MTB Posted July 22, 2019 Author Posted July 22, 2019 22 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 ) In my working version I've implemented a feature where the player can set a marker and send his/her captures there. (Only tested it with `unique' actor and while player is in same cell so not sure how well it will work in general...) Now they just hang around there. If a hand over to HSH could happen that would indeed be nice. Have the victim send some sort of mod-event when ready to become HSH controlled ? With respect to the bugs you encountered: I do call zbf's ApplyAllModifiers on the victim when the capture effect ends (around the time they get up). Perhaps this is what is causing restraints to not show up. Your log fragment shows: [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 This seems to be is where ZAZ checks whether it should hide a device? So it seems likely related to the device not showing. (Actually not sure how this works eg cannot find the "NoHide" keyword it looks for.) Perhaps the issues is that FormHasKeywordString (from zadNativeFunctions) it not (correctly) set/implemented in SKSE for SE/ZAZ9alpha? thus leading to !FormHasKeywordString(akArmor as Form, "NoHide") getting the wrong value? wrt CTD on NPC capture...not sure will need to think on what could be causing that... * After the paralyze - so the crawler (or cocoon if spider) is already equipped and visible? * Does it also happen for the player or do they crawl to furniture correctly? (assuming it progresses despite devices not showing).
Musje Posted July 22, 2019 Posted July 22, 2019 6 minutes ago, MTB said: In my working version I've implemented a feature where the player can set a marker and send his/her captures there. (Only tested it with `unique' actor and while player is in same cell so not sure how well it will work in general...) Now they just hang around there. If a hand over to HSH could happen that would indeed be nice. Have the victim send some sort of mod-event when ready to become HSH controlled ? That would be ideal; if HSH does not have to rely on any Chain Beasts script, this can be a soft dependency without the user having to select a patch when installing So the sequence of transfer would be something like: - HSH detects a Chain Beast captured NPC nearby a camp or home cell - HSH freezes the NPC and issues a Mod Event, which triggers Chain Beasts to release the NPC - HSH onboards the NPC as a slave I would just need to know which event to send and how I can detect a Chain Beast captured NPC (faction, effect, something in the inventory?) 6 minutes ago, MTB said: With respect to the bugs you encountered: I do call zbf's ApplyAllModifiers on the victim when the capture effect ends (around the time they get up). Perhaps this is what is causing restraints to not show up. Your log fragment shows: [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 This seems to be is where ZAZ checks whether it should hide a device? So it seems likely related to the device not showing. (Actually not sure how this works eg cannot find the "NoHide" keyword it looks for.) Perhaps the issues is that FormHasKeywordString (from zadNativeFunctions) it not (correctly) set/implemented in SKSE for SE/ZAZ9alpha? thus leading to !FormHasKeywordString(akArmor as Form, "NoHide") getting the wrong value? wrt CTD on NPC capture...not sure will need to think on what could be causing that... * After the paralyze - so the crawler (or cocoon if spider) is already equipped and visible? * Does it also happen for the player or do they crawl to furniture correctly? (assuming it progresses despite devices not showing). On the NPC nothing is visible, the CTD happens as soon as the paralyse effect disappears. For the player, the set of chains appears for a short moment and then disappears, with the message "xxx was unequiped" or something like that. There is no furniture nearby, I tested this with mines. I'll try this on Skyrim LE first, so I can at least see what to expect After that I can look in detail into the SE version. Has anyone else reported problems with this version? I may be able to slip ZAP 8 into SE, run up a new game, and try again. Just dont want to break my current install.
MTB Posted July 22, 2019 Author Posted July 22, 2019 29 minutes ago, Musje said: That would be ideal; if HSH does not have to rely on any Chain Beasts script, this can be a soft dependency without the user having to select a patch when installing So the sequence of transfer would be something like: - HSH detects a Chain Beast captured NPC nearby a camp or home cell - HSH freezes the NPC and issues a Mod Event, which triggers Chain Beasts to release the NPC - HSH onboards the NPC as a slave I would just need to know which event to send and how I can detect a Chain Beast captured NPC (faction, effect, something in the inventory?) ... I'll try this on Skyrim LE first, so I can at least see what to expect After that I can look in detail into the SE version. Has anyone else reported problems with this version? ... To find player captured victims you could check for: SCB_CaptureByPlayerFaction (Can that be done without making SCB esm a hard dependency?) (Side note: An NPC with rank X in this faction also occupies alias Victim00X on the quest SCB_CapturedByPlayerQuest...I could add a keyword to these aliases if that allows detection without hard dependency. ) Will need to add the event yet; I only have events to summon a beast or start the `player caged quest' so far. How about "SCB_ReleaseVictim" sent by the actor that is to be released. If a callback is needed the name of the event to send could be included as the string argument. For latest SE version I only recall one CTDs report that seems to have been solved by reducing system load (#installed mods or animations.) (But I have missed some in the pile of issues I created by incorrectly packing v0.2.5 for LE.)
Musje Posted July 22, 2019 Posted July 22, 2019 31 minutes ago, MTB said: To find player captured victims you could check for: SCB_CaptureByPlayerFaction (Can that be done without making SCB esm a hard dependency?) (Side note: An NPC with rank X in this faction also occupies alias Victim00X on the quest SCB_CapturedByPlayerQuest...I could add a keyword to these aliases if that allows detection without hard dependency. ) Will need to add the event yet; I only have events to summon a beast or start the `player caged quest' so far. How about "SCB_ReleaseVictim" sent by the actor that is to be released. If a callback is needed the name of the event to send could be included as the string argument. Sounds good! I can check factions without making Chain Beasts a hard dependency That's by far the easiest option. 1
MTB Posted July 23, 2019 Author Posted July 23, 2019 17 hours ago, Musje said: Sounds good! I can check factions without making Chain Beasts a hard dependency That's by far the easiest option. Ok, added the event (without testing). Attached updated files of my working version vs 0.2.6 (LE version) for quick testing. Currently I don't clone/add the actor when captured by beasts so it still needs `PAHCore.Capture()' called on it - is there some way of obtaining the cloned actor that Capture creates? Easiest way I can see would be if Capture returned this actor (or whatever AddSlave returned instead of not returning anything) but that would require adapting PAHCore script and thus likely needing to recompile scripts that depend on it (even if just to prevent log spam-returning something when Nothing is expected should not really break anything). But perhaps there is already a way and I'm just not seeing it? Testupdate-over-v0.2.6.7z 1
Aki K Posted July 24, 2019 Posted July 24, 2019 I'm having some problems. The gear return option doesn't return my gear (and I had a lot!) Also the beasts aren't subduing or chaining anyone, and the crawling won't start unless I use the MCM to start it. How exactly does this mod work? I was trying to test it with the beasts by the blue palace. They can attack me and strip me of my items (despite me trying to turn that off in the MCM) and even knock me over. But they never chain me or add any devices. They sometimes add 1 device to npcs (usually a collar) and nothing else. Speaking of npcs, despite setting the MCM to have only the player as a target, NPCs are still getting attacked regardless of gender. I want this mod to work because it looks cool, but nothing is happening except me losing all my gear. Finally, when I try to ride the spiders, it just looks like a normal mount. Is it supposed to look different? Am I missing something? (Playing LE with MO2 as my mod manager if info is needed. Yes I ran FNIS, yes I sorted the load order, and yes I handled the bodyslide data as instructed.) Load order if needed: Maybe there's a conflict or requirement I missed? Spoiler 0 0 Skyrim.esm 1 1 Update.esm 2 2 Dawnguard.esm 3 3 HearthFires.esm 4 4 Dragonborn.esm 5 5 Unofficial Skyrim Legendary Edition Patch.esp 6 6 hdtHighHeel.esm 7 7 ApachiiHair.esm 8 8 ApachiiHairFemales.esm 9 9 ApachiiHairMales.esm 10 a RaceCompatibility.esm 11 b SexLab.esm 12 c SexLabAroused.esm 13 d Devious Devices - Assets.esm 14 e Devious Devices - Integration.esm 15 f ZaZAnimationPack.esm 16 10 Apachii_DivineEleganceStore.esm 17 11 Devious Devices - Expansion.esm 18 12 CreatureFramework.esm 19 13 Schlongs of Skyrim - Core.esm 20 14 Heels Sound.esm 21 15 SkyrimChainBeasts.esm 22 16 Vampire Slavers Den v2.0.esm 23 17 FNIS.esp 24 18 SkyUI.esp 25 19 XPMSE.esp 26 1a RaceMenuMimic.esp 27 1b Brows.esp 28 1c REP_Tattoos.esp 29 1d EyesFix.esp 30 1e Merta Assassin Tattoos.esp 31 1f Animated Dragon Wings.esp 32 20 BanneredMareImmersiveSexualPlayground.esp 33 21 sewerrats.esp 34 22 UBWRe.esp 35 23 Thunderchild - Epic Shout Package.esp 36 24 Remodeled Armor - Vanilla Replacer.esp 37 25 ParticleField.esp 38 26 Deviously Cursed Loot.esp 39 27 Fachry Raven the Titan Follower.esp 40 28 SkyrimChainBeastsIntegration.esp 41 29 EtR_HearthfireDungeonAddon.esp 42 2a SexLab-Parasites.esp 43 2b Apachii_DivineEleganceStore_Patch.esp 44 2c MoreNastyCritters.esp 45 2d KillCurse.esp 46 2e Killable Lootable Children for Hearthfires.esp 47 2f RavenCastle.esp 48 30 Schlongs of Skyrim.esp 49 31 SOS - Shop.esp 50 32 LairOfDarkness.esp 51 33 DarkEnvoy.esp 52 34 Harry Potter Spells.esp 53 35 SummonVampireCattle.esp 54 36 SuccubusRaceLite.esp 55 37 Merta Assassin Armor.esp 56 38 MoonWitch.esp 57 39 RaceCompatibilityUSKPOverride.esp 58 3a FNIS_PCEA2.esp 59 3b VioLens.esp 60 3c FNISSexyMove.esp 61 3d RaceMenuMorphsCBBE.esp 62 3e CROSS_Crucible.esp 63 3f Warlock axe Nexus.esp 64 40 Masamune.esp 65 41 SL Deadly Drain.esp 66 42 SexLab Aroused Creatures.esp 67 43 Apropos2.esp 68 44 zzEstrus.esp 69 45 TweaksMagicTouchCrafting.esp 70 46 SLAnimLoader.esp 71 47 Private Needs Discreet.esp 72 48 DLSkyrim.esp 73 49 ShadowSpellPackage.esp 74 4a SexLabDefeat.esp 75 4b UIExtensions.esp 76 4c SOS - VectorPlexus Regular Addon.esp 77 4d MikanEyes All in one.esp 78 4e SlaveTats.esp 79 4f SLALAnimObj.esp 80 50 SLALAnimObjBillyy.esp 81 51 no_guard_warning_after_shouts.esp 82 52 Random Vampire Attacks in Towns Disabled.esp 83 53 RaceMenu.esp 84 54 RaceMenuPlugin.esp 85 55 DW.esp 86 56 [COCO]ms_shirt.esp 87 57 LindsMerEyes.esp 88 58 Tempest.esp 89 59 TeraSuccubusArmor.esp 90 5a C5Kev's Animated Tentacle Parasite Armor.esp 91 5b Rayg_NoBYOHAttacks.esp 92 5c ColdharbourDaedra.esp 93 5d Fachry ZONE-tan Follower.esp 94 5e Daedric Chainmail CBBE.esp 95 5f SGEyebrows.esp 96 60 Real Flying.esp 97 61 SuccubusRaceRealFlyingPatch.esp 98 62 AddItemMenuLE.esp 99 63 C5Kev's Sexy Bondage Armor CBBE.esp 100 64 C5Kev's Sexy Spriggan Armor CBBE.esp 101 65 [dint]_NeirAutomataHDT.esp 102 66 Angelic_Demonic.esp 103 67 TERA-Masks.esp 104 68 [COCO]sexypunk.esp 105 69 [COCO]wedding_2B.esp 106 6a [COCO]KDA_Ahri_Full.esp 107 6b RaceChanger.esp 108 6c mcgDwarvenDeviousCuirass.esp 109 6d SummonWhiteSpider.esp 110 6e SpaceWikingSpecialEffectFreyjaGems.esp 111 6f Daedric Reaper Armor.esp 112 70 NewVampChainsCuirass.esp 113 71 _ImoMegane.esp 114 72 Colorful_Magic.esp 115 73 HentaiCreatures.esp 116 74 Za Warudo.esp 117 75 C5Kev's Animated Living Armor Colors CBBE.esp 118 76 Remodeled Armor - Vanilla Replacer - Dawnguard.esp 119 77 Remodeled Armor - Vanilla Replacer - Dragonborn.esp 120 78 DudestiaOutfitChanger.esp 121 79 Throwing_Weapons_Redux.esp 122 7a SkyrimChainBeastsDB.esp 123 7b Alternate Start - Live Another Life.esp 124 7c Sacrosanct - Vampires of Skyrim.esp 125 7d SexLab_Solutions.esp 126 7e EstrusChaurus.esp 127 7f SexLab Eager NPCs.esp 128 80 SCS_RacePatch_Succubus.esp 129 81 Deviously Cursed Loot LAL AddOn.esp 130 82 Bashed Patch, 0.esp
Musje Posted July 25, 2019 Posted July 25, 2019 I had some progress with this I made my own conversion from the latest LE version to SE, and this one doesn't crash when an NPC gets the chain beast on them. But the devices are still immediately taking off, both from the player and from NPCs. I am testing using the "mine", does that make a difference? The log is sort of suggesting that it is: Spoiler [07/25/2019 - 01:55:19PM] SCB verbose: (Rabi,Chainbeast): Looking up device for bl = 4 [07/25/2019 - 01:55:19PM] SCB verbose: (Rabi,Chainbeast): Equiping crawler [07/25/2019 - 01:55:19PM] SCB info: (Rabi,Chainbeast): start effect finished. [07/25/2019 - 01:55:40PM] error: Unbound native function "FormHasKeywordString" called [07/25/2019 - 01:55:40PM] 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.OnObjectUnequipped() - "zadDevicesUnderneathPlayerScript.psc" Line 66 [07/25/2019 - 01:55:40PM] warning: Property PatronRef1 on script aygasworkdetectorscript attached to aygasWorkDetector (45012726) cannot be initialized because the script no longer contains that property [07/25/2019 - 01:55:42PM] warning: Property PatronRef1 on script aygasworkdetectorscript attached to aygasWorkDetector (45012726) cannot be initialized because the script no longer contains that property [07/25/2019 - 01:55:42PM] SCB info: (Rabi,Chainbeast): Ending magic effect. [07/25/2019 - 01:55:42PM] SCB info: Now listening for movement keys [07/25/2019 - 01:55:43PM] SCB info: (Rabi,Chainbeast): Starting punishment with non-ridable attacker. [07/25/2019 - 01:55:43PM] SCB verbose: (Rabi): Starting quest [scb_punishmanagementscript <SCB_PunishManagementQuest (190189E8)>] towards [Actor < (FF0018D1)>] Slot 0 [07/25/2019 - 01:55:43PM] SCB info: Started PMQ on player Rabi[07/25/2019 - 01:55:44PM] SCB verbose: [scb_punishmanagementscript <SCB_PunishManagementQuest (190189E8)>] reserved this quest [07/25/2019 - 01:55:44PM] SCB verbose: [scb_punishmanagementscript <SCB_PunishManagementQuest (190189E8)>] released this quest [07/25/2019 - 01:55:44PM] SCB info: (Rabi): No punishment options found for this victim. [07/25/2019 - 01:55:44PM] SCB info: Rabi,Chainbeast : Victim released from this beast [07/25/2019 - 01:55:44PM] SCB info: Rabi: Punishment has ended for this victim [07/25/2019 - 01:55:44PM] SCB info: Starting cloak management on Chainbeast Why "no punishment options", and why is the player or NPC immediately released after capture. What happens: - character is paralyzed - character get the chain beast thing - character stands up - character starts crawling for a second and the chain beast disappears immediately. In case of the player, there is an on screen message about this. UPDATE: When I attack an NPC with a summoned chain beast, they get paralyzed a couple times, then start crawling, and I can give them appropriate commands. But the chain beast still gets unequiped right away. I also disabled all options in the Devices Underneath option in DD, because that messes things up sometimes (especially in SE, since the errors in the log about ZadHiderScript are from DD, not ZAP)
Musje Posted July 25, 2019 Posted July 25, 2019 On 7/23/2019 at 6:00 PM, MTB said: Ok, added the event (without testing). Attached updated files of my working version vs 0.2.6 (LE version) for quick testing. Currently I don't clone/add the actor when captured by beasts so it still needs `PAHCore.Capture()' called on it - is there some way of obtaining the cloned actor that Capture creates? Easiest way I can see would be if Capture returned this actor (or whatever AddSlave returned instead of not returning anything) but that would require adapting PAHCore script and thus likely needing to recompile scripts that depend on it (even if just to prevent log spam-returning something when Nothing is expected should not really break anything). But perhaps there is already a way and I'm just not seeing it? Testupdate-over-v0.2.6.7z 465.06 kB · 1 download We can ask CliftonJD to have AddSlave return the slave This will not affect existing function calls, the return value is simply ignored. I had the exact same problem in And You Get a Slave, and I ended up copying part of the AddSlave function into my own code. Bad practise, but what can I do
MTB Posted July 26, 2019 Author Posted July 26, 2019 On 7/24/2019 at 7:44 PM, Aki K said: I'm having some problems. The gear return option doesn't return my gear (and I had a lot!) Also the beasts aren't subduing or chaining anyone, and the crawling won't start unless I use the MCM to start it. How exactly does this mod work? I was trying to test it with the beasts by the blue palace. They can attack me and strip me of my items (despite me trying to turn that off in the MCM) and even knock me over. But they never chain me or add any devices. They sometimes add 1 device to npcs (usually a collar) and nothing else. Speaking of npcs, despite setting the MCM to have only the player as a target, NPCs are still getting attacked regardless of gender. I want this mod to work because it looks cool, but nothing is happening except me losing all my gear. Finally, when I try to ride the spiders, it just looks like a normal mount. Is it supposed to look different? Am I missing something? (Playing LE with MO2 as my mod manager if info is needed. Yes I ran FNIS, yes I sorted the load order, and yes I handled the bodyslide data as instructed.) Load order if needed: Maybe there's a conflict or requirement I missed? Reveal hidden contents 0 0 Skyrim.esm 1 1 Update.esm 2 2 Dawnguard.esm 3 3 HearthFires.esm 4 4 Dragonborn.esm 5 5 Unofficial Skyrim Legendary Edition Patch.esp 6 6 hdtHighHeel.esm 7 7 ApachiiHair.esm 8 8 ApachiiHairFemales.esm 9 9 ApachiiHairMales.esm 10 a RaceCompatibility.esm 11 b SexLab.esm 12 c SexLabAroused.esm 13 d Devious Devices - Assets.esm 14 e Devious Devices - Integration.esm 15 f ZaZAnimationPack.esm 16 10 Apachii_DivineEleganceStore.esm 17 11 Devious Devices - Expansion.esm 18 12 CreatureFramework.esm 19 13 Schlongs of Skyrim - Core.esm 20 14 Heels Sound.esm 21 15 SkyrimChainBeasts.esm 22 16 Vampire Slavers Den v2.0.esm 23 17 FNIS.esp 24 18 SkyUI.esp 25 19 XPMSE.esp 26 1a RaceMenuMimic.esp 27 1b Brows.esp 28 1c REP_Tattoos.esp 29 1d EyesFix.esp 30 1e Merta Assassin Tattoos.esp 31 1f Animated Dragon Wings.esp 32 20 BanneredMareImmersiveSexualPlayground.esp 33 21 sewerrats.esp 34 22 UBWRe.esp 35 23 Thunderchild - Epic Shout Package.esp 36 24 Remodeled Armor - Vanilla Replacer.esp 37 25 ParticleField.esp 38 26 Deviously Cursed Loot.esp 39 27 Fachry Raven the Titan Follower.esp 40 28 SkyrimChainBeastsIntegration.esp 41 29 EtR_HearthfireDungeonAddon.esp 42 2a SexLab-Parasites.esp 43 2b Apachii_DivineEleganceStore_Patch.esp 44 2c MoreNastyCritters.esp 45 2d KillCurse.esp 46 2e Killable Lootable Children for Hearthfires.esp 47 2f RavenCastle.esp 48 30 Schlongs of Skyrim.esp 49 31 SOS - Shop.esp 50 32 LairOfDarkness.esp 51 33 DarkEnvoy.esp 52 34 Harry Potter Spells.esp 53 35 SummonVampireCattle.esp 54 36 SuccubusRaceLite.esp 55 37 Merta Assassin Armor.esp 56 38 MoonWitch.esp 57 39 RaceCompatibilityUSKPOverride.esp 58 3a FNIS_PCEA2.esp 59 3b VioLens.esp 60 3c FNISSexyMove.esp 61 3d RaceMenuMorphsCBBE.esp 62 3e CROSS_Crucible.esp 63 3f Warlock axe Nexus.esp 64 40 Masamune.esp 65 41 SL Deadly Drain.esp 66 42 SexLab Aroused Creatures.esp 67 43 Apropos2.esp 68 44 zzEstrus.esp 69 45 TweaksMagicTouchCrafting.esp 70 46 SLAnimLoader.esp 71 47 Private Needs Discreet.esp 72 48 DLSkyrim.esp 73 49 ShadowSpellPackage.esp 74 4a SexLabDefeat.esp 75 4b UIExtensions.esp 76 4c SOS - VectorPlexus Regular Addon.esp 77 4d MikanEyes All in one.esp 78 4e SlaveTats.esp 79 4f SLALAnimObj.esp 80 50 SLALAnimObjBillyy.esp 81 51 no_guard_warning_after_shouts.esp 82 52 Random Vampire Attacks in Towns Disabled.esp 83 53 RaceMenu.esp 84 54 RaceMenuPlugin.esp 85 55 DW.esp 86 56 [COCO]ms_shirt.esp 87 57 LindsMerEyes.esp 88 58 Tempest.esp 89 59 TeraSuccubusArmor.esp 90 5a C5Kev's Animated Tentacle Parasite Armor.esp 91 5b Rayg_NoBYOHAttacks.esp 92 5c ColdharbourDaedra.esp 93 5d Fachry ZONE-tan Follower.esp 94 5e Daedric Chainmail CBBE.esp 95 5f SGEyebrows.esp 96 60 Real Flying.esp 97 61 SuccubusRaceRealFlyingPatch.esp 98 62 AddItemMenuLE.esp 99 63 C5Kev's Sexy Bondage Armor CBBE.esp 100 64 C5Kev's Sexy Spriggan Armor CBBE.esp 101 65 [dint]_NeirAutomataHDT.esp 102 66 Angelic_Demonic.esp 103 67 TERA-Masks.esp 104 68 [COCO]sexypunk.esp 105 69 [COCO]wedding_2B.esp 106 6a [COCO]KDA_Ahri_Full.esp 107 6b RaceChanger.esp 108 6c mcgDwarvenDeviousCuirass.esp 109 6d SummonWhiteSpider.esp 110 6e SpaceWikingSpecialEffectFreyjaGems.esp 111 6f Daedric Reaper Armor.esp 112 70 NewVampChainsCuirass.esp 113 71 _ImoMegane.esp 114 72 Colorful_Magic.esp 115 73 HentaiCreatures.esp 116 74 Za Warudo.esp 117 75 C5Kev's Animated Living Armor Colors CBBE.esp 118 76 Remodeled Armor - Vanilla Replacer - Dawnguard.esp 119 77 Remodeled Armor - Vanilla Replacer - Dragonborn.esp 120 78 DudestiaOutfitChanger.esp 121 79 Throwing_Weapons_Redux.esp 122 7a SkyrimChainBeastsDB.esp 123 7b Alternate Start - Live Another Life.esp 124 7c Sacrosanct - Vampires of Skyrim.esp 125 7d SexLab_Solutions.esp 126 7e EstrusChaurus.esp 127 7f SexLab Eager NPCs.esp 128 80 SCS_RacePatch_Succubus.esp 129 81 Deviously Cursed Loot LAL AddOn.esp 130 82 Bashed Patch, 0.esp I see in your load order that you have race compatibility - so possibly you are using some custom race? Perhaps it is not recognized as a `playable race'. (Capture only happens for playable races - stripping of non-targets always happens and does not consider the flags - I've added addressing that and some work around for custom races to my TODO list.) You can likely use the `return unowned gear' option to recover your gear - this is used for any `non-target' which seems to include the player here. I'm not sure what is going on with the aggression management. Perhaps they are siding with the player? (Should be neutral in general though if not a valid target...) > They sometimes add 1 device to npcs (usually a collar) and nothing else. That should be the first step. On second takedown they should add a second (leg irons), etc. Unless quick capture option is set - then first take down should lead to crawler equipped and sent to Zaz furniture (but only if a valid target ie playable race and gender selected in MCM.) >Finally, when I try to ride the spiders, it just looks like a normal mount. Is it supposed to look different? Am I missing something? It is supposed to equip the cocoon and carry the the player flat (with struggle animation) on the spiders back (see spiders.jpg screenshot on the download page). If it is just riding (but facing backwards) the custom riding animations are not working. (Double check MCM setting under preview...or perhaps this is also related to the custom race?-not sure why.)
MTB Posted July 26, 2019 Author Posted July 26, 2019 22 hours ago, Musje said: I had some progress with this I made my own conversion from the latest LE version to SE, and this one doesn't crash when an NPC gets the chain beast on them. But the devices are still immediately taking off, both from the player and from NPCs. I am testing using the "mine", does that make a difference? The log is sort of suggesting that it is: Reveal hidden contents [07/25/2019 - 01:55:19PM] SCB verbose: (Rabi,Chainbeast): Looking up device for bl = 4 [07/25/2019 - 01:55:19PM] SCB verbose: (Rabi,Chainbeast): Equiping crawler [07/25/2019 - 01:55:19PM] SCB info: (Rabi,Chainbeast): start effect finished. [07/25/2019 - 01:55:40PM] error: Unbound native function "FormHasKeywordString" called [07/25/2019 - 01:55:40PM] 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.OnObjectUnequipped() - "zadDevicesUnderneathPlayerScript.psc" Line 66 [07/25/2019 - 01:55:40PM] warning: Property PatronRef1 on script aygasworkdetectorscript attached to aygasWorkDetector (45012726) cannot be initialized because the script no longer contains that property [07/25/2019 - 01:55:42PM] warning: Property PatronRef1 on script aygasworkdetectorscript attached to aygasWorkDetector (45012726) cannot be initialized because the script no longer contains that property [07/25/2019 - 01:55:42PM] SCB info: (Rabi,Chainbeast): Ending magic effect. [07/25/2019 - 01:55:42PM] SCB info: Now listening for movement keys [07/25/2019 - 01:55:43PM] SCB info: (Rabi,Chainbeast): Starting punishment with non-ridable attacker. [07/25/2019 - 01:55:43PM] SCB verbose: (Rabi): Starting quest [scb_punishmanagementscript <SCB_PunishManagementQuest (190189E8)>] towards [Actor < (FF0018D1)>] Slot 0 [07/25/2019 - 01:55:43PM] SCB info: Started PMQ on player Rabi[07/25/2019 - 01:55:44PM] SCB verbose: [scb_punishmanagementscript <SCB_PunishManagementQuest (190189E8)>] reserved this quest [07/25/2019 - 01:55:44PM] SCB verbose: [scb_punishmanagementscript <SCB_PunishManagementQuest (190189E8)>] released this quest [07/25/2019 - 01:55:44PM] SCB info: (Rabi): No punishment options found for this victim. [07/25/2019 - 01:55:44PM] SCB info: Rabi,Chainbeast : Victim released from this beast [07/25/2019 - 01:55:44PM] SCB info: Rabi: Punishment has ended for this victim [07/25/2019 - 01:55:44PM] SCB info: Starting cloak management on Chainbeast Why "no punishment options", and why is the player or NPC immediately released after capture. What happens: - character is paralyzed - character get the chain beast thing - character stands up - character starts crawling for a second and the chain beast disappears immediately. In case of the player, there is an on screen message about this. UPDATE: When I attack an NPC with a summoned chain beast, they get paralyzed a couple times, then start crawling, and I can give them appropriate commands. But the chain beast still gets unequiped right away. I also disabled all options in the Devices Underneath option in DD, because that messes things up sometimes (especially in SE, since the errors in the log about ZadHiderScript are from DD, not ZAP) The unequiping of devices/beast is not supposed to happen (some form of conflict with DD despite turning of Devices Underneath? - right zad=DD not ZAZ that is zbf). Other than that this is a normal sequence at the final capture; the beast is ready to take the victim to a Zaz device (or for player summoned beast: start following the player). The red marked lines indicate there is no Zaz furniture nearby (loaded cell) - otherwise devices selection would be visible between reserve PMQ and release PMQ. In this case the beast will release the victim again after a second or so. If they start crawling after the player and you can give the orders they are correctly captured, it is just the device (crawler) that is somehow being unequipped. If the devices show but then are removed right away I suspect it is some other mod's script that is removing them. If they are not equipping at all it could be equipment is worn with a conflicting DD/ZAZ keyword.
Musje Posted July 26, 2019 Posted July 26, 2019 4 hours ago, MTB said: In this case the beast will release the victim again after a second or so. That must be the case then, there's no ZAP equipment nearby. Does that count for NPCs as well? And if so, how is the summonable chain beast supposed to work? 4 hours ago, MTB said: If they start crawling after the player and you can give the orders they are correctly captured, it is just the device (crawler) that is somehow being unequipped. If the devices show but then are removed right away I suspect it is some other mod's script that is removing them. If they are not equipping at all it could be equipment is worn with a conflicting DD/ZAZ keyword. This was a regular bandit outisde that mine near Riverwood. By the way, I tried another summoned beast inside the mine, and that one managed to capture a lady bandit, and the chain beast stayed on (even when I exited the mine).
Aki K Posted July 26, 2019 Posted July 26, 2019 5 hours ago, MTB said: I see in your load order that you have race compatibility - so possibly you are using some custom race? Perhaps it is not recognized as a `playable race'. (Capture only happens for playable races - stripping of non-targets always happens and does not consider the flags - I've added addressing that and some work around for custom races to my TODO list.) You can likely use the `return unowned gear' option to recover your gear - this is used for any `non-target' which seems to include the player here. I'm not sure what is going on with the aggression management. Perhaps they are siding with the player? (Should be neutral in general though if not a valid target...) > They sometimes add 1 device to npcs (usually a collar) and nothing else. That should be the first step. On second takedown they should add a second (leg irons), etc. Unless quick capture option is set - then first take down should lead to crawler equipped and sent to Zaz furniture (but only if a valid target ie playable race and gender selected in MCM.) >Finally, when I try to ride the spiders, it just looks like a normal mount. Is it supposed to look different? Am I missing something? It is supposed to equip the cocoon and carry the the player flat (with struggle animation) on the spiders back (see spiders.jpg screenshot on the download page). If it is just riding (but facing backwards) the custom riding animations are not working. (Double check MCM setting under preview...or perhaps this is also related to the custom race?-not sure why.) I'll test with a normal race. BTW, the return gear option didn't work. I tried that. It returned 2 lockpicks and a book. The creatures kept knocking me down and spawning new chests, so it probably only tries to return whatever the last spawned chest held. I bet if I dug through the 20 plus chests by blue palace I'd find my gear unless it spawned into the oblivion below ground. But I loaded a more recent save so no problem for now.
Uso15 Posted July 26, 2019 Posted July 26, 2019 Having some trouble with the crawling animations for the chainbeasts, all the parts attach and the whole chain outfit is equipped but the character slowly walks instead of the crawl. Uninstalled other mods that had a crawl like sanguine's debauchery, switched off of custom races and uninstalled them + race compatability, reinstalled this mod and re-ran FNIS, no luck so far. Going to try and reinstall ZAZ next, any suggestions?
cdru Posted July 28, 2019 Posted July 28, 2019 On 7/27/2019 at 6:44 AM, Uso15 said: Having some trouble with the crawling animations for the chainbeasts, all the parts attach and the whole chain outfit is equipped but the character slowly walks instead of the crawl. Uninstalled other mods that had a crawl like sanguine's debauchery, switched off of custom races and uninstalled them + race compatability, reinstalled this mod and re-ran FNIS, no luck so far. Going to try and reinstall ZAZ next, any suggestions? I have the same problem, even though 0.25 had crawling work
Goddess_moka Posted July 28, 2019 Posted July 28, 2019 so i have a problem. so the beasts all exist and hell the dogs can even latch onto me but then they either vanish off of me and go through it all again, making many strong boxes, or (only for me and not npcs) will grab onto me but nothing will happen after that. i can crawl around but nothing else happens. for bigger ones like spiders and mammoths the spiders will just vanish and be replaced by a dog, the mammoths will make me get stuck in the air where i am supposed to be held or above it and just never move and be glitched in the air. please help me. the npcs just simply can't be caught by the dogs and the mammoths will do the same thing to the npcs as they do to me. i can see the harness and stuff appear on them for a moment before it vanishes off. i use vortex by the way.
MTB Posted July 29, 2019 Author Posted July 29, 2019 On 7/26/2019 at 9:44 PM, Uso15 said: Having some trouble with the crawling animations for the chainbeasts, all the parts attach and the whole chain outfit is equipped but the character slowly walks instead of the crawl. Uninstalled other mods that had a crawl like sanguine's debauchery, switched off of custom races and uninstalled them + race compatability, reinstalled this mod and re-ran FNIS, no luck so far. Going to try and reinstall ZAZ next, any suggestions? For any issues with the crawling first try in MCM option `test player crawling' in debug menu. If that works the issues is not with the animations. If not check the fnis output mentions the SkyrimChainBeasts (SCB) animations (should mention something like 0 animations, 0 furniture and x alternate animations included.) & check paths for animations and behavior file - I tend to mess up on those... Meshes\actors\character\behaviors\FNIS_SkyrimChainBeasts_Behavior.hkx Meshes\actors\character\animations\SkyrimChainBeasts\FNIS_SkyrimChainBeasts_List.txt and a bunch of hkx files (scb0/1_mt_idle/run/walk/etc.hkx) On 7/28/2019 at 5:56 PM, Goddess_moka said: so i have a problem. so the beasts all exist and hell the dogs can even latch onto me but then they either vanish off of me and go through it all again, making many strong boxes, or (only for me and not npcs) will grab onto me but nothing will happen after that. i can crawl around but nothing else happens. for bigger ones like spiders and mammoths the spiders will just vanish and be replaced by a dog, the mammoths will make me get stuck in the air where i am supposed to be held or above it and just never move and be glitched in the air. please help me. the npcs just simply can't be caught by the dogs and the mammoths will do the same thing to the npcs as they do to me. i can see the harness and stuff appear on them for a moment before it vanishes off. i use vortex by the way. When you crawl arround does it cost a lot of stamina? Sounds like several things are glitching - I'm currently at a loss. SSE or LE, new game or existing one? Do you have DD installed? Male/Female character.
Goddess_moka Posted July 30, 2019 Posted July 30, 2019 10 hours ago, MTB said: For any issues with the crawling first try in MCM option `test player crawling' in debug menu. If that works the issues is not with the animations. If not check the fnis output mentions the SkyrimChainBeasts (SCB) animations (should mention something like 0 animations, 0 furniture and x alternate animations included.) & check paths for animations and behavior file - I tend to mess up on those... Meshes\actors\character\behaviors\FNIS_SkyrimChainBeasts_Behavior.hkx Meshes\actors\character\animations\SkyrimChainBeasts\FNIS_SkyrimChainBeasts_List.txt and a bunch of hkx files (scb0/1_mt_idle/run/walk/etc.hkx) When you crawl arround does it cost a lot of stamina? Sounds like several things are glitching - I'm currently at a loss. SSE or LE, new game or existing one? Do you have DD installed? Male/Female character. no it doesn't cost any stamina or if it does its so small that it doesn't even show up. i have done it on new game and existing ones had the same things happen. female character but have set it so that way it will attack all viable and i am guessing sse is 'skyrim special edition'? i am using the normal pc version with all dlc.. i also got the optional files that add more za furniture or how ever you say that mod. as well as the one that adds mines in the other areas from DLC. currently i just have the mod suspended so that way i can still play the game for the time being.
Systamatic Posted August 3, 2019 Posted August 3, 2019 On 7/15/2019 at 12:49 AM, TheQueenofTraps said: You have a working version of Quick As You Like for SSE? Uh no i use normal skyrim
MTB Posted August 3, 2019 Author Posted August 3, 2019 36 minutes ago, darkknight25251325 said: Hi, any pack for UUNB BS? I assume this means you're running SSE as for LE its included as option in the installer. I quickly ran the LE UUNB BS files through SSE Nif Optimizer. Result attached (use installer or drop in skyrim folder). Did not test - please report back if you try it; if works I'll include it in the next SSE release. UUNB.7z 1
Goddess_moka Posted August 3, 2019 Posted August 3, 2019 On 7/29/2019 at 10:42 PM, Goddess_moka said: no it doesn't cost any stamina or if it does its so small that it doesn't even show up. i have done it on new game and existing ones had the same things happen. female character but have set it so that way it will attack all viable and i am guessing sse is 'skyrim special edition'? i am using the normal pc version with all dlc.. i also got the optional files that add more za furniture or how ever you say that mod. as well as the one that adds mines in the other areas from DLC. currently i just have the mod suspended so that way i can still play the game for the time being. still need help by the way.... sorry if i am being a little impatient
Awkward Nymph Posted August 7, 2019 Posted August 7, 2019 Just wanted to pop in...this is a really creative idea. It even makes sense with the whole magical aspects of Skyrim. Looking forward to what else you come up with.
rjn Posted August 7, 2019 Posted August 7, 2019 I love Chainbeasts! I triggered the mine in Solitude by the Blue Palace and ran for the front gate of the city with beasts on my tail. The chainbeasts created a panic all through the city. Took me a while to find and kill them all, so by then there were at least 6 damsels in bondage distress.
Hex Bolt Posted August 8, 2019 Posted August 8, 2019 20 hours ago, rjn said: The chainbeasts created a panic all through the city. Took me a while to find and kill them all, so by then there were at least 6 damsels in bondage distress. Aw, no screen shots? 1
Lynxin Posted August 11, 2019 Posted August 11, 2019 Any thoughts on making tamed chainbeasts that hostile NPCs could try to use against the player? Mods like Tame The Beasts of Skyrim seem to have a similar functionality of NPCs having pet followers and so I think it would be an interesting concept if certain NPCs from bandits to mages or guards had their own pet chain beasts. On a different note I saw a few users here were having issues with animations working properly. I noticed this was an issue I had too but only on certain save files, and this was resolved after I did the reinstallation process (disable in MCM, save, disable plugins, reload and save again, then turn plugins back on). 1
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