MTB Posted January 26, 2021 Author Posted January 26, 2021 2 hours ago, Boret92 said: I need some help, don't know if it was already solved but I couldn't find it, the mod in itself works but the plugin page in the MCM is just empty. I reinstalled several times but it stays empty. Not an issue I recognize. Things to check: Ensure you installed both the full version (v0.4) and the update (v0.4.1), ensure both the esm (SkyrimChainBeasts.esm) and the esps (SkyrimChainBeastsIntegeraion.esp etc.) are activated. Integration and DB have MCM plugin entries; the first should appear almost immediately, the later after about 30 sec. You say the mod itself works - what do you base this on; the MCM menu being there or something else? Can you see any evidence that the plugins are up and running; easy way to check: are there `mines' (glowing ball on top of a chain). in riverwood (integration), in solstheim (DB)? Edit: Just checked the install files and seems the seq files are not in the right place. Try saving your game with SCB installed and then loading it again to see if that solves the issue. (To fix permanently need to update the 7z file; Move the SkyrimChainBeastIntegration.seq file from 25 PAHE\Seq to 05 Integration\Seq before (re)installing).
Boret92 Posted January 27, 2021 Posted January 27, 2021 14 hours ago, MTB said: Not an issue I recognize. Things to check: Ensure you installed both the full version (v0.4) and the update (v0.4.1), ensure both the esm (SkyrimChainBeasts.esm) and the esps (SkyrimChainBeastsIntegeraion.esp etc.) are activated. Integration and DB have MCM plugin entries; the first should appear almost immediately, the later after about 30 sec. You say the mod itself works - what do you base this on; the MCM menu being there or something else? Can you see any evidence that the plugins are up and running; easy way to check: are there `mines' (glowing ball on top of a chain). in riverwood (integration), in solstheim (DB)? Edit: Just checked the install files and seems the seq files are not in the right place. Try saving your game with SCB installed and then loading it again to see if that solves the issue. (To fix permanently need to update the 7z file; Move the SkyrimChainBeastIntegration.seq file from 25 PAHE\Seq to 05 Integration\Seq before (re)installing). Thanks a lot, downloading the changed version fixed the problem.
Ryu Gabriev Posted January 27, 2021 Posted January 27, 2021 Just tried this mod out. So far, seems ok. A few grips however: 1. the Bodyslide files don't seem to have any slider data attached to them, so running them through Bodyslide to fix the morph is ineffective. 2. the 'muzzle', if you could call it that, seems to always be a face cage for the lower jaw. Thought it was supposed to be a full panel setup like in the walkthrough photos. Anything I can do to fix what's here?
MTB Posted January 27, 2021 Author Posted January 27, 2021 1 hour ago, Ryu Gabriev said: Just tried this mod out. So far, seems ok. A few grips however: 1. the Bodyslide files don't seem to have any slider data attached to them, so running them through Bodyslide to fix the morph is ineffective. 2. the 'muzzle', if you could call it that, seems to always be a face cage for the lower jaw. Thought it was supposed to be a full panel setup like in the walkthrough photos. Anything I can do to fix what's here? >Bodyslide The body slide files are simple ones; only the body itself changes, not the crawler. I've tried to shape the crawler to fit most bodyshapes, but more extreme ones may have clipping. Creating sliders that effect the crawler shape itself (pref without distorting the metal chain links) is beyond my bodyslide knowledge. > muzzle Are you using a beast race (eg argonian)? Then it will use the Zaz fallback. To get the same shape as for eg breton you can register the beast race as a capturable custom race (obtain spell from debug menu (Add custom race spell) to mark actor races - the option to mark the player race directly does not yet work in v0.4.1 so you will need to cast it on a same race NPC) and use the option "Default mask on custom race" under debug to only allow default masks, no Zaz-fallback masks. Alternatively there is a no mask fallback plugin posted earlier in the tread that prevents using fallback masks all together. (It is on page 18; the SCBSuc plugin) Though I have not tested that with more recent versions.
shadowwolf2k7 Posted January 27, 2021 Posted January 27, 2021 have you considered using DDC which is now part of DD 5.0/.1 for the furniture? it might make it easier to for pc/npc placement in the furniture since occasionally i get the misalignment with the ZaZ furniture which is used with SCB.
Ryu Gabriev Posted January 28, 2021 Posted January 28, 2021 10 hours ago, MTB said: >Bodyslide The body slide files are simple ones; only the body itself changes, not the crawler. I've tried to shape the crawler to fit most bodyshapes, but more extreme ones may have clipping. Creating sliders that effect the crawler shape itself (pref without distorting the metal chain links) is beyond my bodyslide knowledge. > muzzle Are you using a beast race (eg argonian)? Then it will use the Zaz fallback. To get the same shape as for eg breton you can register the beast race as a capturable custom race (obtain spell from debug menu (Add custom race spell) to mark actor races - the option to mark the player race directly does not yet work in v0.4.1 so you will need to cast it on a same race NPC) and use the option "Default mask on custom race" under debug to only allow default masks, no Zaz-fallback masks. Alternatively there is a no mask fallback plugin posted earlier in the tread that prevents using fallback masks all together. (It is on page 18; the SCBSuc plugin) Though I have not tested that with more recent versions. >Bodyslide The body was my main concern since it wouldn't shift into the body value I was hoping to see under the chains. The chains themselves are fine. >muzzle The character in question is a Succubus Race toon, so it's unlikely I'll be able to do anything about this part until the self marking option is available.
Boret92 Posted January 28, 2021 Posted January 28, 2021 Is there a way to make this mod fully compatible with SkyFem (https://www.nexusmods.com/skyrim/mods/87315?tab=files turns all NPC into female)? What I mean with that is, as it works now all male NPC that were changed to female get ignored by the chainbeasts, if I allow male targets the stripping works with the female body but for the transport the NPC gets turned into a male and during punishment back into a female. If that adjustment is a small matter I would recommend adding more punishment furniture for that mod otherwise there would be way to many NPC trying to use the few furnitures around.
MTB Posted January 28, 2021 Author Posted January 28, 2021 13 hours ago, Boret92 said: Is there a way to make this mod fully compatible with SkyFem (https://www.nexusmods.com/skyrim/mods/87315?tab=files turns all NPC into female)? What I mean with that is, as it works now all male NPC that were changed to female get ignored by the chainbeasts, if I allow male targets the stripping works with the female body but for the transport the NPC gets turned into a male and during punishment back into a female. If that adjustment is a small matter I would recommend adding more punishment furniture for that mod otherwise there would be way to many NPC trying to use the few furnitures around. You could try also using the female crawler meshes for males (recommend you backup the files you are going to replace): In data\meshes\SCB copy SCB_crawler01_0,nif to SCB_crawler_male_0.nif same for _1 and for: SCB_crawler02-ribcage_0/1 to SCB_crawler_male-ribcage_0/1 Then any captured (former)males should look female during travel as well.
MTB Posted January 28, 2021 Author Posted January 28, 2021 On 1/27/2021 at 7:55 PM, shadowwolf2k7 said: have you considered using DDC which is now part of DD 5.0/.1 for the furniture? it might make it easier to for pc/npc placement in the furniture since occasionally i get the misalignment with the ZaZ furniture which is used with SCB. Don't I expect to will have time to look into it any time soon. Might be possible to make a plugin for this; expect it would require some (likely small) changes to three places; device finddevicequest (update conditions with keyword identifying such furniture), device entry/release code in UseDeviceMultipleScript.addVictim and passToNext.
MTB Posted January 28, 2021 Author Posted January 28, 2021 15 hours ago, Ryu Gabriev said: >Bodyslide The body was my main concern since it wouldn't shift into the body value I was hoping to see under the chains. The chains themselves are fine. >muzzle The character in question is a Succubus Race toon, so it's unlikely I'll be able to do anything about this part until the self marking option is available. Bodyslide: That should be working; if you want to use something other than standard UUNP or CBBE bodyshape and there is a bodyslide template for it, you could load the crawler in outfit studio, delete the uunp/cbbe body and load that template, (Just make sure the meshes end up in the same order again.) Self marking: I'd added it to my working version, but don't think I will get around to a proper update for a while, so I'm providing what I have as a `preview release' here. Changes in V0.4.2LE-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. Edit, now with non-empty file... SCB_v042LE_preview.7z 1
box of rocks Posted January 29, 2021 Posted January 29, 2021 I think "Destined to be a Soshal-Klymer" and "Payback is a chain Bitch" should be changed as I believe it would make sence for the quest giver (and the victim) to recognize you as the rescuer and not as a criminal. Maybe adding a persuasion check would work or add a seperate dialogue line to seperate the current dialogue option with a more sensical one. This would be an even better addition for those who use Simple Slavery along with this mod.
Boret92 Posted January 29, 2021 Posted January 29, 2021 10 hours ago, MTB said: You could try also using the female crawler meshes for males (recommend you backup the files you are going to replace): In data\meshes\SCB copy SCB_crawler01_0,nif to SCB_crawler_male_0.nif same for _1 and for: SCB_crawler02-ribcage_0/1 to SCB_crawler_male-ribcage_0/1 Then any captured (former)males should look female during travel as well. Well oddly enough when I replace the files, the transport animation does change to the female one but the strip and punishment animation use a male body with broken textures, wich I would say is the female texture strechted over a male frame, not sure though.
MTB Posted January 29, 2021 Author Posted January 29, 2021 3 hours ago, Boret92 said: Well oddly enough when I replace the files, the transport animation does change to the female one but the strip and punishment animation use a male body with broken textures, wich I would say is the female texture strechted over a male frame, not sure though. Too bad. Then I don't know how to easily do this; would require looking into how that mod actually replaces the bodies and then perhaps some nifscape magic can be used.
MTB Posted January 29, 2021 Author Posted January 29, 2021 10 hours ago, box of rocks said: I think "Destined to be a Soshal-Klymer" and "Payback is a chain Bitch" should be changed as I believe it would make sence for the quest giver (and the victim) to recognize you as the rescuer and not as a criminal. Maybe adding a persuasion check would work or add a seperate dialogue line to seperate the current dialogue option with a more sensical one. This would be an even better addition for those who use Simple Slavery along with this mod. They know exactly who you are, and how this plays out in the end depends on your choices/actions. Spoiler Social status is everything to the mother/father, and they think anyone being paraded around by Chain Beasts must be a common criminal, hence so worried that their kin will be seen like that. If you return to them after your good deed, they will pretend not to know `someone like you' , in their eyes that would be beneath a proper family such as them (and perhaps they just don't want to pay for a proper reward). Initially the victim is just too worried about their parent's opinion and risking the upcoming marriage. What will happen and how they treat you in the end, if they make it there, depends on how you respond and, if relevant, on how you take your revenge, there are many different possible approaches and resulting outcomes. Spoiler There are 6 different possible end achievement levels - can you find all of them? - and different possible paths to each of these.
box of rocks Posted January 29, 2021 Posted January 29, 2021 3 hours ago, MTB said: They know exactly who you are, and how this plays out in the end depends on your choices/actions. Hide contents Social status is everything to the mother/father, and they think anyone being paraded around by Chain Beasts must be a common criminal, hence so worried that their kin will be seen like that. If you return to them after your good deed, they will pretend not to know `someone like you' , in their eyes that would be beneath a proper family such as them (and perhaps they just don't want to pay for a proper reward). Initially the victim is just too worried about their parent's opinion and risking the upcoming marriage. What will happen and how they treat you in the end, if they make it there, depends on how you respond and, if relevant, on how you take your revenge, there are many different possible approaches and resulting outcomes. Hide contents There are 6 different possible end achievement levels - can you find all of them? - and different possible paths to each of these. That explains a lot. I do still feel like a persuasion check would be a massive improvement. Thank you very much for a swift response.
BadBear69! Posted February 7, 2021 Posted February 7, 2021 hey having a slight issue, some of the pillories that this mod puts down (like the ones in riverwood) are invisible? Any fix or advice?
ck2modfan Posted February 9, 2021 Posted February 9, 2021 Looking to experiment... adding more chain beasts in the world, more summons, etc... Would like new variant to have same abilities EXCEPT capturing player. Drain stamina, steal equipment, lock up - all good. What would need to be changed to remove just the capture? Thanks
MTB Posted February 9, 2021 Author Posted February 9, 2021 On 2/7/2021 at 9:28 AM, BadBear69! said: hey having a slight issue, some of the pillories that this mod puts down (like the ones in riverwood) are invisible? Any fix or advice? Not giving much to go on here; all I can advice based on this: If all devices (and mines) are missing from riverwood (and elsewhere in Skyrim) then check that the integration plugin is installed and activated. If they exist but (some of the devices) do not display: Check your Zaz setup. (in console: coc zbftestzone see if devices there look/work ok...)
Baltasarr80 Posted February 9, 2021 Posted February 9, 2021 Is it possible to make the beast storyline not overwrite the dragonstoryline? I mean right now you cannot play both storylines parallel to each other the bug out in Whiterun after ive spoken with the jarl
MTB Posted February 9, 2021 Author Posted February 9, 2021 9 hours ago, ck2modfan said: Looking to experiment... adding more chain beasts in the world, more summons, etc... Would like new variant to have same abilities EXCEPT capturing player. Drain stamina, steal equipment, lock up - all good. What would need to be changed to remove just the capture? Thanks This is not yet an options so would require updating a script. Are you looking to prevent all beasts from capturing or to introduce a new type of beast, one that does not capture? The easiest to do is to have the beast capture but then immediately let go, so without a punishment action like taking to device. The capture is initiated in the capture-effect present on chain beast attacks; SCB_ScriptEffectCapture (OnEffectStart) By calling the mod core (SCB_InitScript : Punish) which in turn calls the punish-management quest (SCB_PunishmanagementScript : EnterPunishmentSystem) To just test with disabled punishment the easiest is just to have EnterPunishManagementSystem directly return false. You can add conditions to this; eg. to make it only skip punishment for the player; if victim == PlayerRef return false endif If you want to create a new type of `no-capture' beast in addition to the existing ones; I suggest to add a rank to SCB_BeastTypeFaction then you can create actorbases with that factionrank or assign that factionrank to beasts in a script. The added code needed would then be: if attacker.GetFactionRank( SCB_BeastTypeFaction ) == DoNotCaptureType return false endif (would place this just after the `mod suspended check in EnterPunishmentSystem). If you may want to develop a plugin that would be shared, I can add support such as including the `DoNotCaptureType' faction rank and the above script update in the mod core.
MTB Posted February 9, 2021 Author Posted February 9, 2021 46 minutes ago, Baltasarr80 said: Is it possible to make the beast storyline not overwrite the dragonstoryline? I mean right now you cannot play both storylines parallel to each other the bug out in Whiterun after ive spoken with the jarl These should not be interacting. The vanilla quests are not touched and SCB adds some quests and dialog, but non of that is blocking except when NPC is traveling to/in a punishment device. I guess NPCs not being available when expected because they are busy being punished could potentially cause issues with some quests. Can you be more specific in what goes wrong? and at which point in the dragon quest; the first time you speak to the jarl? and what point of the SCB quest(s) ?
Baltasarr80 Posted February 9, 2021 Posted February 9, 2021 The last time i engaged in this questmod was as i was coming from helgen got threw riverwood and talking to geldur etc ... Than i entered the Jarlpalace from whiterun talked to the jarl and after that he wanted to talk to farengar... but the questline around the tomb was not available ... the interaction for this quest stopped when i was introduced to farengar i tried different variance just passive bystander agressive talking with him...nothing helped ... i am right now on my way to the mine near riverwood and could install chainbeasts to test if it is still a problem in my playthrough. Can i still install the mod?
ck2modfan Posted February 9, 2021 Posted February 9, 2021 3 hours ago, MTB said: This is not yet an options so would require updating a script. Are you looking to prevent all beasts from capturing or to introduce a new type of beast, one that does not capture? The easiest to do is to have the beast capture but then immediately let go, so without a punishment action like taking to device. The capture is initiated in the capture-effect present on chain beast attacks; SCB_ScriptEffectCapture (OnEffectStart) By calling the mod core (SCB_InitScript : Punish) which in turn calls the punish-management quest (SCB_PunishmanagementScript : EnterPunishmentSystem) To just test with disabled punishment the easiest is just to have EnterPunishManagementSystem directly return false. You can add conditions to this; eg. to make it only skip punishment for the player; if victim == PlayerRef return false endif If you want to create a new type of `no-capture' beast in addition to the existing ones; I suggest to add a rank to SCB_BeastTypeFaction then you can create actorbases with that factionrank or assign that factionrank to beasts in a script. The added code needed would then be: if attacker.GetFactionRank( SCB_BeastTypeFaction ) == DoNotCaptureType return false endif (would place this just after the `mod suspended check in EnterPunishmentSystem). If you may want to develop a plugin that would be shared, I can add support such as including the `DoNotCaptureType' faction rank and the above script update in the mod core. Thanks for the information! Great and detailed answer! Was looking to experiment with new beast so as to not conflict. A different flavor. I can make xEdit changes but scripts is something I have not been able to get to work. I will continue to try.
MTB Posted February 9, 2021 Author Posted February 9, 2021 6 hours ago, Baltasarr80 said: could install chainbeasts to test if it is still a problem in my playthrough. Can i still install the mod? Should be fine to add the SCB mod at any point in a playthrough if that is what you are asking. > the interaction for this quest stopped when i was introduced to farengar Seems his force greet is not working for some reason. Can't see how this could be (specifically) related to SCB.
Baltasarr80 Posted February 9, 2021 Posted February 9, 2021 I will add it now and than tell you how it went. Iam about to enter whiterun so wish me luck
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