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Skyrim Chain Beasts


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Posted
46 minutes ago, MTB said:

 

Only valid targets and/or the player should trigger traps (based on MCM settings), if working as intended anyways.

Perhaps player only should be the default setting.

The traps do have a short cool down (similar to manual triggering), but a longer one may be more appropriate (like several in-game hours instead) - will look into that.

 

 

Take my recollections with a grain of salt.  At the time I did not really know what was supposed to be going on or how the MCM settings affected things.  I still don't know where the trap is in Riverwood lol.  I actually thought that the chain beast mines were the traps at the time.  I just know that every time I killed one, two more seemed to spawn in its place.  It was an entertaining moment of chaos!  I had god mode enabled at the time as well, so I was never actually captured.  That probably did not help.

Posted
6 hours ago, MTB said:

 

Only valid targets and/or the player should trigger traps (based on MCM settings), if working as intended anyways.

Perhaps player only should be the default setting.

The traps do have a short cool down (similar to manual triggering), but a longer one may be more appropriate (like several in-game hours instead) - will look into that.

 

 

No no, you don't need to. I figured out the problem was on my end. I had downloaded the new patch and put it in, not realizing that the version I was updating from was the wrong one. Clean save, install the proper files, and everything works fine. Just an idiot mistake, haha

Posted

anyone here can explain to me how the quest work. All i did is just got the quest examine the metal thing and then i summon CB and got captured and free myself again and again without knowing what to do next

 

Posted

 

On 5/27/2020 at 4:21 AM, hungvipbcsok said:

I tried the mod and don't have ride animation like in the video or picture. When the beast defeat someone they all floating in straight pose.

 

Given next mail you likely already solved this. If not: try rerunning FNIS.

 

On 5/27/2020 at 1:33 PM, hungvipbcsok said:

anyone here can explain to me how the quest work. All i did is just got the quest examine the metal thing and then i summon CB and got captured and free myself again and again without knowing what to do next

 

 

Did you get the `contemplate on your knowledge' notification? (You should have `I know quite a bit about them now' or similar in the quest description.)

At that point you need to contemplate to get a quest update

Spoiler

Meaning you have to have an (uninterrupted) sleep.

 

If you did not yet get that (though given your description you should have), things that may advance this quest are:

Spoiler

Discovering a mine
Encountering a beast
Triggering a mine or a trap
Getting captured
Reading chain beast books (Hmm where might you find a book on magical metal creatures?)

 

Posted
14 hours ago, MTB said:

Given next mail you likely already solved this. If not: try rerunning FNIS.

Actuaaly i havent fixed that problem yet. It is crawling animation that got bugged and it only bugged if i go straightforward. Move left or right or backward or sideward the animation is fine. So does the riding siper animation. I think the mod conflict with other crawling animation mod (SD+ etc)

  • 2 weeks later...
Posted
On 5/29/2020 at 4:23 AM, hungvipbcsok said:

Actuaaly i havent fixed that problem yet. It is crawling animation that got bugged and it only bugged if i go straightforward. Move left or right or backward or sideward the animation is fine. So does the riding siper animation. I think the mod conflict with other crawling animation mod (SD+ etc)

Odd, all directions use the same animation/pose for the rider.  Cannot think what would cause this, unless its perhaps a mod that changed the forward motions to something else (thus using another, non-existing animation). If not check the scb0_mt_walkforward.hkx file is present (data/meshes/actors/character/animations/SkyrimChainBeasts) and the same as all other scb0_mt_... files. Also check FNIS output for anything strange. How many (alternate) animations does it show for SCB?

 

Posted
31 minutes ago, donttouchmethere said:

Yeehaww! Update!

 

You think it's save to update on a game with the SCB quest running already?

Or better do a big fat clean save?

Or just continue sleeping until a new game will be started?

 

Finally a CLEAN joke on loverslab ;)

 

Yes clean save please please CLEAN SAVE.

Just sleeping until TES VI is released could work as well...

 

Posted
2 hours ago, MTB said:

Yes clean save please please CLEAN SAVE.

Alright! ALRIGHT! ?

2 hours ago, MTB said:

Just sleeping until TES VI is released could work as well...

I could only manage to do that, if I stop to log into LL or Nexus ?

must... resist... ?

 

TES VI would be without mods :classic_dry:

It can't be that good without mods!

2 hours ago, MTB said:

Finally a CLEAN joke on loverslab

Who makes dirty jokes here?

Notify Moderator / Report Content!!! ?

Posted

Cool "immersion" update!

Sounds can really make a difference.

 

Those little chain foxes you added are deadly in combination with Northern Grass. I only see them if it is too late.

If they now make chain noises it only gets creepier.

(that's a good thing!)

Posted

Great mod, it definitely adds some spice while levelling in Whiterun surroundings!

 

I got caught between an OBIS pack and a bunch of fire giants, and then a dirty little chain-fox decided to lay havoc on the melee!

 

No major issue in ~ 75 hours of game-play so far, many thanks for sharing this mod!

Posted
22 hours ago, donttouchmethere said:

Cool "immersion" update!

Sounds can really make a difference.

 

Those little chain foxes you added are deadly in combination with Northern Grass. I only see them if it is too late.

If they now make chain noises it only gets creepier.

(that's a good thing!)

 

The current version does not include this sound for the chain fox, the attached files add the sound also for the different chain fox variants.  Should be ok to just install over v0.3.4+sound patch without clean save (at worst, if chainfox is already loaded, it may not update to the version with sound).

 

ChainBeasts-SoundForChainFox.7z

Posted
1 minute ago, MTB said:

(at worst, if chainfox is already loaded, it may not update to the version with sound).

thanks!

I hide my PC for updates in bathrooms, I hope those foxes don't hide in the dirty laundry ?

Posted
7 minutes ago, donttouchmethere said:

thanks!

I hide my PC for updates in bathrooms, I hope those foxes don't hide in the dirty laundry ?

Not usually, but no promises... isn't this a DIRTY joke - "  Notify Moderator / Report Content!!!  "  :P

 

Posted

hey, the mod was working fine for me, but after upgrading to 0.3.4 there are no animations anymore. i tiried a clean save, i ran fnis, but still, if a npc or the player gets caught they just walk to wherever they are going while wearing the chainbeast armor

Posted
2 hours ago, rangydangy said:

hey, the mod was working fine for me, but after upgrading to 0.3.4 there are no animations anymore. i tiried a clean save, i ran fnis, but still, if a npc or the player gets caught they just walk to wherever they are going while wearing the chainbeast armor

 

Animations have not changed recently, I did change some things in the capture; could be some unforeseen side effect of that.

Could you try the `Test player crawling' option in the MCM debug menu and report whether that does work?

(If that also does not work, something is wrong with the animations after all; check the files in meshes\actors\character\animations\SkyrimChainBeasts and the output of FNIS to get a hint.)

 

 

Posted
3 hours ago, MTB said:

 

Animations have not changed recently, I did change some things in the capture; could be some unforeseen side effect of that.

Could you try the `Test player crawling' option in the MCM debug menu and report whether that does work?

(If that also does not work, something is wrong with the animations after all; check the files in meshes\actors\character\animations\SkyrimChainBeasts and the output of FNIS to get a hint.)

 

 

hey thanks for the fast reply. i just used the debug "test player crawling" and nothing happened. i dont really know what broke the animations. i reinstalled your mod, but that didnt fix it. FNIS consistence check shows nothing (well just a few errors from mme, which have never broken anything in the past, including chain beasts). any idea? is there maybe a setting in zaz that im missing or something? or known conflicts?

  • 2 weeks later...
  • 2 weeks later...
Posted

There is another thing, which is a little bit strange. Everytime I go to a smith with a high enough opinion and he tried to remove a device (I set the chance to 100%) the smith said "Here goes nothing". Sometime a device is removed, sometimes not, but in every case I have to pay. Does anybody know, what my misstake is?

Posted

SCB 0.3.4

> Appears to be much more stable during multi actor fights against chain beasts. No CTD So far.

> The NPC find zap furniture way better, guess it helped that you added more of them =D

> NPC waiting in line for a place on the zap furniture works well (and looks funny ^^)

> So far I had no stuck NPC floating somewhere or standing clueless around after chain beast infection

 

Here a situation that usually could crash the game:

Spoiler

lots of naked NPC already, the resulting fist fight took a while xD

I helped out with a summon, but it seems I caused friendly fire because...

535642831_enb2020_07_0911_06_53_87.jpg.1f4be829ee6e5aa5bc569785a3489488.jpg

 

1172524320_enb2020_07_0911_07_00_81.jpg.0648dc9636372ef53277da89f5c0d3af.jpg

 

... they got really mad at me after the beast was down ?

(DCL Bondage Adventure is also running on my PC)

55598434_enb2020_07_0911_07_23_70.jpg.4284029649b004db18b7d7299a5b801b.jpg

 

1435758009_enb2020_07_0911_07_26_13.jpg.11143715274d6a4a1092e100921c8970.jpg

 

1947348251_enb2020_07_0911_07_45_26.jpg.bd6bbed30ceb18381de0981479f5fc3f.jpg

 

 

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