07AM] error: Unbound native function "FormHasKeywordString" called [07/22/2019 - 12:10:07AM] warning: Assigning None to a non-object variable named "::temp7" stack: [alias PlayerRef on quest zadDevicesUnderneathQuest (18041472)].zadDevicesUnderneathPlayerScript.Logic() - "zadDevicesUnderneathPlayerScript.psc" Line 17 [alias PlayerRef on quest zadDevicesUnderneathQuest (18041472)].zadDevicesUnderneathPlayerScript.OnObjectEquipped() - "zadDevicesUnderneathPlayerScript.psc" Line 48 [07/22/2019 - 12:10:07AM] SCB info: (Rabi,Chainbeast): start effect finished. Got some ZAP errors, might these be related? I'm playing with an alpha version of ZAP 9. Also, this is an existing save, not a new game.
Musje Posted July 21, 2019 Posted July 21, 2019 On 7/12/2019 at 7:21 AM, rcy68 said: 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. I agree, that might be a nice feature. It might be better to implement this in HSH though, I will have a stab at it when I have some time again (and when I get this mod working properly )
rcy68 Posted July 22, 2019 Posted July 22, 2019 14 hours ago, Musje said: I agree, that might be a nice feature. It might be better to implement this in HSH though, I will have a stab at it when I have some time again (and when I get this mod working properly ) Every time I finish a dungeon, I imagine a group heading out to my HSH camp/home, made up of a follower/trained slave(s) and a string of fresh captures(bound by chain beasts?), like the Thalmor/Imperial/Stormcloak groups that travel along the roads. It`d make followers useful. Thousands of follower mods, but few mods that use them. MHIYH(and some others) uses them a little, but not much. But, yeah, does seem more of an HSH thing. Also be nice if followers`d use the slaves whenever their arousal got high enough, like Sexlab Aroused Creatures does with beasts. A sex "idle". If it comes up, and there`s a slave and/or aroused npc around, triggers sex animation(and ALL sex raises slaves' sex training). I just assume followers must be a nightmare to work with, since no one uses them for anything but the usual follower stuff. They`ll slaughter a whole town on PC's say so, but not help with the slavery workload(security/transport/training/sexy fun-time)? Hell, even the slaves themselves help with slavery management. SO many things a follower could do, if there was just a mod to make it happen. But anyway, you do what you need/want to do, and don`t worry about my ramblings.
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