laurient Posted December 5, 2020 Posted December 5, 2020 Hello, there is a bug with the Chainbeast Bounty Hunter... it never appear. and here is the corresponding log in the papyrus log: [12/05/2020 - 10:33:30PM] Error: Cannot call IsSameLocation() on a None object, aborting function call stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] warning: Assigning None to a non-object variable named "::temp107" stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] Error: Cannot call IsSameLocation() on a None object, aborting function call stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] warning: Assigning None to a non-object variable named "::temp107" stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] Error: Cannot call IsSameLocation() on a None object, aborting function call stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] warning: Assigning None to a non-object variable named "::temp107" stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] Error: Cannot call IsSameLocation() on a None object, aborting function call stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] warning: Assigning None to a non-object variable named "::temp107" stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] Error: Cannot call IsSameLocation() on a None object, aborting function call stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] warning: Assigning None to a non-object variable named "::temp107" stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] Error: Cannot call IsSameLocation() on a None object, aborting function call stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] warning: Assigning None to a non-object variable named "::temp107" stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] Error: Cannot call IsSameLocation() on a None object, aborting function call stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] warning: Assigning None to a non-object variable named "::temp107" stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] Error: Cannot call IsSameLocation() on a None object, aborting function call stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] warning: Assigning None to a non-object variable named "::temp107" stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] Error: Cannot call IsSameLocation() on a None object, aborting function call stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] warning: Assigning None to a non-object variable named "::temp107" stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 Edit: oh, and by the way, it's in the LE 0.3.7 version.
slvsaris Posted December 7, 2020 Posted December 7, 2020 I have this set up so that the player is the only one who can get captured and trigger traps. However, NPC's still get stripped after a few hits from a chain beast. They never get restraints, just get stripped. This in itself is not a big deal, the issue is that after the chain beast is dealt with, the NPCs do not go collect their gear. I have to use the debug menu to give everyone back their gear. I was also wondering if you have ever considered allowing followers to be treated separately from other NPCs? This way the player and followers can be targets while the other NPC's are safe.
MTB Posted December 7, 2020 Author Posted December 7, 2020 Spoiler On 12/5/2020 at 10:02 PM, laurient said: Hello, there is a bug with the Chainbeast Bounty Hunter... it never appear. and here is the corresponding log in the papyrus log: [12/05/2020 - 10:33:30PM] Error: Cannot call IsSameLocation() on a None object, aborting function call stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] warning: Assigning None to a non-object variable named "::temp107" stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] Error: Cannot call IsSameLocation() on a None object, aborting function call stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] warning: Assigning None to a non-object variable named "::temp107" stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] Error: Cannot call IsSameLocation() on a None object, aborting function call stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] warning: Assigning None to a non-object variable named "::temp107" stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] Error: Cannot call IsSameLocation() on a None object, aborting function call stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] warning: Assigning None to a non-object variable named "::temp107" stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] Error: Cannot call IsSameLocation() on a None object, aborting function call stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] warning: Assigning None to a non-object variable named "::temp107" stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] Error: Cannot call IsSameLocation() on a None object, aborting function call stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] warning: Assigning None to a non-object variable named "::temp107" stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] Error: Cannot call IsSameLocation() on a None object, aborting function call stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] warning: Assigning None to a non-object variable named "::temp107" stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] Error: Cannot call IsSameLocation() on a None object, aborting function call stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] warning: Assigning None to a non-object variable named "::temp107" stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] Error: Cannot call IsSameLocation() on a None object, aborting function call stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 [12/05/2020 - 10:33:30PM] warning: Assigning None to a non-object variable named "::temp107" stack: [SCB_Int_Core (61000D62)].scb_int_corescript.summonBountyHunter() - "SCB_INT_CoreScript.psc" Line 958 [SCB_Int_Core (61000D62)].scb_int_corescript.OnUpdateGameTime() - "SCB_INT_CoreScript.psc" Line 938 Edit: oh, and by the way, it's in the LE 0.3.7 version. I've address the bugs that cause these error messages in my working version, however, they should not be preventing law enforcement beasts from appearing under the right circumstances; current location is in known hold where player has sufficiently high bounty, player is near a suitable summon spot (like a mine - silver mines were not included as I had not updated the list since adding them) and the timer runs out) - The above errors show in this case you were in an unmarked location (location=none) when the timer ran out.
MTB Posted December 7, 2020 Author Posted December 7, 2020 14 hours ago, slvsaris said: I have this set up so that the player is the only one who can get captured and trigger traps. However, NPC's still get stripped after a few hits from a chain beast. They never get restraints, just get stripped. This in itself is not a big deal, the issue is that after the chain beast is dealt with, the NPCs do not go collect their gear. I have to use the debug menu to give everyone back their gear. I was also wondering if you have ever considered allowing followers to be treated separately from other NPCs? This way the player and followers can be targets while the other NPC's are safe. Was actually thinking of adding a strip/no strip option like the ones per stage for non-targets, will move that up higher on the todo list. Followers is likely tricky - with different follower mods and systems using different ways to identify followers. Unlikely to be added soon. 1
slvsaris Posted December 7, 2020 Posted December 7, 2020 5 hours ago, MTB said: Was actually thinking of adding a strip/no strip option like the ones per stage for non-targets, will move that up higher on the todo list. Followers is likely tricky - with different follower mods and systems using different ways to identify followers. Unlikely to be added soon. Yeah I'd imagine the follower thing is a pain. Too bad Bethesda didn't make the follower system more extensible, then it would have been easier to deal with followers.
MTB Posted December 18, 2020 Author Posted December 18, 2020 Seems all the screenshots disappeared from the download page. Added back just a few. For more: Check out the thread...e.g. DTMT's post just one page back.
chaimhewast Posted December 19, 2020 Posted December 19, 2020 On 10/17/2020 at 9:11 AM, MTB said: 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...). So I know this conversation was 2 months ago, but I finally got a chance to do some experimenting, and found a simple solution. This patch adds a second magic effect to the spells that SLUTS uses to summon and despawn the cart to add and remove a faction, which in turn is set up to be friendly with SCB's "Friend of punished faction" so that the beasts will ignore the player while on the job for SLUTS. Feel free to reupload or modify this if you like it. SCB-SLUTS patch.7z
MTB Posted December 19, 2020 Author Posted December 19, 2020 4 hours ago, chaimhewast said: So I know this conversation was 2 months ago, but I finally got a chance to do some experimenting, and found a simple solution. This patch adds a second magic effect to the spells that SLUTS uses to summon and despawn the cart to add and remove a faction, which in turn is set up to be friendly with SCB's "Friend of punished faction" so that the beasts will ignore the player while on the job for SLUTS. Feel free to reupload or modify this if you like it. SCB-SLUTS patch.7z 1.36 kB · 1 download While that should work, I expect it will have a side effect though; if chain beasts are near then everything will be non-hostile. (Chain beasts scan the area and add anyone to the `punished friend' faction to prevent those traveling under beast control from being attacked.) You could use make the job faction friend of SCB_FactionBeast instead. I've avoided that in general to prevent actors helping beasts/blaming beast-friends for their actions. Maybe ok for the player only... Safest method I've found ( limitation is that the player should not change the target settings (or import SCB settings which does that implicitly) or they will lose protection ): On start : Ensure the player is set to `has been scanned' : add them to the scanned faction with the correct rank and remove the player from the SCB_Target faction. On End: remove player from scanned faction. (Next beast encountered will add to the target faction if needed.) I've attached a version of the scripts that does that; properties still need to be filled (CloakSetting is a script on SCB_InitQuest, so will not auto-fill). (Did not update the ESP myself as needs SLUTS as master which I do not have installed atm.) scripts.7z
chaimhewast Posted December 19, 2020 Posted December 19, 2020 38 minutes ago, MTB said: While that should work, I expect it will have a side effect though; if chain beasts are near then everything will be non-hostile. (Chain beasts scan the area and add anyone to the `punished friend' faction to prevent those traveling under beast control from being attacked.) You could use make the job faction friend of SCB_FactionBeast instead. I've avoided that in general to prevent actors helping beasts/blaming beast-friends for their actions. Maybe ok for the player only... That's fair enough. To be honest, I didn't dig into what the faction was being used for, and just assumed it was to keep the beasts from attacking already-captured people. 39 minutes ago, MTB said: Safest method I've found ( limitation is that the player should not change the target settings (or import SCB settings which does that implicitly) or they will lose protection ? On start : Ensure the player is set to `has been scanned' : add them to the scanned faction with the correct rank and remove the player from the SCB_Target faction. On End: remove player from scanned faction. (Next beast encountered will add to the target faction if needed.) I've attached a version of the scripts that does that; properties still need to be filled (CloakSetting is a script on SCB_InitQuest, so will not auto-fill). (Did not update the ESP myself as needs SLUTS as master which I do not have installed atm.) I can certainly redo the patch to use this method instead, if it's more appropriate. Using the same faction as the cloak won't break anything, will it?
MTB Posted December 19, 2020 Author Posted December 19, 2020 23 minutes ago, chaimhewast said: I can certainly redo the patch to use this method instead, if it's more appropriate. Using the same faction as the cloak won't break anything, will it? Chain beasts are only hostile to those in the target faction, or those that attack them. And adding/removing to that faction is the preferred way of managing this hostility. Using this and the scanned faction is fine; the scanned faction only implements an `already scanned' flag: Having the correct rank == my Target faction membership is up-to-date. (*) I use this mechanism for example to apply the post-punishment grace period; On start set `already scanned', and remove from target faction. On stop, remove the `already scanned' flag by removing from scanned-faction. (*) It uses a specific rank instead of just membership so that if MCM targeted genders settings get altered, only the value of `correct rank' has to be changed to invalidate all previously scanned actors.
chaimhewast Posted December 19, 2020 Posted December 19, 2020 In that case, here's the patch redone with the method you specified. It seems to do the trick - created a new character, took a job from SLUTS, poked at a mine, and the beast it spawned was uninterested. Finished the job, poked at another mine, and was instantly attacked. SCB-SLUTS patch v2.7z 3
mattno3 Posted December 19, 2020 Posted December 19, 2020 Thank you for a brilliant mod, I'm having problems starting runes for rune just running minimum mods as required for mod and have special traps on and pc as target any suggestions thx
MTB Posted December 19, 2020 Author Posted December 19, 2020 On 12/19/2020 at 8:25 PM, mattno3 said: Thank you for a brilliant mod, I'm having problems starting runes for rune just running minimum mods as required for mod and have special traps on and pc as target any suggestions thx Looks like I did not update the condition when I set the gem to initially disabled (so it could not be taken before the quest started...). Attached a quick fix; install; over v0.4.0, should not need clean saving. Then talk to rune about his past, after that he should have a job for you. Edit/Addition: SCB_v0.4.0QF is for Oldrim/LE, QuickFixForv0.4.0SSE is the version for SSE/ SCB__V0.4.0QF.7z QuickFixForv0.4.0SSE.7z
mattno3 Posted December 20, 2020 Posted December 20, 2020 22 hours ago, MTB said: Looks like I did not update the condition when I set the gem to initially disabled (so it could not be taken before the quest started...). Attached a quick fix; install; over v0.4.0, should not need clean saving. Then talk to rune about his past, after that he should have a job for you. Edit/Addition: SCB_v0.4.0QF is for Oldrim/LE, QuickFoxForv0.4.0SSE is the version for SSE/ SCB__V0.4.0QF.7z 95.26 kB · 4 downloads QuickFixForv0.4.0SSE.7z 94.33 kB · 0 downloads Thank you so much for resolving that so quickly works great now ?
Alsteif Posted December 21, 2020 Posted December 21, 2020 Hi ^ ^. When i am setting up this mod wifh Fnis, it gives me ">>Warning: \character\behaviors\FNIS_SkyrimChainBeasts_Behavior.hkx not Skyrim SE compatible<<". And... my char is t-posing. I also tried to set up chain beasts on another pc, and that still happens. The 0.3.7 version works fine, though. Thought it may be important to drop here.
Corsayr Posted December 21, 2020 Posted December 21, 2020 42 minutes ago, Alsteif said: Hi ^ ^. When i am setting up this mod wifh Fnis, it gives me ">>Warning: \character\behaviors\FNIS_SkyrimChainBeasts_Behavior.hkx not Skyrim SE compatible<<". And... my char is t-posing. I also tried to set up chain beasts on another pc, and that still happens. The 0.3.7 version works fine, though. Thought it may be important to drop here. You are trying to use an LE mod on SE without converting it. You need to run Cathedral Asset Optimizer on the install folder for Chain Beasts.
Alsteif Posted December 21, 2020 Posted December 21, 2020 5 hours ago, Corsayr said: You are trying to use an LE mod on SE without converting it. You need to run Cathedral Asset Optimizer on the install folder for Chain Beasts. And i have done that. CAS is showing me, that it can't convert files, because they are already (most likely) converted.
MTB Posted December 21, 2020 Author Posted December 21, 2020 9 hours ago, Alsteif said: Hi ^ ^. When i am setting up this mod wifh Fnis, it gives me ">>Warning: \character\behaviors\FNIS_SkyrimChainBeasts_Behavior.hkx not Skyrim SE compatible<<". And... my char is t-posing. I also tried to set up chain beasts on another pc, and that still happens. The 0.3.7 version works fine, though. Thought it may be important to drop here. Are you sure you got the right version; 0.4.0SSE because the animation/behavior files are identical to those of 0.3.7SSE. E.g. check the date on the behavior file; should be 25-11-2020. (if 0.3.7SSE works, you do not need to rerun FNIS for 04.0SSE). (I regularly mess up the packing of the files but I just checked; the animation files are the ones of the 0.3.7SSE version, also just ran FNIS successfully.)
Alsteif Posted December 21, 2020 Posted December 21, 2020 Yep, as long as Vortex doesn't lie to me, i got 0.4.0SEE. I will uninstall the mod, clean it up and check it again. Maybe i just messed up something small. Edit: Ok, after a quick reinstall of everything, all is working well now. Not sure why, but it does.
Corsayr Posted December 21, 2020 Posted December 21, 2020 5 hours ago, Alsteif said: And i have done that. CAS is showing me, that it can't convert files, because they are already (most likely) converted. and you have the box checked to do necessary optimizations in the animation tab? Spoiler
MTB Posted December 21, 2020 Author Posted December 21, 2020 On 9/6/2020 at 8:05 PM, donkeywho said: 2 - Why NOT add a bit of uncertainty by taking a peek every now and again while the PC is travelling along? Indulge Lazy Beast Syndrome, so it drops you off if it gets half a chance? A little chance driven slider, perhaps, to periodically peek or not peek en route, sometimes finding somewhere else to go, and sometimes ignoring that very option? Then those who want to go the whole way can set it at 100% and those wanting to take a risk of a detour or different destination will never be sure what will happen :-) Long time ago by now, but just figured out a way to do something like this (player only) using (mostly) already built in travel mechanisms. The beast carrying the player can detect new devices whenever the player enters a new cell. I've so far only implemented it in my working copy for when the destination has not been decided yet (so when they could not find a destination initially and are crawling to a nearby city/known location to try again there). Though in principle it could also be used for other long travel as well. 1
DonQuiWho Posted December 27, 2020 Posted December 27, 2020 On 12/21/2020 at 7:56 PM, MTB said: Long time ago by now, but just figured out a way to do something like this (player only) using (mostly) already built in travel mechanisms. The beast carrying the player can detect new devices whenever the player enters a new cell. I've so far only implemented it in my working copy for when the destination has not been decided yet (so when they could not find a destination initially and are crawling to a nearby city/known location to try again there). Though in principle it could also be used for other long travel as well. Sounds fun! Best wishes for 2021
Aki K Posted December 30, 2020 Posted December 30, 2020 Hello. I am using version 4.0. I haven't used chain beasts since the very early days but wanted to give it a try again. It initially worked really well for me this time but that was very short lived. I experienced two glitches (the first might not be a glitch but it didn't seem like part of the proper functioning, so correct me if I am wrong.) 1. While crawling the character randomly stops (stamina not related, I had full stamina. They just stop, I briefly lose control/function and the hud disappears for a bit. I can move when it comes back. It seems anytime I stop movement this happens or if I hit spacebar it happens) 2. And this is the most significant one, after paying the blacksmith to remove the devices (and he successfully removed them) the crawling animation does not stop and the game will CTD after a few minutes. I'm not aware of any incompatibilities in my load order. Also a minor glitch, I am using a custom race. Despite checking in the MCM the options to use default things and having it learn my race, the gag is still the beast gag. I don't think that's related to the crash but I also don't know scripting. Specifically I use succubus race lite. Those issues aside everything seemed to work in the brief time I was able to play.
MTB Posted December 30, 2020 Author Posted December 30, 2020 1 hour ago, Aki K said: Hello. I am using version 4.0. I haven't used chain beasts since the very early days but wanted to give it a try again. It initially worked really well for me this time but that was very short lived. I experienced two glitches (the first might not be a glitch but it didn't seem like part of the proper functioning, so correct me if I am wrong.) 1. While crawling the character randomly stops (stamina not related, I had full stamina. They just stop, I briefly lose control/function and the hud disappears for a bit. I can move when it comes back. It seems anytime I stop movement this happens or if I hit spacebar it happens) 2. And this is the most significant one, after paying the blacksmith to remove the devices (and he successfully removed them) the crawling animation does not stop and the game will CTD after a few minutes. I'm not aware of any incompatibilities in my load order. Also a minor glitch, I am using a custom race. Despite checking in the MCM the options to use default things and having it learn my race, the gag is still the beast gag. I don't think that's related to the crash but I also don't know scripting. Specifically I use succubus race lite. Those issues aside everything seemed to work in the brief time I was able to play. > 1. While crawling the character randomly stops (stamina not related, I had full stamina. They just stop, I briefly lose control/function and the hud disappears for a bit. I can move when it comes back. It seems anytime I stop movement this happens or if I hit spacebar it happens) While crawling the beast is in control. Sometimes they stop for a moment to figure out where to go and sometimes they get stuck (moving but not getting anywhere). To solve the latter you can `struggle': briefly regain control, but only for so long as you keep pressing movement keys. As soon as you let go or have no stamina left (this burns it quickly on default settings) the beast will regain control and you have to wait 5 sec again before being able to struggle again. If the beast is not going anywhere (for more than a few seconds) - check the status page; do you have a destination? > 2. And this is the most significant one, after paying the blacksmith to remove the devices (and he successfully removed them) the crawling animation does not stop and the game will CTD after a few minutes. I'm not aware of any incompatibilities in my load order. You should not be crawling at all when you are at the stage to talk to a blacksmith. After the beasts finishes its punishment it will go away and after some time you will be walking around again, but with some restraints left. That the blacksmith may be able to help with. (Or find a key.) Are you perhaps talking to the blacksmith while still traveling with the beast? That is definitely not intended and may leave things in an unstable state - I'm not sure how it could cause a CTD but I have not checked and its Skyrim... >custom race I've not tested this much, especially with a custom race player, but before going bug hunting just a quick check: The no fallback for custom races is on (ticked) by default. Can you see whether it works for NPCs? I may have only implemented it for them. Will need to check and correct if that is the case. Edit: Indeed, looks like it is only implemented for NPCs, will add player support.
Aki K Posted December 30, 2020 Posted December 30, 2020 26 minutes ago, MTB said: > 1. While crawling the character randomly stops (stamina not related, I had full stamina. They just stop, I briefly lose control/function and the hud disappears for a bit. I can move when it comes back. It seems anytime I stop movement this happens or if I hit spacebar it happens) While crawling the beast is in control. Sometimes they stop for a moment to figure out where to go and sometimes they get stuck (moving but not getting anywhere). To solve the latter you can `struggle': briefly regain control, but only for so long as you keep pressing movement keys. As soon as you let go or have no stamina left (this burns it quickly on default settings) the beast will regain control and you have to wait 5 sec again before being able to struggle again. If the beast is not going anywhere (for more than a few seconds) - check the status page; do you have a destination? > 2. And this is the most significant one, after paying the blacksmith to remove the devices (and he successfully removed them) the crawling animation does not stop and the game will CTD after a few minutes. I'm not aware of any incompatibilities in my load order. You should not be crawling at all when you are at the stage to talk to a blacksmith. After the beasts finishes its punishment it will go away and after some time you will be walking around again, but with some restraints left. That the blacksmith may be able to help with. (Or find a key.) Are you perhaps talking to the blacksmith while still traveling with the beast? That is definitely not intended and may leave things in an unstable state - I'm not sure how it could cause a CTD but I have not checked and its Skyrim... >custom race I've not tested this much, especially with a custom race player, but before going bug hunting just a quick check: The no fallback for custom races is on (ticked) by default. Can you see whether it works for NPCs? I may have only implemented it for them. Will need to check and correct if that is the case. Edit: Indeed, looks like it is only implemented for NPCs, will add player support. Regarding 1 and 2, the problem is then that the beast does not go anywhere on its own, which is how I got to the black smith. Left to its own devices my character would not move, I had to move them and just suffered pauses. NPCs attacked in the area were also crawling and seemed to be heading in the same direction, suggesting it was working for them (I was testing in solitude). So maybe the destination issue was only occurring for the player.
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