chaimhewast Posted January 29, 2022 Posted January 29, 2022 1 hour ago, xyzxyz said: 1. What does "contemplate on your knowledge", the quest after getting captured for the first time, mean? What to do? It needs you to sleep. 1
xyzxyz Posted January 29, 2022 Posted January 29, 2022 Is there anything in the solitude temple? None of the priests had any new dialogue after I had the dream.
MTB Posted January 29, 2022 Author Posted January 29, 2022 (edited) 9 hours ago, xyzxyz said: Is there anything in the solitude temple? None of the priests had any new dialogue after I had the dream. Not directly after the dream. Speak to people about what you are trying to do. Especially those that have experience being targeted by the beasts, are friendly to you or have certain skills may have hints for you. If you get into trouble a suggestion to seek aid and additional dialog will appear. Spoiler Get taken down (so stripped, restraint equipped) while the Beauty and the Chainbeast (minesweeper) quest is running to reveal this additional objective. Visiting the area around the Battle-Born farm around this time might also lead to revealing it ... Once you have the objective you can talk to people about your dream. Your friends will direct you to a priest (they may be a little worried about your mental state...). Any (NPC recognized as a) priest will be able to interpret the elements of your dream for you. Check your dream journal if you don't remember. (Several NPCs in the temple in solitude are recognized as priests.) > the "mark your gear box" quest doesn't work. It starts but has no map marker or log entry. This spell only lasts for a moment. If you already have a quest active, then the first time you cast it you will need to go into your quest log quickly and set the quest to activate. (Once you have done that, it will remain active for future castings.) Edited January 29, 2022 by MTB
kohlteth Posted January 30, 2022 Posted January 30, 2022 (edited) On 1/28/2022 at 5:51 AM, MTB said: Just a check before I go bug hunting; there are some requirements for advancing in that quest, have you checked that you satisfy them (see your quest log or spoiler note below)? (The skip option to advance will gray out if you do not match the requirements. There was an old bug where they could disappear altogether and things broke but that should be fixed already.) Hide contents Advancement requirements (after you have the golden version of the Chain Beast): To receive the summon spider spell you need to have the first (I think it's called Novice) conjurer perk to receive the summon walking prison spell you need to have the second (I think it's called Apprentice) conjurer perk. Actually the Skip option vanishes totally and I am on VER054SSE Edited January 30, 2022 by kohlteth
Yoen Posted January 30, 2022 Posted January 30, 2022 Hi, i have done some edits to the npc faces to make them more to my personal tastes, for v050 and i was wondering if i can port them over to v055 without starting all over?
MTB Posted January 30, 2022 Author Posted January 30, 2022 14 hours ago, kohlteth said: Actually the Skip option vanishes totally and I am on VER054SSE Odd, I'm not able to reproduce that. Just tested; created new char, skipped all the way to point you mentioned; greys out as I don't have the perk, added perk with console advance possible again and working as it should. Also tried first adding perks and then skipping also working as expected. Of course I'm on v055SSE but I don't remember changing anything related to that. Perhaps you can try - test on a fresh char (if that does work clean save the one you want to use). - update to v055SSE just in case. That's what I can think of for now.
MTB Posted January 30, 2022 Author Posted January 30, 2022 6 hours ago, Yoen said: Hi, i have done some edits to the npc faces to make them more to my personal tastes, for v050 and i was wondering if i can port them over to v055 without starting all over? I'm definitely no expert on dealing with NPC faces. I guess how easy it is to keep your changes depends a bit on how you made them. (a) If you created your own esp eg myfaces.esp that overrides the SCB npc faces, just keep using it - I'd expect it to still work fine. Just make sure it loads below any plugin for which you made changes. (b) If you edited the plugin(s) / core mod directly it may be a bit more work to keep your changes as clearly you can't reuse the changed esps. In this case my suggestion would be to try to move your changes into a separate plugin (and then goto a); it should allow you to keep your changes for future releases as well. I've never tried the procedure below but in theory it should work... Open all the changed esps in the creation kit without setting an active file. Save as myfaces.esp. Change something for each of the NPCs with changes you want to keep (eg edit the name, then change it back); save again. Alternatively you could create a copy of a changed esp and using XEdit delete everything except the NPCs you changed (branch Non-Player Characters (NPCs)). regenerate or copy the head morph files. Regenerate them as you likely already did when you created them; (open myfaces.esp if not already open) in the creation kit, go to tab actors in the object window, select them and export them (CTRL-F4). or: Copy the ones you generated already from SkyrimChainBeasts.../ to myfaces.esp/ Both meshes and textures (.../data/meshes/actors/character/FaceGenData/... and .../data/textures/actors/character/FageGenData/...) (c) if you just replaced the meshes/textures; then keep using them, should still work fine. (Back them up before installing else they will get overwritten by the new version...)
chaimhewast Posted January 30, 2022 Posted January 30, 2022 6 hours ago, Yoen said: Hi, i have done some edits to the npc faces to make them more to my personal tastes, for v050 and i was wondering if i can port them over to v055 without starting all over? Easy solution: open your edited SkyrimChainBeasts.esm in xEdit. Right-click on the NPCs that you edited and copy them as overrides to a new plugin. Save that new plugin and back up any facegen you made for the updated faces. Update SCB. Open your new plugin in xEdit to confirm that you're only changing the faces; otherwise, copy over anything besides the face that changed.
Yoen Posted February 7, 2022 Posted February 7, 2022 Is the Spy quest done yet? havent got any feedback from the interrogator in ages
MTB Posted February 7, 2022 Author Posted February 7, 2022 4 hours ago, Yoen said: Is the Spy quest done yet? havent got any feedback from the interrogator in ages RED quest right; that has not been continued yet. I've some ideas about how to followup (which might be related to a certain aspect the lore master wants you to find...) but I've not had time to work it out and implement it. Thus so far this quest is still limited to: Spoiler Bring in red. Wait a bit. Return and answer question where other spy is. The quest should end a day or two later. (How long depends on whether your info was correct. No event other than an update in the quest log.)
Yoen Posted February 7, 2022 Posted February 7, 2022 Just thought of an idea for a new type of chain beast, if it isn't too much of a pain to implement: Chain Serpent (using ice wraith animation as a base) if you could imagine a long animate chain with "ribs" of chain protruding out its sides, either only on the front half making it facehugger like in a way, all along its length giving it an almost centipedal appearance. once it grabs you it takes you suspended in the air, until you reach a post/stocks etc
MTB Posted February 10, 2022 Author Posted February 10, 2022 On 2/7/2022 at 9:38 PM, Yoen said: Just thought of an idea for a new type of chain beast, if it isn't too much of a pain to implement: Chain Serpent (using ice wraith animation as a base) if you could imagine a long animate chain with "ribs" of chain protruding out its sides, either only on the front half making it facehugger like in a way, all along its length giving it an almost centipedal appearance. once it grabs you it takes you suspended in the air, until you reach a post/stocks etc An interesting idea, that could look quite good if suitable animations available, and they'd be pretty hard to get away from - but quite some work. May look into it a bit to see whether it's feasible.
BigOnes69 Posted February 11, 2022 Posted February 11, 2022 14 hours ago, MTB said: An interesting idea, that could look quite good if suitable animations available, and they'd be pretty hard to get away from - but quite some work. May look into it a bit to see whether it's feasible. That would be pretty cool the tail could be utilized as punishment for failed escapes and such.
Yoen Posted February 11, 2022 Posted February 11, 2022 hi me again with more two cents, is there any way to make it so "Red the bandit spy" doesn't despawn at the end of the quest? i kinda liked having her in my personal jail. but after the quest ended she disappeared
MTB Posted February 11, 2022 Author Posted February 11, 2022 1 hour ago, Yoen said: hi me again with more two cents, is there any way to make it so "Red the bandit spy" doesn't despawn at the end of the quest? i kinda liked having her in my personal jail. but after the quest ended she disappeared Replacing the following script in data/scripts should achieve that (completely untested - the quest still ends but Red is not disabled. I'm not sure what (s)he will do when out from under the control of the quest...) Not sure replacing the script will work as intended if the quest already started. SCB_INT_QF_SpyHunter.pex
Yoen Posted February 12, 2022 Posted February 12, 2022 12 hours ago, MTB said: Replacing the following script in data/scripts should achieve that (completely untested - the quest still ends but Red is not disabled. I'm not sure what (s)he will do when out from under the control of the quest...) Not sure replacing the script will work as intended if the quest already started. SCB_INT_QF_SpyHunter.pex 3.26 kB · 0 downloads cheers, testing it out now
MTB Posted February 12, 2022 Author Posted February 12, 2022 (edited) First tests went ok. Screenshot (running at really low quality). I've put it in a spoiler for those that prefer to be surprised later... Spoiler Mesh test in chain serpent feasibility study: Lots of work yet to turn them into proper chain beasts and have to find a suitable `mounted' animation/pose yet. But they could nicely fill the gap between the spider and mobile prison... Edited February 12, 2022 by MTB 3
devilhunter89 Posted February 12, 2022 Posted February 12, 2022 does this play with the interactive bondage mod? or any mod that makes something happen when the PC is put in furniture?
Corvaen Posted February 14, 2022 Posted February 14, 2022 (edited) Chain Beasts is the first Skyrim mod I've found, ever. Arguably it's what got me into Skyrim in the first place. I'm really grateful to have stumbled across the mod. Still gives me such a sense of forbidden pleasure to find (or set up) a mine near or in a settlement and then flood the place with chain beasts. With one of the NPC replacers turning non-special characters female, there tend to be a lot of victims! Too bad they can't tie up female non-PC race creatures, that could be fun too. Or a bestiality mod tie-in. I'd try to make one but I suck at animation! XD Edited February 18, 2022 by Corvaen Typo
MTB Posted February 17, 2022 Author Posted February 17, 2022 On 2/12/2022 at 8:33 PM, devilhunter89 said: does this play with the interactive bondage mod? or any mod that makes something happen when the PC is put in furniture? This mod does not actively do anything to trigger any such mod - so not unless that mod detects (N)PC in/entering furniture. Looked at interactive BDSM integration a long time ago but switching to its mechanism of control the victim(s) from the Chain Beast one did not seem trivial. I think the author said that interactive BDSM was limited due to limited available suitable animations so I did not look into it further.
MTB Posted February 17, 2022 Author Posted February 17, 2022 On 2/14/2022 at 7:34 AM, Corvaen said: Chains Beasts is the first Skyrim mod I've found, ever. Arguably it's what got me into Skyrim in the first place. I'm really grateful to have stumbled across the mod. Still gives me such a sense of forbidden pleasure to find (or set up) a mine near or in a settlement and then flood the place with chain beasts. With one of the NPC replacers turning non-special characters female, there tend to be a lot of victims! Too bad they can't tie up female non-PC race creatures, that could be fun too. Or a bestiality mod tie-in. I'd try to make one but I suck at animation! XD Glad you like it; have fun creating chaos Not sure what you mean by non-PC race creatures. If it works as PC race, it will also work as NPC race, you just need to register the race (there is a spell for registering the race of a target NPC as capturable race in the MCM>DEBUG menu). (Eg some followers use custom races that would need to be registered for them to be capturable.) I think it should basically be possible to target anything that has a compatible skeleton though there may be visual anomalies and you may need some race compatibility mods for restraints etc to show up. >animation Chain beasts just use (extensions of) existing skeletons; existing animations for those skeletons should play on them as well.
Quoozey Posted February 18, 2022 Posted February 18, 2022 In the Caged quest, maybe a separate cage for your follower would help with immersion? Not sure if it's possible, but having my follower staring at me from the outside with nothing stopping them from running or fighting was a little odd.
Corvaen Posted February 19, 2022 Posted February 19, 2022 (edited) On 2/17/2022 at 7:13 PM, MTB said: Glad you like it; have fun creating chaos Not sure what you mean by non-PC race creatures. If it works as PC race, it will also work as NPC race, you just need to register the race (there is a spell for registering the race of a target NPC as capturable race in the MCM>DEBUG menu). (Eg some followers use custom races that would need to be registered for them to be capturable.) I think it should basically be possible to target anything that has a compatible skeleton though there may be visual anomalies and you may need some race compatibility mods for restraints etc to show up. >animation Chain beasts just use (extensions of) existing skeletons; existing animations for those skeletons should play on them as well. I totally forgot about the spell! Duh! XD Might not work for what I meant, though. Something like a Spriggan, a Falmer or an Atronarch. I've seen dozens of Chain Beasts bravely try to take down a Flame Atronarch but the capture mechanic doesn't function on them, far as I know. Or actual critters like horses. I know that's a crazy idea—the mod already spoils us as is, asking for more always feels a bit wrong, especially something that would probably take a ton of time to make. >>animations Hm. Might need to just sit down and try more then. Blender has been a nightmare so far, even navigating the thing is counter-intuitive. I think the Chain Beast version for Oblivion also had the victim restrained in a sort of pet suit mode? That could work as well. One thing I did notice that can create problems is sometimes NPCs end up dead after their punishment time is up. I'm not sure how it happens, never had the opportunity to see it in action since I've only ever found the corpses after walking away and returning to a spot. Edited February 19, 2022 by Corvaen
MTB Posted February 19, 2022 Author Posted February 19, 2022 On 2/18/2022 at 10:08 PM, rainbowgasm said: In the Caged quest, maybe a separate cage for your follower would help with immersion? Not sure if it's possible, but having my follower staring at me from the outside with nothing stopping them from running or fighting was a little odd. Yes, that's not really follower friendly a.t.m. In redesigning this quest I'm thinking about what to do with followers. Simply dismissing them like some defeat mods do would work I guess, but I'm trying to think of something more immersive. Will likely be a while though; been wanting to redo this quest a long time already and haven't managed to do it yet; usually get stuck in testing elements that would be needed...
Scrab Posted February 19, 2022 Posted February 19, 2022 9 minutes ago, MTB said: Simply dismissing them like some defeat mods do would work I guess, You should avoid that imo, not just for immersions sake but also cause it potentially breaks some Follower mods like SubLola or Devious/Joyful Followers You could just disable them. It may not sound like the most immersive thing but youd be surpised how fluent that can be. It forces the players focus away from the follower and towards their own situation, most wont even notice until you tell them, theyd just (subconsciously) accept it 2
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