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Skyrim Chain Beasts


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Posted

My first real encounter with these was really scary. ?

I have tested them out before and so on, but here I saw a bunch of bandits come up behind me, and then I saw the quest objective start. I ran, but not fast enough. Then hooked in all manner of chains I managed to run again. And sneak. And wait for others to clear them out. Fun stuff.

 

The thing is, I really like to avoid them, like the scary mf's they are. But without the quest starting I wouldn't have noticed them, because they are totally silent.

Is there a way to add some sounds to them?

I wan't my blood to chill when I hear the sound of them.

Posted

What happens if:

> PC gets caught by a chain beast => transfer to a zaz furniture

> after release PC runs away, but ends up enslaved or in bondage that prevents the PC from opening the chest

> Blacksmith won't help (only tried 2 at 75% chance, so I just need to try that a bit more)

> Now NPCs unrelated to SCB remove the chain beast devices

=> if that happens, will the SCB quest be stuck?

 

Short:

Will any of the SCB quests get stuck if other mods remove SCB devices?

Especially if the PC has no chance anytime soon to find the "after capture" chest and/or isn't able to open it.

 

One of the SCB devices that got forcefully removed and now seem to be stuck in inventory as quest item:

(DFC enslaved via SS+ after escaping chain beasts after zaz punishment and still not be able to open SCB chest* (3 days now^^))

*= not being able to open chest means the PC had no time to go back to that chest because of other mods keeping it away ?

Spoiler

668026822_enb2020_04_0421_17_14_88.jpg.f5158ef381b4c48a3d451835ebddae7b.jpg

 

EDIT: Couldn't find the chest and tried debug stop quest => worked, also all equipment is back

I have northern grass installed, lol, I never had a chance to find that chest ^^

Also being constantly in DFC debt didn't help either to try and re-equip the chain beast devices o.o

 

So I guess if the chain beast devices get forcefully removed it will not stop the SCB quest and it would be possible to resume by re-equipping the devices.

Posted

Is this mod supposed to make my character constantly unequip any spell they equip? My game decided to spawn these in Riverwood and I'm playing as a mage, so it's basically impossible right now to complete the quest because I'm collared and I cant get to the mines in time after going to another city to uncollar.

 

My magicka damage is set to 0 btw

 

EDIT: It seems to be some kind of conflict with Devious Framework. Not sure how to fix it

Posted
1 hour ago, Siev said:

EDIT: It seems to be some kind of conflict with Devious Framework. Not sure how to fix it

SCB will lock you into zaz furniture for punishment for a certain amount of time => DFWS will lock your PC into that furniture => SCB punishment time runs out => DFWS will have you still locked into the furniture => chain beast attacks again => clusterfuuuck!

 

I don't think you can make DFWS and SCB compatible unless you deactivate DFWS as long as a SCB quest is running

Posted
27 minutes ago, donttouchmethere said:

SCB will lock you into zaz furniture for punishment for a certain amount of time => DFWS will lock your PC into that furniture => SCB punishment time runs out => DFWS will have you still locked into the furniture => chain beast attacks again => clusterfuuuck!

 

I don't think you can make DFWS and SCB compatible unless you deactivate DFWS as long as a SCB quest is running

 

You can disable the DFWS lock furniture function but that isn't the issue I'm having. Devious Framework (not support, the base mod - log says [DFW]) is auto-unequiping any spell I try to equip for some reason while chainbeasts is on if I have the collar on. I can equip weapons just fine.

 

Having issues with this mod in general because mines spawned so many mobs my game crashed (and mine mob count limit doesnt seem to work after it's already spawned), but otherwise great potential.

 

Also an NPC died from the ragdoll physics, and if any sex animation plays while in ZaZ furniture the game seems to break, and the strip function doesn't seem to respect the "never strip" setting in sexlab options (which I fixed by just disabling stripping, which still spawns lockboxes)

Posted
1 minute ago, Siev said:

Devious Framework (not support, the base mod) is auto-unequiping any spell I try to equip for some reason while chainbeasts is on if I have the collar on.

I think that effect is from SCB, because I have that on my Setup too after a chain best defeat and wearing a chain best collar.

Not sure if it happens because SP gets drained or if it just prevents any vanilla spell to work (I still can cast custom spells tho).

 

 

Posted

I can't cast custom spells or normal spells, but still have full magicka.

 

Also it would be nice to have a reset button - I've had to go in and remove myself from SCB factions multiple times after a broken device interaction. Some of the mines were also broken and I had to console wizard them out of existence

Posted

Automatic triggering traps?

Sweet!

Fun until CTD ^^

(my followers where already naked thx to SLS)

PD Khajiit caravan joined the fun! (and most of them ended naked right away ?)

Guess there where just too many chests created and chains distributed:

 

Spoiler

436931816_enb2020_04_0614_34_37_62.jpg.add7b712628f83da2141a3d24732e5fe.jpg

Something with those SCB eats up crazy amounts of memory. (uneducated guess)

 

Posted

SCB ice spiders cause CTD if they fight with ToH's doppelganger.

Not sure just yet if it's an doppelganger issue or a SCB issue.

 

I repeated the same scene 5 times (doppelganger attacked by SCB spider) and I get always this as result

Spoiler

897615310_crashfixwarningSCB1.jpg.45fc711a5d84b754bec2321fe62c2ab5.jpg

Last SCB version worked without issues and spider attacks, so for now I guess it's an ToH doppelganger issue.

 

  • 2 weeks later...
Posted

Not sure if it has reported, but I am sure this mod conflicts with Arachnophobia, and most likely Estrus Chaurus Spider.

 

The chain spider spit effect triggers the Arachnophobia cocoon.  Not sure if there is a way to differentiate the chain spider from the other types of spiders, but it would be nice :)

 

I just encountered these things in Riverwood, and was overwhelmed, they just kept spawning and spawning.  I ended up reverting to before I ran across them.  I am going to go through the settings again to see if I can get things under more reasonable control.

 

Edit:  My bad, it would appear that the webbing is there on purpose!  Cool.

Posted

No clue if this has been reported, but there also appears to be a conflict with Cursed Loot.

 

The crawl animation is replaced by arms behind back. Tried ordering the mods and the plugins in MO2, but it didn't seem to make any difference.

Has anyone else experienced anything similar?

Posted
1 hour ago, Chupacabra Gonzales said:

No clue if this has been reported, but there also appears to be a conflict with Cursed Loot.

 

The crawl animation is replaced by arms behind back. Tried ordering the mods and the plugins in MO2, but it didn't seem to make any difference.

Has anyone else experienced anything similar?

How does the FNIS log look like, any warnings or errors?

Posted

Remote cage scenario.  Got led all the way across Skyrim  to stand in front of a cage.  Nothing happened afterwars.  The slaver was sitting crosslegged right behind me.  Anyway to kick this in motion again once this happens?

 

Finally got the cage scenario to work.  This time I had to fast forward because I was getting stuck on inclines and could not move forward.  Might be worth adding functionality to automatically fast forward after a configurable wait (like POP)

 

Anyway, made to the cage and got locked in.  The slaver opened the cage to have some fun and the chainbeast that brought me attacked again, messing up the sex animation.  I feel that once a beast makes the delivery, it should disappear so it does not cause problems.   I also think all the restraints should be left one (I just put whatever was removed back on)  a DD patch would be cool if you would consider it.  Too easy to get out :)

 

I really like this mod, lots of potential.  I am still amazed that I was able to crawl across the entirety of Skyrim without aggroing anyone!

Posted

I had a frenzy in Riverwood... Days later i come back there is 3 npc's including my follower wearing a mask and none are in furniture anymore. One of the beasts captured me and keep walking around the furniture, somehow script stuck with it and not able to progress. I tried with both chain dog creature and spider one, both keep holding player and slowly moving around.

 

Could the furnitures be in some "reserved" state?

 

Also most of the time when player is moved, she's not linked to the beast or cage within but just moves floating in air. The big monster with cage in the middle was especially buggy, only 1 time i had player caught in the cage, all other times the monster goes somewhere else while having player float in air.

 

Maybe someone someday may be able to fix this but for now i have to consider this mod overall very broken.

Posted

Currently have a follower stuck in the system.  I try to talk to them and only return with please help me (gag talk)  I removed all scb restraints, made no difference.  Tried fast forwarding and noticed the comment for the function mentions something about default releasing the npc.  I see no default option on that page.  Nothing I have tried so far worked.  i have not tried resetting the system yet.

 

Have you considered having the beast take people to custom cells?  They get captured, walk for awhile (cause i do like those animations) then get teleported to their new home.  Could be a variety of cells added.  If SCB was a framework, then people could have the player sent anywhere.

 

Just an idea :)

 

Also, seems if you kill the slaver while escaping, it breaks future slaver captures.  I tried resurrecting him but he just ignores me.

 

Posted
On 4/3/2020 at 6:08 PM, mrdoodle said:

My first real encounter with these was really scary. ?

I have tested them out before and so on, but here I saw a bunch of bandits come up behind me, and then I saw the quest objective start. I ran, but not fast enough. Then hooked in all manner of chains I managed to run again. And sneak. And wait for others to clear them out. Fun stuff.

 

The thing is, I really like to avoid them, like the scary mf's they are. But without the quest starting I wouldn't have noticed them, because they are totally silent.

Is there a way to add some sounds to them?

I wan't my blood to chill when I hear the sound of them.

 

I've created a chains sound and it is easy to add it so it always plays.  It would make much more sense if it only plays if the beasts moves.  Unfortunately the wolf behavior file does not include the `play sound on moving' events so setting that sound in the CK has no effect.   Never changed a behavior file - have read how it should work but expect it will turn out to be rather tricky.

Perhaps I'll add it to play always but only for the wild beasts - the mine summoned ones you should be aware of anyways...

 

chains.mp3

Posted
On 4/4/2020 at 10:04 PM, donttouchmethere said:

What happens if:

> PC gets caught by a chain beast => transfer to a zaz furniture

> after release PC runs away, but ends up enslaved or in bondage that prevents the PC from opening the chest

> Blacksmith won't help (only tried 2 at 75% chance, so I just need to try that a bit more)

> Now NPCs unrelated to SCB remove the chain beast devices

=> if that happens, will the SCB quest be stuck?

 

Short:

Will any of the SCB quests get stuck if other mods remove SCB devices?

Especially if the PC has no chance anytime soon to find the "after capture" chest and/or isn't able to open it.

 

One of the SCB devices that got forcefully removed and now seem to be stuck in inventory as quest item:

(DFC enslaved via SS+ after escaping chain beasts after zaz punishment and still not be able to open SCB chest* (3 days now^^))

*= not being able to open chest means the PC had no time to go back to that chest because of other mods keeping it away ?

  Reveal hidden contents

668026822_enb2020_04_0421_17_14_88.jpg.f5158ef381b4c48a3d451835ebddae7b.jpg

 

EDIT: Couldn't find the chest and tried debug stop quest => worked, also all equipment is back

I have northern grass installed, lol, I never had a chance to find that chest ^^

Also being constantly in DFC debt didn't help either to try and re-equip the chain beast devices o.o

 

So I guess if the chain beast devices get forcefully removed it will not stop the SCB quest and it would be possible to resume by re-equipping the devices.

 

> I have northern grass installed, lol, I never had a chance to find that chest ^^

 

There is now an alternate solution for that.

Spoiler

There is a find boxes spell; of course will need to get rid of the mask before being able to cast.

(Obtainable through gameplay or skip menu.)

 

> So I guess if the chain beast devices get forcefully removed it will not stop the SCB quest and it would be possible to resume by re-equipping the devices.

The `escape from devices' quest may be updated when ever there are mod events that could remove devices (picking up key, convincing smith the help),

making sure to have at leas one SCB_device equipped at that time should make it work as it should. Perhaps I can update the checks so that it also addresses the

case that devices were otherwise removed.

 

 

 

Posted
On 4/5/2020 at 6:43 AM, Siev said:

I can't cast custom spells or normal spells, but still have full magicka.

 

Also it would be nice to have a reset button - I've had to go in and remove myself from SCB factions multiple times after a broken device interaction. Some of the mines were also broken and I had to console wizard them out of existence

 

On 4/5/2020 at 4:29 AM, Siev said:

Is this mod supposed to make my character constantly unequip any spell they equip? My game decided to spawn these in Riverwood and I'm playing as a mage, so it's basically impossible right now to complete the quest because I'm collared and I cant get to the mines in time after going to another city to uncollar.

 

My magicka damage is set to 0 btw

 

EDIT: It seems to be some kind of conflict with Devious Framework. Not sure how to fix it

 

This is ZAP (and I expect also DD) behavior when a gag is equipped. 

Note the gag may be invisible due to some visual conflicts - also check inventory or even a `phantom' gag effect (could perhaps happen if synchronization between effects and equipped devices of DD breaks).

>Also it would be nice to have a reset button - I've had to go in and remove myself from SCB factions multiple times after a broken device interaction. Some of the mines were also broken and I had to console wizard them out of existence

The MCM status and debug menu have some options to release/remove.  What do you mean be mines were broken?

 

 

On 4/5/2020 at 6:05 AM, donttouchmethere said:

SCB will lock you into zaz furniture for punishment for a certain amount of time => DFWS will lock your PC into that furniture => SCB punishment time runs out => DFWS will have you still locked into the furniture => chain beast attacks again => clusterfuuuck!

 

I don't think you can make DFWS and SCB compatible unless you deactivate DFWS as long as a SCB quest is running

 

A work around would be to set victim status to indefinite (but that would have to be done before the device use timer runs out) - then beast should not attack again.

You can reset victim status (for everybody) by updating the valid target setting (just updating it is enough; does not have to actually change eg turn a gender off and back on should work).

If there is a way to detect when DFWS takes over and releases it may be possible to make a compatibility plugin.

 

 

 

 

Posted
On 4/15/2020 at 11:57 PM, slvsaris said:

Not sure if it has reported, but I am sure this mod conflicts with Arachnophobia, and most likely Estrus Chaurus Spider.

 

The chain spider spit effect triggers the Arachnophobia cocoon.  Not sure if there is a way to differentiate the chain spider from the other types of spiders, but it would be nice :)

 

I just encountered these things in Riverwood, and was overwhelmed, they just kept spawning and spawning.  I ended up reverting to before I ran across them.  I am going to go through the settings again to see if I can get things under more reasonable control.

 

Edit:  My bad, it would appear that the webbing is there on purpose!  Cool.

 

In the most resent version(s) (where the spider have the new attack) this should not happen; they have their own spell now and no longer use the spell that Arachnophobia changes.

(I ran a quick test and indeed the chain spit does not apply the arachnophobia web effect.)

 

>Edit:  My bad, it would appear that the webbing is there on purpose!  Cool.

Ok I should have fininshed reading first - That explains; you were getting the `metal webbing' effect; that is indeed part of the mod.

 

>I just encountered these things in Riverwood, and was overwhelmed, they just kept spawning and spawning.

When does this happen - when just activating a mine or when trying to manually destroy it or ... ?  Is you PC at a low or high level?

SSE or oldrim version?

 

Posted
On 4/16/2020 at 1:40 PM, Chupacabra Gonzales said:

No clue if this has been reported, but there also appears to be a conflict with Cursed Loot.

 

The crawl animation is replaced by arms behind back. Tried ordering the mods and the plugins in MO2, but it didn't seem to make any difference.

Has anyone else experienced anything similar?

 

If wearing DD restraints, like arm binder, DD scripting may override the animation. 

Note the arm binder may not be visible anymore if a crawler is equipped but it is still there (should show as equipped in inventory).

Such visual oddities are a limitation of the way the mod tries to avoid conflicts with DD.   It should not occur when not wearing DD restraints.

 

 

Posted
On 4/18/2020 at 8:29 PM, slvsaris said:

Remote cage scenario.  Got led all the way across Skyrim  to stand in front of a cage.  Nothing happened afterwars.  The slaver was sitting crosslegged right behind me.  Anyway to kick this in motion again once this happens?

 

Finally got the cage scenario to work.  This time I had to fast forward because I was getting stuck on inclines and could not move forward.  Might be worth adding functionality to automatically fast forward after a configurable wait (like POP)

 

Anyway, made to the cage and got locked in.  The slaver opened the cage to have some fun and the chainbeast that brought me attacked again, messing up the sex animation.  I feel that once a beast makes the delivery, it should disappear so it does not cause problems.   I also think all the restraints should be left one (I just put whatever was removed back on)  a DD patch would be cool if you would consider it.  Too easy to get out :)

 

I really like this mod, lots of potential.  I am still amazed that I was able to crawl across the entirety of Skyrim without aggroing anyone!

 

> getting stuck on inclines

Indeed; game pathing can be troublesome. This is what the `struggle' feature is for;  press movement keys to get control back for a moment and move around obstacles.

 

>Might be worth adding functionality to automatically fast forward after a configurable wait (like POP)

Different interesting alternatives for long crawls have been proposed (fast forwarding, alternate realms, etc). For now however I'll stick with recommending the fast-forward in the status menu.

> I feel that once a beast makes the delivery, it should disappear so it does not cause problems.  

It should.  The ones from the summoner / traps indeed do but the standard ones can now can also deliver to cage. 

Consider it a known bug of this new feature.

 

> Too easy to get out

Get out yes, but you're not rid of him yet... (unless you killed him of course).

 

>was able to crawl across the entirety of Skyrim without aggroing anyone!

Though it took some serious convincing (=CK-ing+scripting) to get them there, the inhabitants of Skyrim now know better than to mess with magically enchanted metal chains carrying around a dragonborn ;)

 

 

Posted
On 4/18/2020 at 11:51 PM, Zaflis said:

I had a frenzy in Riverwood... Days later i come back there is 3 npc's including my follower wearing a mask and none are in furniture anymore. One of the beasts captured me and keep walking around the furniture, somehow script stuck with it and not able to progress. I tried with both chain dog creature and spider one, both keep holding player and slowly moving around.

 

Could the furnitures be in some "reserved" state?

 

Also most of the time when player is moved, she's not linked to the beast or cage within but just moves floating in air. The big monster with cage in the middle was especially buggy, only 1 time i had player caught in the cage, all other times the monster goes somewhere else while having player float in air.

 

Maybe someone someday may be able to fix this but for now i have to consider this mod overall very broken.

> Could the furnitures be in some "reserved" state?

Could be - Check the status page:  If your PC is in a `waiting for device' quest then all local devices are busy.

Fast forwarding the NPCs may get them there to advance the quests. Instead releasing them should also release the reservation on the furniture but not sure it triggers an

update of the waiters - to be checked.  Fast forwarding the PC after releasing the NPCs may work to force update.

 

Are you using the SSE or oldrim version?

 

>Maybe someone someday may be able to fix this but for now i have to consider this mod overall very broken.

Here's hoping ;)

 

Posted
11 hours ago, slvsaris said:

Currently have a follower stuck in the system.  I try to talk to them and only return with please help me (gag talk)  I removed all scb restraints, made no difference.  Tried fast forwarding and noticed the comment for the function mentions something about default releasing the npc.  I see no default option on that page.  Nothing I have tried so far worked.  i have not tried resetting the system yet.

 

Have you considered having the beast take people to custom cells?  They get captured, walk for awhile (cause i do like those animations) then get teleported to their new home.  Could be a variety of cells added.  If SCB was a framework, then people could have the player sent anywhere.

 

Just an idea :)

 

Also, seems if you kill the slaver while escaping, it breaks future slaver captures.  I tried resurrecting him but he just ignores me.

 

 

If they have the `gagged help me' response then they are on their way to a punishment.  Fast forwarding should take them there.

> the comment for the function mentions something about default releasing the npc.  I see no default option on that page. 

Use the (set option to) `default' button of MCM (I think it was the E button).

 

>SCB was a framework

It is intended to be; that is why I made into an esm in the first place.

If someone is interested in making custom destinations I can improve the support for that.

 

>Also, seems if you kill the slaver while escaping, it breaks future slaver captures.  I tried resurrecting him but he just ignores me.

There are two contingencies for if you get captured when the slaver is dead but they may be buggy - not tested in latest version.

Manually resurrecting the slaver is not recommended and may break the contingency.

For testing: After capture, kill slaver (quest ends).

(*)  leave area. Use test slavery event to start again - this should trigger the first contingency.  (This is the preferred outcome for new captures but may not always trigger.)

(*) (console) kill the slaver while in the cage - this should trigger the second contingency (at the moment the slaver would normally come and talk to you again).

 

 

 

Posted
3 hours ago, MTB said:

What do you mean be mines were broken?

 

 

In Riverwood there were a large number (20+) of mines that each spawned in clumps of 3. All 3 mines in each clump spawned enemies, but the spells used to destroy them would only effect one in each cluster.

Posted

I have a question: I was captured by a chainbeast (A black one) and want a blacksmith to unlock the devices. But every blacksmith I asked, sad "That is no ordinary steel. I am not toaching it." Which blacksmith is able to unlock which kind of chainbeasts?

 

And I have three suggestions for the next version:

1. It could be better, if the setting for item strip limit was in smaller steps like 25 items. 

2. Could there be some more furnitures? When you are in the wild, it could be take extremly long to get to one.

3. Could there be more mines in additionional cities like whiterun, windhelm...?

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