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Skyrim Chain Beasts


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Posted (edited)
19 hours ago, Corvaen said:

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.

 

Creatures won't work;

The spriggan and falmer use different but compatible skeletons at least; it might be possible to make restraints appear on them using (not sure how it would look though) by adding their race to the armor addon/using some race compatibility mod. The animations would need to be made to work for them as well; perhaps that is possible with a different FNIS configuration file. (Again even if it works  will likely look really weird.)

Attronarch uses a completely different naming scheme for the skeleton; new animations would be needed.

 

>>>animations

I just meant you might be able to use existing animations instead of having to make new ones.

 

> NPCs end up dead

The beasts are not entirely harmless, but normally their attacks would not lead to killing an NPC.

The only thing I can think of that would cause this is friendly fire.  If that happens NPCs can flip out and end up killing each other.

If you observe this you can use the calm spell in the MCM>Debug menu, but if you only encounter the after math; nothing much left to do (unless you want to resort to console resurrect).

 

Edited by MTB
Posted
On 2/12/2022 at 12:37 PM, MTB said:

 

 

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...

 

 

  Reveal hidden contents

 

Mesh test in chain serpent feasibility study:

 

ChainSerpentCaseStudy.jpg.2e9504810a7462599b6ef5c4616dce77.jpg

 

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...
 

 

 

Some more progress.

 

Spoiler

 

Created a chain beast type out of the mesh, and created a mountable version along with a mounted armor.

 

ChainSerpent.jpg.e960a10d87fb0baa83fb094277e6bb5a.jpgBobbingAlong.jpg.bcb787d4b6e15faf867945e7dfad2832.jpg

 

So now they can capture and transport victims.

Male version, adding into game play and testing to go.  If those go as planned they will show up in the next version... possibly along with some other surprises...

 

 

Posted
9 hours ago, MTB said:

 

Some more progress.

 

  Reveal hidden contents

 

Created a chain beast type out of the mesh, and created a mountable version along with a mounted armor.

 

ChainSerpent.jpg.e960a10d87fb0baa83fb094277e6bb5a.jpgBobbingAlong.jpg.bcb787d4b6e15faf867945e7dfad2832.jpg

 

So now they can capture and transport victims.

Male version, adding into game play and testing to go.  If those go as planned they will show up in the next version... possibly along with some other surprises...

 

 

Oooh! That looks like it's coming along nicely!

Posted
On 2/19/2022 at 10:25 PM, MTB said:

 

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...

 

 

As an aside, love the Ice Wraith models!  Look forward to seeing those in action

 

This is timely, though.  I'd been away for a few days over the weekend, and I'd also been thinking about follower handling, and I was going to suggest  (even maybe ask for, if I could be cheeky enough ?) a small addition/change as you seem to be working on the mod right now

 

I agree that followers and their gear retrieval etc is too easy right now.  And dismissing them, as others pointed out, would be downright dangerous. 

 

So why don't you add an option to let players select that any followers that are captured by a beast are tranported straight off to 'Chainbeast Jail', rather than some local device?  To do that, and keep to the theme, you could select a few random spawn points round Skyrim and 'park' twin capacity mobile prison beasts as needed to 'hold' the captured followers, who could be randomly distributed round them, so they have to be rescued.  On rescue, the followers' gear gets returned much as now, but they should be restrained in SCB gear for some added spice.

 

And if suchlike is an optional MCM choice outcome, players can leave battle handling as is if they aren't bothered with how it works now

 

 

To add to the fun, if the player fails in any follower rescue bid, that should earn them a direct visit to the cave at Ivarstead, with all still free followers found within a practicably close radius carted off to Chainbeast Jail too ... That would keep to the theme, and would stop them running round the cave and gawping into the cage, and create a real challenge once the player is released.

 

It's only one option, of course, but it might make for a 'follower' solution that would be entertaining and, hopefully, a reasonably simple plug in on your existing code and material?

 

Just my tuppenceworth 

 

And thanks again for keeping this going.  Best, and most reliable, random risk mod out there

 

Posted
On 2/17/2022 at 9:43 AM, MTB said:

 

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.

 

To clearify, interactive BDSM auto triggers when the PC is in furniture but this mod ads its own furniture. So the question is does the furniture added by this mod contain the keywords that mod looks for.

 

And a separate question. Are there other mods that cause npc interaction when the PC is in furniture. Something to add a little to the outcome as it stands it seems a little like a dead end. I seem to remember one for oldrim but can't recall what it was much less if it got ported.

Posted
15 hours ago, devilhunter89 said:

To clearify, interactive BDSM auto triggers when the PC is in furniture but this mod ads its own furniture. So the question is does the furniture added by this mod contain the keywords that mod looks for.

 

And a separate question. Are there other mods that cause npc interaction when the PC is in furniture. Something to add a little to the outcome as it stands it seems a little like a dead end. I seem to remember one for oldrim but can't recall what it was much less if it got ported.

 

Perhaps you mean bondage furniture world :

 

Most furniture added are standard Zaz pack; they should be recognized.  The mod also adds an invisible version of zbfMultipleRestraintPostPole (which is what is used when chained to walls, posts, etc.  That has the same keywords as the original, but as its technically a different form, You will need to add an entry to the ITF json file ( \SKSE\Plugins\ITortureFramework\Furniture.json ) for this furniture so ITF knows what offset to use:

    "392380":
    {
        "Offset" :
        {
            "Angle" : 180,
            "X" : 0,
            "Y" : 80,
            "Z" : -5
        },
        "Pos" : "Sta",
        "NoPosFix" : "X",
        "Name" : "SCB_zbfMultipleRestraintHidden"
    },

(this copies the settings of the zaz pole to the form id 05FCBC of the new furniture.

to be safe also copy this entry to:  101.752  as that's another furniture ID created in SCB-integration, not sure which one I'm actually using...)

I've not tested this, but quickly looking at the code this looks like how it should work...

 

 

Posted
On 2/21/2022 at 6:26 PM, DonQuiWho said:

 

As an aside, love the Ice Wraith models!  Look forward to seeing those in action

 

This is timely, though.  I'd been away for a few days over the weekend, and I'd also been thinking about follower handling, and I was going to suggest  (even maybe ask for, if I could be cheeky enough ?) a small addition/change as you seem to be working on the mod right now

 

I agree that followers and their gear retrieval etc is too easy right now.  And dismissing them, as others pointed out, would be downright dangerous. 

 

So why don't you add an option to let players select that any followers that are captured by a beast are tranported straight off to 'Chainbeast Jail', rather than some local device?  To do that, and keep to the theme, you could select a few random spawn points round Skyrim and 'park' twin capacity mobile prison beasts as needed to 'hold' the captured followers, who could be randomly distributed round them, so they have to be rescued.  On rescue, the followers' gear gets returned much as now, but they should be restrained in SCB gear for some added spice.

 

And if suchlike is an optional MCM choice outcome, players can leave battle handling as is if they aren't bothered with how it works now

 

 

To add to the fun, if the player fails in any follower rescue bid, that should earn them a direct visit to the cave at Ivarstead, with all still free followers found within a practicably close radius carted off to Chainbeast Jail too ... That would keep to the theme, and would stop them running round the cave and gawping into the cage, and create a real challenge once the player is released.

 

It's only one option, of course, but it might make for a 'follower' solution that would be entertaining and, hopefully, a reasonably simple plug in on your existing code and material?

 

Just my tuppenceworth 

 

And thanks again for keeping this going.  Best, and most reliable, random risk mod out there

 

 

Though some have room the beats do not support multiple riders. With some nasty tricks it might be possible to do that but its tricky.

Other than that, a rescue quest might be a nice possible outcome for  followers (or even any NPC for that matter).  That should be possible without multiple riders;

Spoiler

Actually there is one scenario like this already in the mod; the Klymer quest starts with rescuing an NPC...some variation/expansion on that mechanism.idea may work.

 

 

 

Posted
11 hours ago, MTB said:

 

Though some have room the beats do not support multiple riders. With some nasty tricks it might be possible to do that but its tricky.

Other than that, a rescue quest might be a nice possible outcome for  followers (or even any NPC for that matter).  That should be possible without multiple riders;

  Reveal hidden contents

Actually there is one scenario like this already in the mod; the Klymer quest starts with rescuing an NPC...some variation/expansion on that mechanism.idea may work.

 

 

 

 

Thanks for the reply, and the heads up on the Prison Beast/single rider thing.  That's possibly a good thing, as then two followers couldn't land up at the same spot ... LOL

 

TBH, I haven't got too far with the quest side of the mod, but just yesterday, oddly enough, I left those two aspirational biddies, both on their own Cross, from Pama's mod, each on one side of the road by their 'mansion', to show themselves off to the local passers by ?

 

If you do come up with a suitable Follower Rescue scenario some time, fine.  Losing followers like that can make the game really interesting, with difficulty choices needed, esp if they are carrying a load of valuable stuff and cash

 

Meantime, really looking forward to seeing the 'Wraiths taking the Strain' in due course

 

DQW

Posted
On 2/22/2022 at 1:16 PM, MTB said:

 

Perhaps you mean bondage furniture world :

 

Most furniture added are standard Zaz pack; they should be recognized.  The mod also adds an invisible version of zbfMultipleRestraintPostPole (which is what is used when chained to walls, posts, etc.  That has the same keywords as the original, but as its technically a different form, You will need to add an entry to the ITF json file ( \SKSE\Plugins\ITortureFramework\Furniture.json ) for this furniture so ITF knows what offset to use:

    "392380":
    {
        "Offset" :
        {
            "Angle" : 180,
            "X" : 0,
            "Y" : 80,
            "Z" : -5
        },
        "Pos" : "Sta",
        "NoPosFix" : "X",
        "Name" : "SCB_zbfMultipleRestraintHidden"
    },

(this copies the settings of the zaz pole to the form id 05FCBC of the new furniture.

to be safe also copy this entry to:  101.752  as that's another furniture ID created in SCB-integration, not sure which one I'm actually using...)

I've not tested this, but quickly looking at the code this looks like how it should work...

 

 

I have been thus far unable to get bfw to work. Which sucks because I was really excited to see it in action. Tried for several days and never got past a dark elf showing up and staring at my character locked in some furniture .

 

The oldrim mod I was referring to would start a random timed lock whenever the PC entered furniture. I don't remember how it handled getting npc interaction. But I do remember it led the a ver interesting predicament on the captured dreams mission to the embassy.

Posted (edited)

 

And they're out. In alpha form at least.

 

The have been added to a few places:

Spoiler

 

  • To beasts in the wild.  You can set the level at which they start appearing in the MCM as usual.
  • To the Ebony Mine quest; they are now one of the rewards.
  • To traps in the Winterhold region.

 

Also check the apprentice stone for a bonus surprise.

 

Edited by MTB
Posted

Hi, first of all, I love the mod. It really gives one more angle to make skyrim even more kinky.

Some things that i could see that could make it even better:

- some outcomes to being chained on the side of the road, like a port to simple slavery. An npc could come around, check if there are nobody around able to help you (no unchained companion) and then produce a key, talking to themselves about easy money, and then off to Riften's slave market you go. Or an npc could propose to free you in exchange for sex... Don't know how complicated that would be to implement but that is something that is kind of missing for me here, you are bound helpless on the side of the road but finally, you are not really in danger of anything.

-another more practical thing: chainbeast, especially the big ones, tend to have difficulty to get you to your furniture, particularly if they are in city, or next to some stairs and such and you can end up turning forever next to it and the "fast forward" prompt doesn't seem to work. What about a prompt to either get control of where the beast is going (if someone wants to use it to cheat so be it), or to release the beast walk but to still go to the furniture, not to free you for real

 

Anyway thx a lot.

Below 2 of my characters having messed with the wrong prison beast...

 

Spoiler

1431030400_TESV2022-02-1623-17-01-61.thumb.jpg.fda72fbd4d9268458fac6bc47519a593.jpg2136143786_TESV2022-02-2601-46-23-63.thumb.jpg.ee0f75411f5168f3c8b2727c3e585275.jpg1733799607_TESV2022-02-2601-48-28-06.thumb.jpg.3ed58e47bd0fd376f601eab0672d8002.jpg

 

Posted
21 minutes ago, moushna said:

- some outcomes to being chained on the side of the road, like a port to simple slavery. An npc could come around, check if there are nobody around able to help you (no unchained companion) and then produce a key, talking to themselves about easy money, and then off to Riften's slave market you go. Or an npc could propose to free you in exchange for sex... Don't know how complicated that would be to implement but that is something that is kind of missing for me here, you are bound helpless on the side of the road but finally, you are not really in danger of anything.

If you enable it, it has a chance to send you to Simple Slavery instead of furniture. I believe there's also mods that will interact with players in furniture.

Posted (edited)
2 hours ago, chaimhewast said:

If you enable it, it has a chance to send you to Simple Slavery instead of furniture. I believe there's also mods that will interact with players in furniture.

Yes, but that is directly. I like the idea of being chained on the side of the road, with a chance of being taken advantage of, and/or being then kidnapped and sold.

Edited by moushna
Posted

 

 

4 hours ago, moushna said:

- some outcomes to being chained on the side of the road,

 

Additional punishment options/consequence such as events/hazards when in the furniture or simply when nude and bound would be very interesting.  There are mods offer this to some degree, the review by donttouchmethere mentions some, see also ITF remark below. 

Something where the PC is first placed in a furniture and then possibly some other even happening like still being sent to SS (or caged quest if I ever manage to improve that one) rather than directly might be possible to include. Interaction whilst in the furniture yet I'll likely leave to other mods like ITF etc.

 

3 hours ago, chaimhewast said:

I believe there's also mods that will interact with players in furniture.

 

Interactive BDSM (aka ITortureFramework -ITF ) is one such mod, and based on a very quick test it seems to be compatible at least to some degree;  it seems to also work the `hidden furniture', may need the json entry a few posts up for that - not tested without.

 

Spoiler

Those placed in furniture will get a visitor to interact with them (the only interaction I saw was beating the victim). Once their time is up the are released as normal and the interaction stops.

 

Posted
On 2/24/2022 at 3:01 AM, donttouchmethere said:

Then you probably meant this mod:

 

That's it! I'll have to try it out if it's ported.... And I can figure out what is wrong with SOS... I swear this game is a job sometimes

 

Posted
6 hours ago, MTB said:

 

 

 

Additional punishment options/consequence such as events/hazards when in the furniture or simply when nude and bound would be very interesting.  There are mods offer this to some degree, the review by donttouchmethere mentions some, see also ITF remark below. 

Something where the PC is first placed in a furniture and then possibly some other even happening like still being sent to SS (or caged quest if I ever manage to improve that one) rather than directly might be possible to include. Interaction whilst in the furniture yet I'll likely leave to other mods like ITF etc.

 

 

Interactive BDSM (aka ITortureFramework -ITF ) is one such mod, and based on a very quick test it seems to be compatible at least to some degree;  it seems to also work the `hidden furniture', may need the json entry a few posts up for that - not tested without.

 

  Reveal hidden contents

Those placed in furniture will get a visitor to interact with them (the only interaction I saw was beating the victim). Once their time is up the are released as normal and the interaction stops.

 

 I'm old and grey, so I might be mistaken but, FWIW,  just a quick 'Heads Up'. 

 

I'm think that  @Pamatronic said that ITF is problematic with some of his mods.  People might want to check out if that's right before they do any mix and match with his mods

Posted

I had some trouble installing the latest build. Vortex updated and now it doesn't check that skyrim.esm and update.esm are installed, and the install failed. I kept getting a prerequisite not met - skyrim.esm and update.esm active, although obviously they are. I wound up extracting the archive, deleting the check for those in the ModuleConfig.XML in the FOMOD folder, and rezipping it. It worked. Here's the file without the check, if anyone needs it.

 

 

ModuleConfig.XML

Posted

hello

 

i updated in the last version, and now the mcm menu is blank

i all disinstall, make a save, re-install and the mcm is allways blank

 

a new game with the v55, the mcm is blank, idem in v56...

 

i love this mod but it make me crazy.....

Posted (edited)

I did recently give this mod a try and it was pretty awesome and very well put together, however, you really  need a good computer if you have those things running all over nabbing people willy-nilly, lol.  I didn't make it much past that point, but it WAS hilarious.

Edited by Lenore
Posted
4 hours ago, Jeffny said:

hello

 

i updated in the last version, and now the mcm menu is blank

i all disinstall, make a save, re-install and the mcm is allways blank

 

a new game with the v55, the mcm is blank, idem in v56...

 

i love this mod but it make me crazy.....

 

MCM is blank;

Do you mean - No MCM entry for Chain Beasts or entry is there but it shows nothing / only the logo / only the subpages but nothing in them / ...  

if its the last one maybe an old script hanging around (date of SCB_MCMScript.pex should be 25-2-22 for v056a) especially version from before v050 may cause that as the page names changed in that version to support translations.

If something else, I don't know what could cause this, you'll likely need to look in the papyrus script log to see if there are any relevant error reported (you can try searching for MCM and SCB).

 

 

Posted (edited)
3 hours ago, Lenore said:

I did recently give this mod a try and it was pretty awesome and very well put together, however, you really  need a good computer if you have those things running all over nabbing people willy-nilly, lol.  I didn't make it much past that point, but it WAS hilarious.

You need to reduce number of spawned chain beasts/trap and best to deactivate that every NPC can trigger traps.

If there is an endless number of SCB spawning, even the best PC starts to struggle (like if the whole screen is filled with them lol).

Constant spawns in towns and cities will cause clusterfucks too, but this can be solved by limiting who can trigger traps.

 

Edited by donttouchmethere
Posted
12 minutes ago, donttouchmethere said:

You need to reduce number of spawned chain beasts/trap and best to deactivate that every NPC can trigger traps.

If there is an endless number of SCB spawning, even the best PC starts to struggle (like if the whole screen is filled with them lol).

Constant spawns in towns and cities will cause clusterfucks too, but this can be solved by limiting who can trigger traps.

 

Ohh hmm, possibly I didn't set it up optimally. I'll go over it again, thanks! I do love the concept and would like to see the rest of the mod.

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