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Skyrim Chain Beasts


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Posted

So doing the main questline, I don't know where to go next

 

Spoiler

I learned the "Weaken mine" and "Destroy mine" spells.  I weakened the three mines in Riverwood (those were where the quest markers were) and then activated "Destroy Mine".  The mines spawned the beasts, which I then killed.  But the quest didn't update and there are no more markers on the map.

 

Posted
On 9/22/2020 at 2:06 PM, setokiaba said:

So doing the main questline, I don't know where to go next

 

  Reveal hidden contents

I learned the "Weaken mine" and "Destroy mine" spells.  I weakened the three mines in Riverwood (those were where the quest markers were) and then activated "Destroy Mine".  The mines spawned the beasts, which I then killed.  But the quest didn't update and there are no more markers on the map.

 

 

Do you have SCB_DB installed?  (If so, this question will likely tell you where to go...)

There is one more in another location within Skyrim - but that should be showing  on the map.

Spoiler

I'm talking about the one in Riften ratway.

With SCB_DB installed you will also need to go to Solstheim.

 

Posted

Previous updates (moved here so the main description page does not become too big):

 

0.4.3

Spoiler

 

Changes in V0.4.3

  • [Added] Support for `NoCapture beast'; a type of beast that will only strip, not capture.
  • [Changed] SCB key management mechanisms replaced.
    • Keys no longer check pickup events to see if done by player, instead relevant quests listen to the player inventory for add key events.
  • [Fixed] bug in restraints removal when picking up multiple keys when key strength set to > 0.
    • May also fix issue reported by Abaddons_Corruption : #747 in support thread.
  • [Changed] Very small change in Minesweeper quest:
    • When talking to destruction spell giver, if carrying key will create spell directly.
  • [Fixed] Condition on blacksmith aid when friendly blacksmith is active.
    • Before could get the `will not touch that' when other response should be given.
  • [Added] A few new items that are not yet used; preparing for future main quest extensions.


<Integration>

  • [Changed] Minor convenience and clarification changes in mine at the mine quest and spy hunter quest.
  • [Added] New (repeatable) mini quest that allows you to put your spare keys to good use.
    • Spoiler

       If enough NPC capture events occur (beast takedowns that equip a bondage device), the guards will want to carry Chain Beast keys.  You can collect keys for them. There may be a small reward, possibly other benefits.
      Detailed description of how mechanism works (changes may happen in future versions):

       
      Spoiler

       After 10 NPC captures talk to any guard about `specialist jobs' and the quest will start.  Gather at least 5 keys, then talk to a guard again to hand them in.

      • A day after you hand them in, you can restart the quest.
      • For every 5 keys you turn in the `key count' will go up by one (to a max of 10).
      • If you get captured yourself you can ask a guard for help.  If keycount is > 0 they may have a key to spare (but this will decrease key count).
      • The chance that a guard has a key is 0 if key count is 0,  33% if key count is 1, 50% when key count is 2 and 60% when keycount is 3 or more. After a guard checks for a key, you will need to wait an hour before asking again (to any guard).

       

            
  • [Added] New quest achievement.
  • [Fixed] Spy Hunter quest: objective completing directly
    • Return to investigator objective completed when you visit him, instead of (confusingly) only when he finishes looking into your information a day or two later.

 

 

0.4.2

Spoiler

 LE-preview  (update, needs V0.4.1LE already installed)

  • [Fixed] Some settings not importing/exporting. Clarifying text in MCM.
  • [Changed] Beasts health level will return to its state before capture once they release their victim.
    • If combat ended it would be able to heal a lot while transporting its victim. Health gained is now removed again upon releasing their victim.
  • [Fixed] Of-by-one error in MCM string array creation
    • Used eg in custom race target list.

<Integration>

  • [Changed] Minor convenience and clarification changes in mine at the mine quest and spy hunter quest.

 

 

0.4.1

Spoiler

 

  • [Added] Beasts can now find furniture on the go.  (Player only.)
    • When taking the player to a remote destination you may notice the beast stopping for a moment and then changing direction; that indicates it noticed zaz furniture in the area and will take the player there instead rather than (all the way to) the original destination.
    • Player only, not for NPCs and not if destination is already known; e.g. if going to simple slavery or cage then they will go the distance...
  • [Changed] Minesweeper shows how many unstable mines remain.
    • If there is one left and you do not see it on the map; think about what SCB plugins you installed and what area is not covered by this map...
  • [Fixed] Stripping function regression; Not stripping potions and not at all on beast distraction spell.
  • [Added] Several more patrol routes for beasts. (Still many areas left to cover.)
    • If route nearby beasts go patrolling after dropping of victims instead of just standing about.
  • [Changed] Custom races:  (untested.)
    • No fallback mask option race support now also supports player
    • Can add playable races to custom races list so they are controlled by this option
    • Can add player race to custom races list in the MCM.

<Integration>

  • [Fixed] Payback is a chain bitch: adds missing quest update in specific path
    • Spoiler

      when gets paid for ring.

       

  • [Added] New mini quest preview (unpolished, rough around the edges).
    • Spoiler

      Summon a Chain Beast then talk to any bartender to obtain

       

  • [Fixed] Bartender Topic about `specialist jobs' did not go anywhere. Now it does something.
    • Spoiler

       Totally not related to the previous point. Ok you got me, it starts that quest...

       

  • [Added] (Mostly hidden) devices to several places. (Still many areas left to cover.)
    • Increases likelihood beasts actually encounter a restrain along the way.

 

<S_L_U_T_S>

  • Patch by chaimhewast added to installer. (untested.)

 

 

0.4.0

Spoiler
  • [Changed] Beasts `heals-on-capture' only lasts while they have a captive.
    • Afterwards, they return to the state they were in before the capture.
    • (Don't attack beasts carrying a victim; you will likely only be hurting the victim and not the beast.)
    • Should make it more viable to take down larger beasts...eventually...
  • [Changed] Ebony mine beasts / law enforcement beasts, etc will no longer `go wild' and lose their role on first capture.
  • [Changed] Mounted Beast drop-off; will now time out after 10sec in the general area of the device and release the victim who will then walk to the device (or after a few more seconds be teleported there).
    • Should reduce(solve?) issues with large beasts getting close to but never reaching their destination.
  • [Changed] Mobile Prison (Multi cage):
    • Mesh shape; slightly longer cages so taller victims fit better.
    • Skeleton: Adjusted position a bit (stands straighter, which is possible now cage is a bit larger).
    • Known issue; a bit of clipping between cages and beast legs - was there before but became a bit worse with longer cages.
  • [Changed] Mobile Prison Beast Solo: (Skeleton); moved the rider position (down) a bit as was floating just above the cage floor.
  • [Changed] K9 type Chain Beasts should now avoid water like spiders,mobile prisons already did...
    • Metal beasts do not belong in the water...

 

  • [Fixed/Changed] Improved outfit handling; NPCs should no longer reequip gear when they should not.
  • [Changed] Post-punishment devices for NPCs should now also follow the related MCM settings.
    • Before only the player did.
  • [Added] Option to disable stripping of non-targets.
  • [Fixed] Ownership of both box types and the things in them should now properly follow the MCM settings.
  • [Fixed/Changed] Non-targets wearing devious items can still be stripped of their other items.
  • [Changed] Unknown item types, Non-playable items or specifically excluded items are no longer stripped.
    • Should fix empty player boxes not always disappearing.

 

 

  • [Changed] Post punishment mechanism should now work better
    • Had a race condition where it could fail to apply victim status if a beast was around when released.
    • Those not loaded when released should still have the correct victim status duration.
      • Known issue: may get warnings in log about spells not being applied.
  • [Fixed] Force release spell should now actually work as advertised
    • This spell added in v0.3.7 used the wrong script (from self sacrifice) giving it an unintended side effect...
  • [Changed/Added] Melting of magical metal i.e. SCB restraints
    • Now requires the player is free.
    • Recipes only show up when the needed item is in inventory
    • More restraint variants can be melted (rusted/metal/silver/gold restraints yield iron/steel/silver/gold ingots.)
    • Also requires carrying a key / the magical metal melting guide if set in the MCM (for now default is not required). 
      • Does not consume the key, even if set to must carry one.
  • [Fixed?]  After leaving the area (victim 3d unloaded) and returning, animations may not apply or victims fail to enter/left their punishment furniture.  
    • These should now auto correct with a few seconds after the victim 3d is loaded again.
  • [Added] There is also an option in the Status Menu to manually call this reset function.
    • May be able to reapply crawling/riding animation when lost for some reason.
  • [Added] Option to track position of a victim (click on victim in MCM->Status menu and choose where am I).
    • Will keep tracking, even if punishment finished, until you start tracking something else, or clear the tracking (both in MCM>Status menu).
  • [Added] Option to show current destination of a victim (click on victim in MCM->Status menu and choose where am I going).
    • This is also the the point where Fast Forwarding at that moment would send the victim.
    • Very basic; it only statically shows the destination at the time of checking, it does not update by itself if the victim changes destination, completes their journey, etc.
  • [Fixed] Actors sharing same actorbase going for each others confiscated gear boxes when released.
  • [Fixed] The minor beast are weak option in the MCM was broken.
  • [Fixed?] The return with a key objective on the Beauty and the Chain Beast quest shows as completed when it should
  • [Added] FMEA brigde (built in plugin)
    • If you FMEA installed, you have the option to (also) use Chain Beasts for the `what lies beneath' mining mishap event.
    • See setting in MCM->Plugings
    • Note that indoors the beast will often not have anywhere to take the captives so release them again directly...
    • Note2 This uses leveled beasts but does not (yet) respect the wild beast summoning level MCM settings.
  • [Added] Player Captured victims can now be told to wait or, if waiting/going to marker, to follow the player again.

 

<Integration>

  • [Fixed] Ambient behavior of victim in Man Who Cried Chain Beast side quest
    • Should now properly Forcegreet at the start and sandbox while waiting.
  • [Changed] Polished the Klymer help quest.
  • [Added] Follow up quest after the Klymer help quest. Completion will lead to a new quest achievement.
    • There are lots of different paths to take here and a few different possible outcomes.
  • [Added] New pressure plate trap shapes. (Only used in a few places so far.)
  • [Added] New traps in a few and (mostly hidden) zbf devices in many different places.


<DB>

  • [Changed] Same changes as in main mod for DB specific magical material (scrap metal).
  • [Changed] Removed the chain netch near the earth stone.
    • To make place for:
  • [Added] A new mini quest
    • Ask bartender in the Renching Netch (Geldis Sadri) for work.
  • [Fixed] Saving/Loading of MCM settings
    • It was actually saving to/loading from Integration settings instead of its own...

 

 

 

 

0.3.7

Spoiler

 

  • [Fixed?] May fix mounting failures if you were getting them with only a recent version.

  • [Changed] The outfit while riding a MP (4cages) or MP Solo (1 cage) now includes arm cuffs.

    • Seems appropriate given the pose.

  • [Added] Beauty and the Chain Beast quest now provides an objective and hints that direct you to the `melee aid' added in V0.3.6

    • Spoiler

      Hint: talk about your dream with a friend, or someone who would know what to do with visions.

       

  • [Added] Spell version of the force release option from the MCM (obtainable in Debug menu).

    • Does same as the option in the MCM>Status menu but as a spell.

  • [Added] Spell to get a beast to abandon it's captive ... at a cost. (Obtainable through gameplay and the skip menu.)

Integration:

  • [Fixed] Shore's Stone follow up quest starting too soon.  
    • Could happen before Mine cleared first time, and then the note makes no sense...
  • [Fixed] Man-who-cried-chain-beast quest; left behind a `where are you going' topic for everybody, now only for `willy' as intended.

  • [Changed] Changed victim's name and added some more dialog options in this quest.

    • For improved immersion and PCs that like to make puns at the expense of poor Chain Beast victims.

  • [Added] New mini quest.

    • Obtain a new spell (wonder which one that would be...) and save a victim from the humiliation of being placed in punishment furniture.

    • WIP; Basically functional but not polished; still rather rough around the edges...

  • [Added] A few traps in a new (underground) location

    • Along with beast patrol routes and some hidden furniture.

 

 

0.3.6

Spoiler

 

  • [Added] An aid for melee fighters in the battle against unstable chain beast mines (and beasts in general, though it can only be obtained after a certain event happens during the Beauty and the Chain Beast quest). Hints:
    • Spoiler

      Who might have assigned you this quest in  the first place?  They would not want you to give up should you falter... 

       

    • Spoiler

      (Think about the dream.)

       

    • Spoiler

      Visit the relevant shrine after you got captured at least once during the quest.

       

  • [Changed] Skipping MineSweeper quest in MCM assumes the aid mentioned above has been revealed (but not yet obtained).
  • [Added] Achievement for obtaining above mentioned aid.

 

  • [Added] Beast Are Dwemer (SCB_BAD) plugin: makes chain beast dwemer automaton, giving them some spell immunities (race gets the actorTypeDwarven keyword).  Typically : Absorb health/stamina/magica (eg vampire drain, ebony sword etc.), mind influence; fear/calm/encourage effect (werewolf howl, intense flames,etc.),
    • 2 versions; for with and without SCB_DB installed.

 

  • [Added] Option to limit how many restraints a key can remove.
    • Player only, for NPCs a key will always remove all restraints.
    • Key will still always be consumed, irrespective of how many restraints are removed.
  • [Added] Option to choose which restraints are still equipped after punishment.
    • Player only (for now at least), NPCs will always use default setting.
    • Collar is always there, other three restraints can be toggled.
  • [Changed] Option to start/skip quests now only appear once that quest is enabled.
  • [Changed] The select test beast now uses a menu (give it a moment to open) instead of a click through list.
    • A bit slower but much more convenient to use.

 

  • [Changed] Quick capture mode now adds all restraints that would have been added if the beast had done the capture in multiple rounds.
  • [Fixed] Restraints equipped after punishment will be of the correct material.
  • [Fixed] Potential failure of custom animations on existing saves with SCB installed after other mods with animations have been (un)installed and FNIS rerun.
  • [Fixed] Some achievements did not respect the `show notification' MCM setting.
  • [Fixed] The names of player summoned beasts no longer refer to incorrect material. Corresponding crawlers have correct appearance for the material as well.

 

Integration:

  • [Added] New help mini-quest.
    • Spoiler

      Clear Red Belly Mine (Shore's Stone) and go on with you Chain Beast related business.

       

  • [Added] (Difficulty option) Option to set at which level a certain type of beast will appear. (Under plugins in the MCM)
  • [Fixed] Man-who-cried-chain-beast quest: Victim will keep wearing what you gave him, instead of walking around naked again after a while.
  • [Changed] Same quest: The victim's box also contains some clothes & the victim will explain (once) where he is going if you ask him after you helped him.
  • [Fixed] Corpses of wild chain spiders should now also be usable with the `safe ride'-ride spider spell.
  • [Fixed] Ebony mine quest achievements now show up in the MCM. Other fixes related to this quest.
  • [Added] Option to start/skip parts of the Ebony Mine quest.

 

DB:

  • [Fixed] Register Chain Netch variants in correct order.
    • Wrong order could lead to incorrect material being used eg for restraints.

 

 

 

 0.3.5SSE Full installer version. Conversion of 0.3.5 (see below) to SSE.  SSE Specific changes:

  • Fixed bodyslide and male crawlers for SSE.
  • Replaced  HDT leg irons (which dont work in SSE) by basic leg irons.

 

0.3.5  (packed as a loose files patch, install over 0.3.4)

Spoiler

 

 

  • [Changed] Optimized the NPC enter device-realignment code, should be a lot smoother now.
    • Thanks to pamaFurnitureAlignmentHelper code; it gave the essential function (translateTo) to add to the existing mechanism that uses moveTo.
    • May help a bit for PC alignment as well though not always and not completely.
  • [Added] Workaround for custom race using incorrect masks.
  • [Added] Three new achievements.
    • Spoiler

       

      • Casting the find my box spell
      • Mini quests progress (see below)
      • New main quest (see below)

       

  • [Added] MCM - added reset all to default option and a load recommended settings. (Implement by having two files; default.json, recommended.json and just loading those). Current version does not actually include such files; you can create them yourself though.

 

Integration:

  • [Added] one larger quest that extends the main quest line and two mini-quests and related achievements

 

  • Spoiler
    • Ebony Mine
      • Yet another Deadric Prince thinks its cool to enter your dreams and tell you to do things.
      • Start condition: Summon a Chain Beast after completing Beauty and the Chain Beast.
      • Start location: Your dreams.
    • The man who cried Chain Beast
      • Encounter with a chain beast victim and corresponding mini quest.
      • Start condition: Beasts in the wilds must be active (MCM plugin setting).
      • Start location: On the road to Rorikstead (Near Gjukar's Monument).
    • Mine at the Mine
      • Deal with an unwanted addition at the mine.
      • Start condition: Beauty and the Chain Beast quest completed.
      • Start location: Dawnstar
  • [Added] A few more traps and zaz furnitures
  • [Added] Dynamic traps; option to enable only a changing subset of the traps.
  • [Fixed] MCM options for traps not disabling/enabling as intended.
  • [Changed] Triggering a standard trap now counts as `auto-trigger' instead of activate.
    • The mine/summon point will only auto-trigger once per day.  (No matter who triggered it.)
    • Note some triggers use the same summon point so will not trigger either until the next day.

 

 

Changes in v0.3.4

Spoiler

 

  • [Changed]  Reorganization of the capture effect.
    • Replaced paralyze with Stagger and Ethereal. Final capture moment moved to start of effect instead of end.
    • Should make progression smoother and avoids the occasionally problematic paralyze.
    • Takedown will stagger victims and they will become ethereal for the duration of the effect, preventing them from being attacked/attacking when they shouldn't.  (or at least: such attacks have no effect.)
  • [Fixed] NPC entering/alignment in furniture
    • They will auto adjust within a few seconds to the right alignment.
    • Player can still be misaligned.  It looked like I had a fix for that as well for several consecutive successful test runs, but next time it completely stopped working, breaking entering the furniture all together. Had to revert to previous (sometimes misaligned) method.
  • [Fixed] MCM-status page: Fast forward and Force release now work on all quests, instead of just the move/travel quests.
    • This makes the status page much more powerful/useful.
  • [Fixed] Player boxes sometimes not disappearing when emptied.
    • Culprit was a DDi's device hider token. Now added a check that removes these from box when it is closed.
    • Perhaps there are other, similar tokens that need to be dealt with: if it still happens, please check the SCB-log to see what devices are still left in the box and report them in the support thread (include the source mod of the item or your load order);
  • [Fixed] Also wild weak beasts should now behave as intended; they will be able to bind but not fully capture the victim. (Untested).
    • Note that this could be even more inconvenient that full capture in some cases...
    • Can turn this off in the MCM. (Minor beasts are weak setting.)
  • [Fixed] The struggle cost setting would be reset when captured for the first time.
  • [Added] You can now choose the filename to use for saving/loading settings.
    • Allows you to have multiple-profiles.
  • [Added] Registered capturable custom races are now also saved when exporting MCM settings.
    • Note: When importing settings, included races are added to the current list rather than replacing it.
  • [Added/Changed] The chain spider ranged attack will now restore some health if it is below 50%. (To reduce chance of killing NPCs instead of capturing them.)
  • [Fixed] Spider spit pull effect should now also works on those with high magic resistance.
    • Bug not observed/reported but it was likely there, by similarity to the poison resistance issue with the mellee `bite' attack.
  • [Added] You can now set a max travel time in the MCM. 
    • When traveling longer than this, you will be forwarded to the next waypoint (possibly the final destination) in your travel.
    • Note this only works if set before you start traveling. But if you grow tired of the trip you can always manually fast forward from the MCM-status page as well.
  • [Fixed] punishment failing to start on some fully captured victims.
  • [Fixed] Tuned the mounting procedure to reduce chance of failure.
    • Have not found any mounting failures anymore in my testing so far.  May take a few moments, but always succeeds in the end.
    • Should it still fail a more appropriate crawler should be added (untested as I have not noticed any failures yet.)
  • [Changed] Cleaned the bodyslide files, updated the meshes.
  • [Changed] Disabled the `I'm a thane option' in the caged quest as it seems to be broken and I've not yet been able to figure out why it no longer works.

[Known issues]

  • If you leave the area when a victim is traveling to a device, their punishment may not complete correctly.  
    • Workaround: Use the MCM-status menu to force-release such victims.
  • The PHE plugin will need updating to reflect changed in the core mod; until then it may not work (well).
    • Will fix at some point, no known workaround atm.
  • NPCs generated from leveled lists may not work well.
    • No known workaround.
  • PC may be misaligned when put in furniture
    • Purely cosmetic, no known workaround.

 

 

 

Changes in v0.3.3

Spoiler

 

preview-some existing features may be broken (packed as a manual install patch, install over 0.3.2):

  • [Added] Achievements.  Complete quests and certain actions to obtain achievements. Content warning: may contain bad puns.
    • Check the new MCM page to see which have been obtained.
    • End goal of the achievement system; capture all main events in the mod in achievements so you know whether you have seen all there is to see.  (Rather than just being a chance for me to make bad puns.)
    • Most achievements require just the integration plugin to be active to achieve them through game play.  Some are plugin specific as indicated - these may not work atm.
    • By default you will get an `SCB achievement' notification for most new achievements.  (But not for all and typically not for levels changes of already revealed achievements.)
  • [Added] More support for non-playable non-child races as victims
    • MCM debug menu contains a spell that can be cast on a user to set its race as capturable (still needs to satisfy other conditions such as gender).  
    • Eg allows capturing of followers that use a custom race that is not flagged as playable.
    • Note that restraints do not really support custom races so visual oddities may occur.  
      • For masks there is a hack in the support thread you may consider using if this occurs, if you can accept the trade-off (no custom SCB-masks for beast races).
  • [Added] Mechanism to reduce of number of spawned boxes; A `hashmap' like record of NPC boxes is maintained to allow them to be reused in most cases.
  • [Added] Friendly blacksmiths option.
    • Lowers the relationship requirements on blacksmith dialog options (eg hostile blacksmiths will have the neutral option, neutral blacksmiths will have the friendly options, etc. Lover options remains restricted to lovers.)
  • [Added] player box cleaning - when escaping restraints, casting the looking for boxes spell empty player boxes will be cleaned up. Not sure why they sometimes remain, but this clean up should get rid of them. (Hard to test though.)
  • [Changed] Default max beasts set to 10 instead of unlimited.
    • Can be changed (back) in the MCM under gameplay-difficulty
  • [Changed] MCM status page: Additional options, style changed to support that; clicking a victim now shows a submenu with choices.
  • [Changed] Strip limit settings more fine grained.
  • [Changed] all metal variants of chain spiders now drop the travel tome.
  • [Fixed]  Chain beasts hanging around in slavers cave.
    • When non-summoned beast delivered to cage, it would hang around after dropping off the player. Later it could turn hostile again.  Now the beast should leave the area.
  • [Fixed] MCM: minor formulation inconsistencies.
  • [Fixed] Multiple beasts attacking at exactly the same time should no longer cause advancing multiple restraint levels at once.
    • Known issue: Occasionally final capture fails to complete; NPCs walking around in crawlers/spider cocoons. Workaround: release them (using a chainbeast key).
  • [Changed] When failing to mount victims will retry several times before giving up.
    • After approx 45 seconds they will still give up completely and revert to crawling as before.
  • [Changed] Tried to optimize some settings
    • Ignored by sandbox is checked for mines.
    • Follow package added to mounts.
  • [Changed/Fixed]  A picked up chain beast key will now be used to end the `remove SCB devices' quest if running, even if the devices were unequipped (by some other mod).
  • [Fixed] Improved the conditions for the caged quest `player is stuck' mitigation actions.  
    • Addresses some cases where it would trigger when it should not, and visa versa.


<Integration>

  • [Added/Changed] Moved the (hidden) furniture near Whiterun and added several other (visible) ones in the area.
  • [Added] Additional furniture at: WhitewatchTowerEx
  • [Added] A bunch of additional traps; so watch your step.
  • [Changed] Rune quest - `get key' objective removed if already opened the case.

 

 

0.3.2 (packed as a patch, install 0.3.1 first):

Spoiler

 

  • [Added] Option to put a maximum limit on the number of additional beasts that may be summoned by a mine.
    • (Scaling mines) At high player levels the number of beasts may be come too much; can use this option to set a limit. (This number only refers to the number of additional beasts added because of the players level, it does not count the beasts that are already summoned at player level 1. Number of added beasts may be slightly less due to rounding.)
  • [Added] Option to crawl to slaver cage.   Similar as simple slavery except end up caged by a chainbeast summoner.
    • If both this and Simple Slavery are enabled (in the same way), one is randomly chosen.  
  • [Added] Skip menu with options to skip (parts of) quests (eg in case you already completed them in an earlier version and don't want to do them again after an update).
  • [Added] PC/NPC Summoned beasts can use different materials.
  • [Added] Chain beast patrol route marker added near riften barracks.
  • [Added] MCM settings for plugins (that have MCM settings i.e. Integration and DB) will now be saved/loaded as well when you choose export/import.
  • [Added] If you help your friends they may teach you a useful skill.
    • Spoiler

      If you release someone who is already a friend (or better) from SCB restraints, they will gain a dialog option.

      Spoiler

       Talk to them to gain the mark-my-boxes illusion spell which shows pointer to your boxes for a short time.

       

  • [Changed]  Silver restraints can now also be melted down to metal.
  • [Changed] Spells known (before entering menu) are shown with text `known' instead of only disabled.
  • [Fixed] Blacksmith would only help if gold>cost not if =.  Chance of success was actually chance of failure.  
  • [Fixed] Emptied player boxes would sometimes not disappear. (Happened when the box was emptied when the `get out of restraints' quest was still running.)   
    • Actually the issue came back... Now additional countermeasure; as a result boxes will disappear after a moment instead of directly.
  • [Fixed/Changed] Discover beast quest: Made the `contemplate on your knowledge' appear when intended (as soon as the `I know quite a bit about them now' appears in the log) which is slightly sooner than it was before.
  • [Fixed] Beauty and the Chainbeast would not check for completion if a mine was destroyed by first weakening it and then just hitting it till it broke.
    • Also adjusted displayed objectives a bit.
  • [Fixed?] Some errors related to non-existing boxes (related to NPCs outside current loaded area?) which I don't understand how they could happen in the first place - but added a workaround ; cannot test it though as do not know how to reproduce.
  • [Added] A trigger plate that can only be triggered by chain beast targets.


Integration plugin:

  • [Added] Traps. Only a handful so far, divided in two categories:
    • Standard Traps; when triggered these summon normal beasts e.g. by activating a nearby mine (or invisible summon point), so watch your step.  (Plan is to have the option to randomly enable and disable them to get some variation but there are far too few of them now.)
      • Other than the ratway these are mostly outdoor...any suggestions for which indoor locations are suitable?
    • Special Traps. These have special conditions and triggers; so watch your ... well everything. 
      • Spoiler

        Could be triggered by anything; stepping on something like the standard traps but with a special outcome or just entering an off limit area, picking up the wrong thing, quest events, etc.

         

  • [Added] MCM settings to control traps.
  • [Changed] `Wild' chainbeasts will no longer be targeted by predators.
    • No more CB vs wolf...mudcrabs still start fights; they tend to be crabby...
  • [Changed] Small wild beasts (called `chainfox') are back and may be encountered in the wild (if beast in wild enabled in MCM).
    • (for now) they act just like ordinary beasts, just with slightly less health.
    • (alternate behavior requires recognizing keyword and see entry below...)
  • [Fixed] Wild beasts will now equip the right type of restraints
    • Before they would always equip default material restraints (issue with keywords and leveled characters, even when using leveledactorbase?...).
  • [Fixed] `Wrong' type of wild beasts appearing (eg silver beasts at the coast/swamp).
  • [Fixed] Seeing the large mine near whiterun will now also update the Beast of Chain quest.

 
DB plugin

  • [Fixed] Locations on Solstheim were not registering correctly; on capture beast would try to take you to a skyrim location.
    • Getting around is still problematic; you may need to use the struggle feature regularly to get where you are going.

 

 

Changes in v0.3.1

Spoiler
  • [Changed] Drastic rewrite and simplification of the aggression management approach.
    • Should address undo aggression towards chainbeast victims/player (to the degree the game allows). Use the MCM pacify spell in emergencies.
  • [Fixed] Fast forward / release from the status page should now work much more reliably (possibly still not perfectly but stable enough to actually use.)
  • [Changed] Structural changes to address potential bottlenecks.  Hopefully improves performance.
  • [Changed] Logging information is now stored in dedicated files; logs\scripts\user\SCBLog?.log
  • [Changed] Default victim duration now set to 120 seconds. (Was 0 = indefinite). Changeable in MCM
    • Editing the valid target settings (gender/player) in the MCM will now reset victim status for all.
  • [Changed] MCM now uses a popup menu (instead of click-through) to choose capture stamina level
  • [Fixed] Textures on the new spider attack
  • [Added] Different textures for the attack per type of spider
  • [Added] More configuration options for the spider ranged attack.
  • [Changed] All mobile prisons now have a unique (long) name: Solo for single cage and open for wooden horse variants.
  • [Changed] The `safe ride spider' spell that allows you to reanimate and ride a dead chain spider now also works on dead mobile prison beasts (the mammoth like beasts, all variations).
  • [Changed] Adjusted the MCM pacify spell; no explosion, added stopcombatalarm should keep them non-hostile (if they are supposed to be) even when the calm spell ends (after 1 minute).
    • TODO: increase range.
    • With improved aggression management, the spell should really only be needed in case of friendly fire.
    • Note1: Calmed guards will try to arrest you if you have a bounty. If you do not comply them they will be alarmed again; they will be hostile after the calm effect ends.)
    • Note2: those outside the range of the spell may still attack - possibly causing those in the range to be alarmed again.
  • [Changed] Changed struggling to recognize more keys (should now also work with movement keys mapped to both a controller and a keyboard but I have no way to test that).
    • [Added] MCM option to reset struggle key mapping; use this if you have changed your key mapping. (Do this before capture as it will not take effect until next time listening to keys starts - so if already caught will need to use old keys once to start struggle. Once struggle ends, the keys will update.)
  • [Fixed] When going to whiterun prison the beast should now take you to the dungeon (side entry) door instead of into the pool at the entrance. (Why is the vanilla prison marker located there??)

DB plugin

  • [Changed] The `safe ride spider' spell that allows you to reanimate and ride a dead chain spider now also works on floating cages (the netch like beasts, all variations).
  • [Fixed] bug with `wild DB' lists; - beast summoning bandit bosses was not non-functional; not it works.
    • Bandit summoned beasts are still not worked out though - so still only for testing purposes - attackers may not stop; you may get killed if capture by the beast.
  • [Fixed] Bug with default destinations on Solstheim; they should work now but that is untested.

 

 

 

Changes in v0.3.0

Spoiler

 

 

  • [Added] A new capability of one of the chain beasts.
    • Spoiler

      Chain spider has a new ranged attack based on pull mastery; if you try to snipe them from a distance they will try will shoot a chain at you and try to pull you towards them.

       

  • [Added] More difficulty control:  
    •  Can set the base bite strengh and increment per level
    •  Can choose stamina level/percentage at which capture happens (From `verly low' to `very high').
  • [Added] Mechanism for Mods to register default destinations (see DB plugin below).
  • [Added] You can asks Blacksmiths (business hours only) to help you out of your chain beast restraints...they may help, or not...  Their willingness to help depend on their relation with you and what the restraints you are wearing are made of. (Setting a success chance of zero disables this feature, including the conversation itself.)
    •  
Spoiler

 

  •   Seeing gold will make them forget anything else; they will keep trying till they have removed all your valuable (gold or silver) restraints and keep them.  They will also make an attempt at any other SCB restraints but if it fails they will not keep trying.  
  • If not wearing any gold restraints:
    • Your lover will always help you, removed all and not keep anything, though (s)he may have some additional ideas.
    • Your ally will always help and not keep anything, but removal may fail.
    • Your confidant will try to help for a price.
    • Your friend may be convinced to try to help for a price.
    • Neutrals will only try to help if you are wearing something valuable (silver) and even then for a price.
    • Lower than neutral will refuse to help.  
  • Price and success chance can be set in the gameplay settings menu. The price is for attempting all currently worn SCB restraints, the chance is per item attempted.
  • If they ask a fee, you can decline. If you go for it but do not have enough gold to pay the attempt will be aborted.

 

 

  • [Added] Player captures can be sent to a player marked spot (added before but not sure it was mentioned, get spell through MCM debug menu ...)
  • [Changed] Visual difference Player box and NPC boxes.
    • Allows you to more easily find your own box(es) amongst the lot...(others are rusted).
  • [Changed] The chainbeast conjurer, you know the one in THAT cave, will more readily conjure a beast to help (will summon a fresh beast at start of combat and after each capture stage) making this a harder encounter to win.
  • [Changed] Reoganized MCM a bit
  • [Changed] MCM import/export updated with new options. Loading settings from previous version will work (will not affect the new options) as will loading new saves in older versions (will ignore the new options in the file).
  • [Changed,Fixed] `Beauty and the chainbeast' (Minesweeper) quest (should now end and give a small reward).
  • [Changed] Restraints are dropped instead of only unequipped when an NPC is released.
  • [Changed] Items still on spider corpses will fall of when they are reanimated. (You can find them on the ground).  Reanimated spider corpses will no longer have `fresh' inventory after the ride.
  • [Changed] Some code optimization.
  • [Fixed] Non-rusted Spider summoning rusted restraints.
  • [Fixed] Crawlers now have world models (but normally you whould never see them).
  • [Fixed] Some crawlers had issues with swapped textures (showing incorrect metal variant as a result).
  • [Fixed] Misc bugs.

<Integration plugin>

  • [Added] Some more punishment spots.
  • [Fixed] Navmesh issues in Pinepeak cavern. (Improves `enter cage' sequence.)

<DB plugin>

  • [Added] CBs can now also be added to some DB leveled lists, MCM options to configure (under plugins).
    • Even if enabled, wild CBs are still very rare on Solstheim.
  • [Added] default destinations and furniture to Solstheim so wild CBs have somewhere to take captures.
  • [Added] Other metal variants of the floating cage
    • Not all are used but you can see them by using the testing spell (self or npc capture, enable quick capture to directly get the beast). Note they are all just called floating cage. (Order: Silver,Rust,Gold,Iron).

 

 

 

 

 

Changes in v0.2.8

Spoiler

 

  • [Added] New mechanism for capture: crawl to the closest marked spots (markers are near any major and some minor settlements) and find a suitable punishment spot there.
    • This is not considered `local punishment' so if SSLV active it will be used instead (even if only if no local is set).
    • A default punishment option has been discretely added to each of these locations in case there is no other ZAZ furniture around.
  • [Added] Rumor pointing to slaver.
  • [Added] Export/Import MCM settings.
  • [Added] Additional options on how to deal with stripped gear.  (Even unowned gear can be returned to its rightful owner.)
  • [Added] Testing spells: try out capture stages without needing beast around. Additional room in the testing zone (not really used yet).
    • You can set the beast that is used in the MCM debug page.
    • There are 3 different type of mobile prison beasts (each come in the different materials). They have the same name but occur in order: multicage, single cage, wooden horse.
  • [Added] Male armor version for the ribcage crawler, fixes to existing one, made available in all metal variations.
  • [Added] Additional option for player captures: send captured to a player marked spot.
    • Go gameplay options to obtain spell yet; add the mark spell in the MCM-debug page.
    • Recast to (re)move the marker.
  • [changed] Magica damage of collar: Regen damage reduced to 5% of the set magica damage (so if damage = 20points then regen will be damaged by 1/sec). 
    • Should make more sense and offer more options between `no damage' and `no magica regen at all'
  • [changed] ITW extended and integrated into Integration plugin; use MCM to configure.
  • [changed] capture equiping/stripping mechanism - it will still be a fight to see which shows up when the victim has an outfit set but it becames visible most of the time, but in my testing progression works all of the time.
  • [Added,Fixed] Mobile prison (mammouth chain beasts): added new variations (different metal) and lots of fixes.
  • [Added] Additional `Minor' (small) beasts.
  • [Fixed] lots of other bugs I can't remember.
  • [NOTE] do not use the `direct capture spell' on the debug-MCM page; it is not ready yet.

 

 

 

Changes in v0.2.5

Spoiler

...  why skip 0.2.4? Because it gives twice as much progress (but only if you work in marketing) or maybe I did an intermediate backup called v0.2.4 without releasing...you decide.

  • [Added] Magica and its regeneration limiting effect on the collar; make life harder especially for mages, even before the gag is added. (Optional, enable(set strength) from MCM).
  • [Added] Minor beasts, a new category of beasts: these act like standard beasts in that they dynamically choose which restraint to use but similar to the walking armor in that they are `spent' (disappear) after attaching one restraint. We will also only add restraints, never do a `capture'. (Force crawl to device.)
    • Loot may including a key - or not - chance can be set in MCM.
    • Will dissipate even if fail to attached for some reason.
    • For now one example: the `snow chainfox' (The chainfox is smaller, easier to kill and slower that the standard chainbeast - but watch out; its bite is just as potent.)
  • [Added] New material for beasts (`silver') and all beasts (from the core mod) now come in all material variants.
  • [Changed] Optimized the aggression management cloak; should reduce script load especially when there are many beasts in the same area.
  • [Changed] Converted script on beasts to racial ability so beasts can be used in leveled lists.
  •   [Changed] May have increased the likelihood that NPCs (eg conjurers) that know the chainbeast summon spell actually use it (AI setting for selecting not in NPC/race/style/spell but in magic effect ?!)
  • [Changed, Added] Unified and streamlined the capture code of NPCs and PC.  This enabled new difficulty/option setting: strip in phase x, available in MCM.
  • [Changed] MCM-Optimized the status page display in MCM; should be a lot faster now.
  • [Added] You can now release victims from the MCM status page.
    • upto 127 active victims supported-may run into MCM limits anyway if there are that many...
  • [Fixed] Improved equipping of restraints; they should now more readily apply the ZAZ effects. (E.g. hands behind back for arm restraints.)
  • [Fixed] Temporary victim status re-implemented (counter is in seconds now and actually works).
    • The timer is started as soon as the victim is released from the device.  (Changes to duration in MCM only affect victims released after the change.)
  • [Added] Mod event to summon beasts; can use standard `sendModEvent' with following parameters:
    • eventName: "SCB_SummonBeast" or "SCB_SummonBeastDisabled" (for initially disabled beast).
    • stringArg: optional call back - If set created beast will send this mod event once summoned. (For initially disabled its needed as otherwise it will not really do anything...)
    • numArg: Which beast to summon. Encoded as follows:
      • beast + (optional:) material * 64  + (optional:) Typefaction * 1024  
      • supported values  for beast:   0 - Chainbeast, 1 - ChainbeastGem, 2 - ChainSpider, 3 - WalkingPrison-MC, 4-WP-SC, 5- WP-WH, 6 - Fox (minor chainbeast), (7-15 reserved for future use),  16 - Chain Netch (requires DB plugin)
      • for material: 0 - iron (default/fallback), 1 - gold (64), 2 - rust (128), 3 - silver (192)  (Note atm only beast 0-5 support multiple materials.).
      • for Typefaction (0-63): See BeastTypeFaction.
  • [Added] Silver version of the `mine'. You can guess what type of beasts it summons.   (See also integration plugin below.)
  • [Fixed] Chains `waking up' and attacking demo in the testzone-broke it somewhere around 0.1.7 by removing a script that was still needed.
    • (open console (press `), coc SCB_TestZone, look through gate -looks like a safe place to hide, open the gate-oeps not so safe afterall.)
  • [Changed] Expanded Caged quest:
    • Slaver will still approach you occasionally if not locked up.
    • Run errands:  Allowed to leave for a short time to gather goodies for you Master. Slaver is only interested in gold for now. (Interaction time interval also governs the time you have to complete the errand. It is set very short for testing - may want to set it higher in the MCM when going in errand.)
  • [Fixed/Changed] Show all mines as targets in the minesweeper quest.
    • Known issue: supports up to 10 sweepable mines only. Not an issue unless you manually added more. (Through console or a mod. Using the summon mine spell is not a problem-that adds different types of mines.)
    • Should now progress to next stage correctly - before it seemed to get stuck.  (Progression in general to be tested.)
  • [Added] Exciting new bugs! Why? Because I could ... not help it.

 

<Integration plugin>

  • [Added] Silver mines (& furniture) to Markarth (where else...)
  • [Changed] Changed the way this plugin changes core settings to allow easier updating of the core without needing to redo the integration plugin changes.
    • adds mod items in the world (as before)
    • provides reconfiguration info for the quests in the masterfile instead of overwriting them.

<PEH plugin>

  • [Fixed] Small but important fix; use capture instead of addslave (Thanks to DocClox for pointing this out )
    • `Let beast handle you' option now also seem to work (thanks to the PEH magic on dealing with leveled actors it seems).

 

<Wilds Plugin>

  • [Added] This new plugin adds chainbeasts to leveled lists, meaning they may occur in the wilds.    (For now just a simple demo for testing really.)

 

 

Posted

Install question:

Method A (update):

  • SkyrimChainBeasts-v0.3.4-OldRim.7z
    • SCB_v0.3.5_updateFrom0.3.4.7z

      • SkyrimChainBeast-UpdateTo0.3.6.7z

 

Method B (new install):

  • SkyrimChainBeasts-v0.3.4-OldRim.7z
    • SkyrimChainBeast-UpdateTo0.3.6.7z

 

Both work right?

If I make a complete fresh install I would do Method B

Posted
4 minutes ago, donttouchmethere said:

Install question:

Method A (update):

  • SkyrimChainBeasts-v0.3.4-OldRim.7z
    • SCB_v0.3.5_updateFrom0.3.4.7z

      • SkyrimChainBeast-UpdateTo0.3.6.7z

 

Method B (new install):

  • SkyrimChainBeasts-v0.3.4-OldRim.7z
    • SkyrimChainBeast-UpdateTo0.3.6.7z

 

Both work right?

If I make a complete fresh install I would do Method B

 

Yes, both should work and give you exactly the same results; v0.3.6 also contains all files that were updated in v0.3.5.

(Provided I did not mess up - that does happen .... a lot .... but here I think we are good.)

 

 

Posted
On 9/26/2020 at 6:26 PM, MTB said:

 

Yes, both should work and give you exactly the same results; v0.3.6 also contains all files that were updated in v0.3.5.

(Provided I did not mess up - that does happen .... a lot .... but here I think we are good.)

 

 

Sweet!

That's the result (Method B):

SkyrimChainBeastsIntegration.esp

SkyrimChainBeastsDB.esp

SkyrimChainBeastsPAH.esp

SkyrimChainBeastsBAD.esp

 

Now I would try and brutally merge them together ?️

 

EDIT:

Merging SCB works well btw!

 

Posted

Thanks for the update!

 

Query 1 ==============

 

I use MO and am running

 

0.34

0.35 update

0.35 test scripts (2 of)

 

I presume that if just add 0.36 below that lot in MO and activate it, it will overwrite everything that needs to be - incl the tests which worked nicely?  LOL

 

Query 2 =================

 

Will I need to rerun FNIS, for any reason, if I do that?

 

TIA for any help on this

Posted
5 minutes ago, donkeywho said:

Thanks for the update!

 

Query 1 ==============

 

I use MO and am running

 

0.34

0.35 update

0.35 test scripts (2 of)

 

I presume that if just add 0.36 below that lot in MO and activate it, it will overwrite everything that needs to be - incl the tests which worked nicely?  LOL

 

Query 2 =================

 

Will I need to rerun FNIS, for any reason, if I do that?

 

TIA for any help on this

 

Q2: I don't think you need to rerun FNIS as animations have not changed.

Q1: Yes just loading 036 below that should work. MO will likely indicate that 035 update and 035 test script are redundant after you do that. Not sure what the two test script where anymore but I've kept the changes made in the successful tests so you should be good. 

 

Posted
12 hours ago, MTB said:

 

Q2: I don't think you need to rerun FNIS as animations have not changed.

Q1: Yes just loading 036 below that should work. MO will likely indicate that 035 update and 035 test script are redundant after you do that. Not sure what the two test script where anymore but I've kept the changes made in the successful tests so you should be good. 

 

That's great

 

Thanks

Posted

@MTB

 

I've installed 0.36, MO shows what would be expected by way of prior version overwrites etc , and the game still runs OK. 

 

I have actually seen a first 'mobile prison' in the wild, at the start of the 7000 steps and then another in Ivarstead.  Although the latter seemed to lose its pathing a bit compared with the doggy beasts - those get the prisoner to the standing irons nr Temba's Mill OK, but the mobile prison got stuck at the edge of the Mill wall/ramp join, like some sort of out of control Empire Walker, and wouldn't deposit the prisoner as it kept trying to move past that obstacle.  But that's neither here nor there, really

 

I do have 2 other queries arising

 

1 - MCM

 

I can't really be sure that the MCM updated - just not familiar enough with it to know what to look for.  I did look for evidence of additional quests but couldn't see anything recognisable.  So is there any one thing that I should look for that will tell me if its content definitely changed?  Any pointer to a new MCM function will do for me to check

 

2 - Follower Horses (- I use Convenient Horses for those)

 

One of my three current followers got caught by a dog beast at a couple of different places en route from Eldergleam to Ivarstead and, as expected, she disappeared off in another direction to go to wherever the beast's GPS said was the nearest punishment location.  OK.  I thought that it served her right, and so the PC and the other two followers would carry on their merry way and the poor soul would catch up after having done her time  - just desserts for getting caught in the first place

 

So, my PC then got on her horse.  As did her two other Followers.  Never thought too much about it until, at the next encounter with a dragon and a bear, PC gets off the horse, draws weapons, the other two followers 'catch up on weapon draw', as ALSO does the one that was in transit to wherever, standing in her beast costume.  OK, so we beat the bad guys, and the next thing is the the captured follower NPC is once again crawling off into the distance

 

This happened a couple of times, a sort of yo-yo effect, until at one point she reappeared, sans suit, but with golden leg irons, and a chain beast gag etc, unable to talk to the player, and with NO other dialogues available.  Furthermore, once reappeared like that, she seems to point blank refuse to move again until released, as irrespective of the PC's actions eg mount/dismount the horse, weapons draw etc, she stays put

 

The fix is fairly straight forward.  Go to the NPC's MCM Status and select the release option.  The dialogue comes back, and you can then remove the restraints

 

This is probably just another of those quirks that Skyrim throws out when given even half a chance, and is by no means a game killer.  

 

It would be nice to know tho, if this sort of behavior is something you think shouldn't be happening, and it's therefore my game setup that's causing this.  I can see if I can fix that if it is ?

 

===============

 

So, still going fine, and your mod is great fun.  And I can't wait to find out what I need to have to make melee combat a bit simpler LOL

 

As ever, TIA for any help

 

 

 

Posted
19 hours ago, donkeywho said:

So is there any one thing that I should look for that will tell me if its content definitely changed?

  • [Added] Option to limit how many restraints a key can remove.
    • Player only, for NPCs a key will always remove all restraints.
    • Key will still always be consumed, irrespective of how many restraints are removed.
  • [Added] Option to choose which restraints are still equipped after punishment.
    • Player only (for now at least), NPCs will always use default setting.
    • Collar is always there, other three restraints can be toggled.
  • [Changed] Option to start/skip quests now only appear once that quest is enabled.
  • [Changed] The select test beast now uses a menu (give it a moment to open) instead of a click through list.
    • A bit slower but much more convenient to use.

Any of those should work; eg are the added options there,  what quest skip options are there.

Gameplay-difficulty:  are the new options there

Skip:   old; all options, but none for ebony mine,  new: only current(next)/completed quests (incl ebony mine).

Debug:  Is `test beast' a menu (new) or a text option (old).

 

19 hours ago, donkeywho said:

It would be nice to know tho, if this sort of behavior is something you think shouldn't be happening, and it's therefore my game setup that's causing this.

I haven't tested much with followers or mounted. If hostile to the PC, the beasts will be hostile to the followers as well, even when they are already fully captured. So if the mounting/unmounting also transports the follower to near the PC then that may explain at least part of what you describe.  Also, things that happen but are outside of the loaded area can be problematic.  For example it is impossible to cast spells. (I try to work around that but I'm sure that is it is not fully `Skyrim quirk proof'. )

So in short: Don't think it is specifically your setup.

 

 

Posted
2 hours ago, MTB said:
  • [Added] Option to limit how many restraints a key can remove.
    • Player only, for NPCs a key will always remove all restraints.
    • Key will still always be consumed, irrespective of how many restraints are removed.
  • [Added] Option to choose which restraints are still equipped after punishment.
    • Player only (for now at least), NPCs will always use default setting.
    • Collar is always there, other three restraints can be toggled.

I like those changes, because I was drowning in SCB keys. So much so that every follower had a few on them just in case o.o

 

EDIT: btw, is the huge cage beast faster now or do I see things?

Posted
3 hours ago, MTB said:
  • [Added] Option to limit how many restraints a key can remove.
    • Player only, for NPCs a key will always remove all restraints.
    • Key will still always be consumed, irrespective of how many restraints are removed.
  • [Added] Option to choose which restraints are still equipped after punishment.
    • Player only (for now at least), NPCs will always use default setting.
    • Collar is always there, other three restraints can be toggled.
  • [Changed] Option to start/skip quests now only appear once that quest is enabled.
  • [Changed] The select test beast now uses a menu (give it a moment to open) instead of a click through list.
    • A bit slower but much more convenient to use.

Any of those should work; eg are the added options there,  what quest skip options are there.

Gameplay-difficulty:  are the new options there

Skip:   old; all options, but none for ebony mine,  new: only current(next)/completed quests (incl ebony mine).

Debug:  Is `test beast' a menu (new) or a text option (old).

 

I haven't tested much with followers or mounted. If hostile to the PC, the beasts will be hostile to the followers as well, even when they are already fully captured. So if the mounting/unmounting also transports the follower to near the PC then that may explain at least part of what you describe.  Also, things that happen but are outside of the loaded area can be problematic.  For example it is impossible to cast spells. (I try to work around that but I'm sure that is it is not fully `Skyrim quirk proof'. )

So in short: Don't think it is specifically your setup.

 

 

Prompt as ever!  Thank you very much

 

MCM: I'll have another look and if AOK, stay quiet LOL

 

As for the gee-gees: that's pretty much what I had thought might be happening, so fine.  One can live with it - and adapt one's gameplay to suit - when one knows what to expect ?

 

Ta

 

Posted
On 8/12/2020 at 7:50 PM, MTB said:

The stats are the same for any metal variant of the beasts; they inherit them from the base form.

(The player summoned beasts get stronger for more valuable metal but not the normal ones.)

All MPs are very strong indeed.   Too strong?   I'll let you all be the judge.  I could weaken them if that is the general opinion.  (I typically only test with fresh chars and they definitely do not stand a chance against them...)

or I could increase the player level at which they start to occur in the wild...maybe even make that settable in the MCM...

 

You could disable beasts in the wild, but there is currently no way to disable only the MPs,

 

Edit: actually implemented the `level at which beasts occur' MCM setting along with the option to disable certain types of beasts all together should be enough to just add the following script in data\scripts  (untested so back up existing script if that is a loose file).

 

 

SCB_INT_CoreScript.pex 33.55 kB · 4 downloads

Just a bit of further feedback on this point.  I get the point of making the PC level a base trigger for encounters

 

However, my character is at LVL 20 -  that can take a while in itself to get to - and just had an encounter with one of those silver MCBs  The one with the triangular seat that the captured PC/NPC rides on

 

I could not kill it.  It absorbed about 70+ Elven Arrows and 100 Glass ones, not counting the whacking it was also getting from 3 followers.  LOL

 

Although the damage indicator went down to somewhere about maybe 5%, after that it point blank refused to take any more damage at all

 

Next time, in this game, I'll just try to outrun the thing, but that sort of defeats the object because you then are just avoid the risk entailed in fighting. 

 

Maybe toning them down a little for the next update might not be too bad an idea?

 

Just my tuppenceworth, anyway

 

---------------------------

 

Otherwise, BTW, I mentioned upthread that the MCB can get stuck in Ivarstead when trying to get to the ZAZ furniture on the main street, and I found that I actually had a screenshot showing where that happens.  Appended FYI

TESV 2020-09-27 15-43-19-46.jpg

Posted

I don't know if it's possible, but would a Frostfall compatibility be implemented?

What I do ingame atm is to add Frostfall stats to SCB "equipment", but usually at that time it's too late already.

Maybe some rubber suit that gets added if Frostfall is installed or via MCM tick box?

I know, I know, I could just lower my overly brutal Frostfall settings.

Usually I rescue my PC with Frostfall spells, but that doesn't work if no SP is available anymore lol

Also it's mainly and issue for low lvls before Frostfall perks are skilled.

Wait, I also could just add a suit myself come to think about it ?

Gosh, why do ppl like me want to have everything in one LO >.<

  • 2 weeks later...
Posted

Ebony Mine? I assume the quest is from this MOD, although strangely one of my NPC, Mirai upgraded the spell, but anyway, it has entry in quest journal and just says "Enjoy your power" is the quest done? and if so how do i get that out of the journal please?

Posted

@MTB

 

Quick passing comment.  Not sure if it's just my game, but after finding the ring of 'Wandering Willie  from Worikstead', I parted company by asking him ...

 

'What will you do now' (or something very like that

 

... and got his response about beetling off back to Cyrodiil

 

However the 'what will you do now' line now appears in every NPC's dialogue and you get told that Cyrodiil beckons, even if none of them take a step in that direction

 

Might be something to have a quick peek at when you come to do your next update?

 

Meantime, the rest of the game goes well, and you out there, yeah, that's you, if you haven't yet tried it, you should!  ?

Posted
On 10/3/2020 at 1:49 PM, donttouchmethere said:

I don't know if it's possible, but would a Frostfall compatibility be implemented?

What I do ingame atm is to add Frostfall stats to SCB "equipment", but usually at that time it's too late already.

Maybe some rubber suit that gets added if Frostfall is installed or via MCM tick box?

I know, I know, I could just lower my overly brutal Frostfall settings.

Usually I rescue my PC with Frostfall spells, but that doesn't work if no SP is available anymore lol

Also it's mainly and issue for low lvls before Frostfall perks are skilled.

Wait, I also could just add a suit myself come to think about it ?

Gosh, why do ppl like me want to have everything in one LO >.<

Had a quick look at frostfall compatibility but its a bit tricky; adding warmth to the collar would be easiest, but seems significant warmth can only be gained from bodyslot items, others has a very limited set of options - could make the collar count as a scarf but that is basically it.

Adding a body slot item Suit (possibly invisible) with warmth rating that is tagged as devious ("zad_Lockable" or "zbfWornDevice" keyword) so it does not get stripped should work.

>Wait, I also could just add a suit myself come to think about it

You could make a small plugin out of this; If you want to add a suit automatically when captured, you could listen for the "SCB_Captured" mod-event,  it has arguments:  Form (Actor) victim, Form (Actor) attacker, int level

Armor Property Suit auto

Event OnSCBCaptured( Form victim, Form attack, int level )

  if ( victim == Game.getPlayer() ) && ( ! victim.GetWornForm(0x00000004) )

    victim.additem( Suit, abSilent = true )

    victim.equipItem( Suit )

  endif

EndEvent

 

(run on load) ...

  RegisterForModEvent("SCB_Captured", "OnSCBCaptured")  

 

On 10/16/2020 at 10:08 AM, kohlteth said:

Ebony Mine? I assume the quest is from this MOD, although strangely one of my NPC, Mirai upgraded the spell, but anyway, it has entry in quest journal and just says "Enjoy your power" is the quest done? and if so how do i get that out of the journal please?

 

Yes its from this mod.  When the quest is done it moves to your completed quests.

If it is still in your active quests, well maybe it has a more up its sleeve yet... 

(You should also have the `black widow' achievement level (instead of shades of gray) for this quest in the MCM when it is done.)

Spoiler

There are three summons that you can get/upgrade in this quest. After they are all at maximum level, the quest will complete once you sleep.

 

On 10/16/2020 at 10:30 AM, donkeywho said:

@MTB

 

Quick passing comment.  Not sure if it's just my game, but after finding the ring of 'Wandering Willie  from Worikstead', I parted company by asking him ...

 

'What will you do now' (or something very like that

 

... and got his response about beetling off back to Cyrodiil

 

However the 'what will you do now' line now appears in every NPC's dialogue and you get told that Cyrodiil beckons, even if none of them take a step in that direction

 

Might be something to have a quick peek at when you come to do your next update?

 

Meantime, the rest of the game goes well, and you out there, yeah, that's you, if you haven't yet tried it, you should!  ?

Lol. I hope Victor does not mind his new nickname; Free Willy ;)

Oeps.  Yep, everyone wants to go to Cyrodill.  Well who can blame them for wanting to go Beyond Skyrim, Bruma is a great place.  I forgot to add the GetIsAliasRef condition check to this line. Added the condition to my working version. No idea when I'll get around to a new version though; its been busy and my setup seems swamped again (ie full of bugs)...

 

On 9/30/2020 at 10:15 PM, donkeywho said:

Maybe toning them down a little for the next update might not be too bad an idea?

Maybe an MCM difficulty option, or perhaps some other mechanisms for these beasts. Will keep it in mind.

 

 

Posted
On 10/3/2020 at 12:54 AM, donttouchmethere said:

SCB's attempt to take over S.L.U.T.S:

Hmmm...seems to be asking for an `improved compatibility' plugin as well...wondering whether there is a faction that gets added to player while SLUTS traveling, so beast can be taught to leave hardworking citizens alone...(or, if destination is retrievable, help them finish their trip first...).

 

Posted

Are SLUTS pony girls in the zbfslave faction? Maybe that helps to find out if the PC is enslaved already and chain beasts don't need to attack anymore. If a PC is enslaved already maybe the chain beasts don't attack, unless the slave isn't properly bound, in that case they would only attack to add more devices instead of moving them to SS+.

Well, that sounded better in my mind before I typed it down ?

(just read in the PAH-HSH topic that wild SCB might break PAH slaves if they get attacked by wild beasts)

Posted

Poked around in the ESP and source, and it looks like the only way to tell that the player's on a job for SLUTS is by checking for stage 20 of its "sluts_mission_scenes" quest. The player is only put in factions in two instances - when the player turns in the flyer from the kicker quest (a faction is added but never used by anything else) and while the player is getting suited up (temporarily put in the predator/creature/bandit friend factions, presumably to protect from attacks while you have no control).

Posted
1 hour ago, chaimhewast said:

Poked around in the ESP and source, and it looks like the only way to tell that the player's on a job for SLUTS is by checking for stage 20 of its "sluts_mission_scenes" quest. The player is only put in factions in two instances - when the player turns in the flyer from the kicker quest (a faction is added but never used by anything else) and while the player is getting suited up (temporarily put in the predator/creature/bandit friend factions, presumably to protect from attacks while you have no control).

 

Thanks for checking. That makes it trickier, but may still be possible by putting a check in the target scanner code.  Will have to look into it when I have some time.

 

3 hours ago, OOH SHINY! said:

Are SLUTS pony girls in the zbfslave faction? Maybe that helps to find out if the PC is enslaved already and chain beasts don't need to attack anymore. If a PC is enslaved already maybe the chain beasts don't attack, unless the slave isn't properly bound, in that case they would only attack to add more devices instead of moving them to SS+.

Well, that sounded better in my mind before I typed it down ?

(just read in the PAH-HSH topic that wild SCB might break PAH slaves if they get attacked by wild beasts)

Apparently they are not, but an option to ignore those in zbfslave faction, in case other mods do use that, and possibly other factions/situations, makes a lot of sense.  Added to the ideas to look at list.  (Think it will be completely either ignoring or trying to capture, something in between is not likely.)

 

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