MTB Posted May 31, 2021 Author Posted May 31, 2021 On 5/27/2021 at 3:18 AM, MaskeDemon said: Read and use post #870. Its just 5 posts above this Edit: @MTB is it expected that the bound animation will break for zaz furnitures? I have noticed that after the CB has captured me and sent me to a zaz furniture, I'd get locked in, but if i pressed any movement or mouse click, the bound animation will break and i appear standing beside the zaz furniture and i cannot move at all Yes can happen. The controls are blocked, but this does not prevent the animation from reacting apparently. I know no way of fixing that. Work around options are: (other than the obvious `don't press movement keys while in furniture') : Press activate (e) - this may play the activate animation, placing you back in the furniture. You will be released when your time is up. Wait for your punishment time to be up. (You are still considered to be in the furniture, after the timer runs out you will be released.) Use the MCM status menu, selecting force release: You will be released immediately.
MTB Posted May 31, 2021 Author Posted May 31, 2021 Added: Adventures of Bretny - The Klymer Tales (Quest walkthrough as an Interactive Story).zip to the main page. Unpack and open index.html to play through. All outcomes and main paths to get there covered. In building it I noticed a bug preventing one of the outcomes was still there, so that option will only be possible in the mod itself from (not yet released) v0.5.1 up. 1
badbat111 Posted June 1, 2021 Posted June 1, 2021 On 5/23/2021 at 6:26 PM, MTB said: Not without a clean save. See also last point below. (Edit 2: Just adding the synthesized voice files -- copy content 02 Voices, 06 VoicesIntegratino and if relevant 21VoicesDB to your data folder -- should not be a problem and I expect most lines also work with v0.4.3. Everything else needs a full update and a clean save.) That indicates a missing translation file (or problems with that file). If you are using a different language version: copy SkyrimChainBeasts_ENGLISH.txt in .../data/interface/translations to SkyrimChainBeasts_<YOUR_LANGUAGE_VERSION>.txt in that same directory. (If that works and let me know the language name to use, I can automate this for future updates.) If not, check that SkyrimChainBeasts_ENGLISH.txt is actually present there (and unchanged compared to the one in the installer.) The patch in the installer is for the original sluts not the resume version. There is a resume patch in the support thread (linked on the download page). It should still be valid, just don't use the SkyrimChainBeasts.esm included there, but only the esp. Edit: That should be: You need the SkyrimChainBeastsSFD_SLUTS.esp and the two scripts SCB_SFD_*.pex but do not use the included SCB_InitScript.pex; instead keep the newer one from v0.5.0. (All this patch needs to do replace all occurrences of SCB_SFD_SpecialFactionTest by the SLUTS-on-the-job faction (don't know exact name of that one); i.e. in the `AlwaysIgnoreFaction' property of SCB_InitScript on SCB_InitQuest and the SCB_SpecialFactionTracker property of the different capture magic effects variants). I'm not able to reproduce the issue. Just did a fresh install test on SSE and for me the MCM works. (If the translation file was missing/in the wrong place I'd expect issues like those of badbat111, not MCM missing completely. ) Could you test it on a new game / save that you are certain that it is clean ? The only reason I could think for this happening is if the properties on core quest were not able to update; the page names have changed in the script (but then not on the quest) leading to empty pages. In case this is happening I would expect the logo to show up but not the content of any of the pages. The attached MCM script contains a test for this and should show one entry in Gameplay if that is what is happening. MCM-update-test.7z 19.11 kB · 5 downloads thanks i put the translation thing into data folderand it fixed it a small sugestion the spider mine quest any chance of it being repeatable as a good way to make a bit of coins
DonQuiWho Posted June 28, 2021 Posted June 28, 2021 @MTB Hi there! Noticed an apparently odd interaction between this mod and Sexlab Parasites (Kyne's Blessing) by @DeepBlueFrog The info, incl log and video files, is linked to below. I know it's a long shot, but is there any light that you can maybe shed on how this might be happening, and that might be helpful, please? I'm sure @DeepBlueFrog would be glad to know of any specific possibles FWIW, I am presently using SxLab Skyrim Chain Beasts - v0.4.3 DDI CBBE with the active components loaded as the esm, and the esps for Integration, BAD, DB, PAH and WMP1BAD
Yoen Posted July 3, 2021 Posted July 3, 2021 Bodyslide not working, cant change anything, please help
MTB Posted July 7, 2021 Author Posted July 7, 2021 On 7/3/2021 at 6:56 AM, Yoen said: Bodyslide not working, cant change anything, please help Make sure you have the right - expectations; only the body shape changes, the crawler itself stays the same. - version; there are UUNP and CBBE versions for LE and SSE, non of which are interchangeable. If you are using a different body model; use outfit studio to load the reference shape, after deleting the existing one. That is all the advice I can give without any details. (Possible also with details, who knows...). 1
MTB Posted July 7, 2021 Author Posted July 7, 2021 On 6/28/2021 at 12:22 PM, donkeywho said: @MTB Hi there! Noticed an apparently odd interaction between this mod and Sexlab Parasites (Kyne's Blessing) by @DeepBlueFrog The info, incl log and video files, is linked to below. I know it's a long shot, but is there any light that you can maybe shed on how this might be happening, and that might be helpful, please? I'm sure @DeepBlueFrog would be glad to know of any specific possibles FWIW, I am presently using SxLab Skyrim Chain Beasts - v0.4.3 DDI CBBE with the active components loaded as the esm, and the esps for Integration, BAD, DB, PAH and WMP1BAD Not sure what I'm looking for; some effect from the other mod that is applied to the beasts? If that is it and assuming these are `wild encounters' beasts perhaps it could be: - any summons from the pred list is given the effect ? - based on factions/keywords/etc ? potentially relevant things set for (wild) chain beasts : Faction: predatorFriendFaction Voice: crWolfVoice Class: EncClassAnimalPredator Combat Style: csWolf Packages: DefaultPredatorPackageList Race uses wolf skeleton and behavior graph. (and with BAD: the keyword that makes them dwemer automatons, isdwaren.. or something like that; don't recall by heart.) If that mod is based on any of those, that might cause the interaction. That's all I can think of atm.
DonQuiWho Posted July 7, 2021 Posted July 7, 2021 1 hour ago, MTB said: Not sure what I'm looking for; some effect from the other mod that is applied to the beasts? If that is it and assuming these are `wild encounters' beasts perhaps it could be: - any summons from the pred list is given the effect ? - based on factions/keywords/etc ? potentially relevant things set for (wild) chain beasts : Faction: predatorFriendFaction Voice: crWolfVoice Class: EncClassAnimalPredator Combat Style: csWolf Packages: DefaultPredatorPackageList Race uses wolf skeleton and behavior graph. (and with BAD: the keyword that makes them dwemer automatons, isdwaren.. or something like that; don't recall by heart.) If that mod is based on any of those, that might cause the interaction. That's all I can think of atm. Thanks very much, as ever, for such a full answer, esp to something that isn't really your problem! Much appreciated and I'll pass this on
Yoen Posted July 8, 2021 Posted July 8, 2021 10 hours ago, MTB said: Make sure you have the right - expectations; only the body shape changes, the crawler itself stays the same. - version; there are UUNP and CBBE versions for LE and SSE, non of which are interchangeable. If you are using a different body model; use outfit studio to load the reference shape, after deleting the existing one. That is all the advice I can give without any details. (Possible also with details, who knows...). I understand im not gonna change the crawlers but i didnt know to use outfit studio not bodyslide
MTB Posted July 8, 2021 Author Posted July 8, 2021 6 hours ago, Yoen said: I understand im not gonna change the crawlers but i didnt know to use outfit studio not bodyslide To clarify; using outfit studio should only be needed if you use a different body model, not if you are using some UUNP or CBBE preset/slider setting; those should work fine with just bodyslide.
Yoen Posted July 9, 2021 Posted July 9, 2021 23 hours ago, MTB said: To clarify; using outfit studio should only be needed if you use a different body model, not if you are using some UUNP or CBBE preset/slider setting; those should work fine with just bodyslide. ok, im using a cbbe based body custom preset, but i cant seem to get the body to work with the outfit
MTB Posted July 9, 2021 Author Posted July 9, 2021 8 hours ago, Yoen said: ok, im using a cbbe based body custom preset, but i cant seem to get the body to work with the outfit Some things to try: - after selecting eg chain beast crawler (CBBE), choose some other CBBE preset; and check with preview if that works ok. - if so: It's an issue with your preset; look at that (or bodyslide settings in general-check other outfits). - if not: choose outfit studio , load project (data\CalienteTools\BodySlide\SliderSets\SCB_CBBE_Crawlers.osp) Check if the base shape is called "CBBE" if you are using SSE and "BaseShape" if using LE. If anything else: You have an incorrect version of the bodyslide files.
MTB Posted July 16, 2021 Author Posted July 16, 2021 As development is stuck, and likely to remain so for a while, I'm releasing what I have `as is'. Version 0.5.1preview is only available for LE. The existing content should be stable, even fix some bugs compared to v0.5.0. All the new content is WIP. The new content is the first part of an overarching story arc that focuses on a large mystery and ties all of the main quests and several of the side quests together. (Current status; the story arc is revealed, partially tied into existing quests and there is one additional quest that advances this story line.) Other tie ins and new quests are planned. If you have any ideas how to address specific `aspects' feel free to post them (with appropriate use of spoiler tags please ) for when development can be picked up again (which may be a while). 2
badbat111 Posted July 22, 2021 Posted July 22, 2021 is this ment to happen ? the pheramons option in mcm for some odd reason all npc try to kill the player i was in riverwood using the smithy after i finnished i left the grounds and then all npc started to run to kill the player alvar pulled out a big hammer and the elf used his bow
MTB Posted July 22, 2021 Author Posted July 22, 2021 8 hours ago, badbat111 said: is this ment to happen ? the pheramons option in mcm for some odd reason all npc try to kill the player i was in riverwood using the smithy after i finnished i left the grounds and then all npc started to run to kill the player alvar pulled out a big hammer and the elf used his bow Note that there is a work around for hostile NPCs: In MCM>Debug choose the CALM option. But I've only seen NPC hostility in case of `friendly fire'. Other than that: not sure what exactly the question is. There are 2 options under the MCM that are related to Pheromone beasts (player select change and min event chance). The first impacts the behavior of these beasts and the second a related quest. They set two properties that are only used in specific locations in the scripts. I see no way that changing them could effect hostility, if that is what you are asking.
Yoen Posted July 25, 2021 Posted July 25, 2021 some npc that get captured/stripped by chainbeasts break after i free them and tell them to recover gear. my alvor is stuck trying to grab at nothing on the ground and he keeps re-equiping his gear, now he nolonger follows normal ai routine and i cant buy/sell from him anymore
badbat111 Posted July 25, 2021 Posted July 25, 2021 On 7/22/2021 at 10:46 AM, MTB said: Note that there is a work around for hostile NPCs: In MCM>Debug choose the CALM option. But I've only seen NPC hostility in case of `friendly fire'. Other than that: not sure what exactly the question is. There are 2 options under the MCM that are related to Pheromone beasts (player select change and min event chance). The first impacts the behavior of these beasts and the second a related quest. They set two properties that are only used in specific locations in the scripts. I see no way that changing them could effect hostility, if that is what you are asking. there was no freindly fire i keep spells sheathed while in loctions the pheramones causes the npc to try to kill the player i had the chance set to 100% on pheramones to see what it does and thats when the npc went to kill the player like i postedi was using the smithy to make armor no followers or any npc on my team after i finnished using the smithy i exited the interface and walked out of the buidings grounds thats when alvar and the elf that says did i see you talking to sven decided to try to kill the player no freindly fire happened no beasts was in riverwood when i dropped it to 0% for pheramones chance i never got attacked but having pheramones some how caused npc to be hostile no bounties either since i always test with a new character freshly made
MTB Posted July 25, 2021 Author Posted July 25, 2021 12 hours ago, Yoen said: some npc that get captured/stripped by chainbeasts break after i free them and tell them to recover gear. my alvor is stuck trying to grab at nothing on the ground and he keeps re-equiping his gear, now he nolonger follows normal ai routine and i cant buy/sell from him anymore Which version are you using? There's a bug in V0.5.0 which causes gear recovery to fail (possibly only from the second one onward), but that should be fixed in v0.5.1. You should also be able to see which NPCs are in the gear recovery quest in the status menu, and be able to remove them there if needed. (At least in v0.5.1, not sure about 0.5.0). In v0.5.0 you could try stopping the recovery quest (I think it was called something like SCB_NPCsRecoverStuff or similar...) using the console, no other workaround there atm.
MTB Posted July 25, 2021 Author Posted July 25, 2021 7 hours ago, badbat111 said: there was no freindly fire i keep spells sheathed while in loctions the pheramones causes the npc to try to kill the player i had the chance set to 100% on pheramones to see what it does and thats when the npc went to kill the player like i postedi was using the smithy to make armor no followers or any npc on my team after i finnished using the smithy i exited the interface and walked out of the buidings grounds thats when alvar and the elf that says did i see you talking to sven decided to try to kill the player no freindly fire happened no beasts was in riverwood when i dropped it to 0% for pheramones chance i never got attacked but having pheramones some how caused npc to be hostile no bounties either since i always test with a new character freshly made Never seen anything like that, and the way it works, it should not be possible; that pheromone settings does nothing unless there is a specific type of beast around performing captures. Only thing I can think off is mixed script version creating general weirdness. As you are using a fresh character seems unlikely...Are you maybe using the v0.5.0 sluts plugins? Unlikely it could even cause this issue, but still, I'm grasping at straws here. If you use the calm spell from the MCM>Debug, do they become hostile again after a bit (then its a faction/aggression issue; when calm effect wears off they will look for targets again) or do they remain calm (then its a combat alert event issues; some action pissed them off but they forgot about it due to the spell...) ?
Yoen Posted July 26, 2021 Posted July 26, 2021 8 hours ago, MTB said: Which version are you using? There's a bug in V0.5.0 which causes gear recovery to fail (possibly only from the second one onward), but that should be fixed in v0.5.1. You should also be able to see which NPCs are in the gear recovery quest in the status menu, and be able to remove them there if needed. (At least in v0.5.1, not sure about 0.5.0). In v0.5.0 you could try stopping the recovery quest (I think it was called something like SCB_NPCsRecoverStuff or similar...) using the console, no other workaround there atm. v0.5.0 im using, is it safe for me to update mid game and will that fix the issue?
MTB Posted July 26, 2021 Author Posted July 26, 2021 6 hours ago, Yoen said: v0.5.0 im using, is it safe for me to update mid game and will that fix the issue? Not without a clean save. Should fix this issue yes, but note it's a hardly tested preview build that may have other issues,
MTB Posted July 26, 2021 Author Posted July 26, 2021 2 hours ago, Ryutenma said: SCB is currently causing me nothing but CTD Sorry to hear that, but could you provide some more info. At least: which version are you using, the new preview build? Also useful would be: what type of CTDs; startup ones, completely random, on certain actions/events ? Is the preview version working ok for others? As a few people are reporting strange issues that I cannot replicate, perhaps I messed up in packing up the files/creating the installer? Will need to do some checks/run some tests - but I'm still very limited in what I can run atm.
Ryutenma Posted July 26, 2021 Posted July 26, 2021 it might not have been SCB i have been having more CTD i still have not nailed down. the CTD's im having are are on new game and save loads
badbat111 Posted July 28, 2021 Posted July 28, 2021 On 7/25/2021 at 7:20 PM, MTB said: Never seen anything like that, and the way it works, it should not be possible; that pheromone settings does nothing unless there is a specific type of beast around performing captures. Only thing I can think off is mixed script version creating general weirdness. As you are using a fresh character seems unlikely...Are you maybe using the v0.5.0 sluts plugins? Unlikely it could even cause this issue, but still, I'm grasping at straws here. If you use the calm spell from the MCM>Debug, do they become hostile again after a bit (then its a faction/aggression issue; when calm effect wears off they will look for targets again) or do they remain calm (then its a combat alert event issues; some action pissed them off but they forgot about it due to the spell...) ? i use the sluts thing but im sure its from 5.1 next time it happens ill try the calm in mcm
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