firebinder Posted April 22, 2022 Posted April 22, 2022 Okay, so I summoned a chainbeast of my own and it captured a bandit girl. Now she's crawling around after me very nicely. but what am I supposed to do with her?
MTB Posted April 22, 2022 Author Posted April 22, 2022 2 hours ago, firebinder said: Okay, so I summoned a chainbeast of my own and it captured a bandit girl. Now she's crawling around after me very nicely. but what am I supposed to do with her? You're asking what you should do with a girl after you captured her attention? I'd say try talking to her ( But seriously; the mods (rather limited) options are accessed through conversation: ) With just the core mod that's limited to direct; follow/stay/go somewhere and `release' (in different ways). Any other interaction/activities would have to come from plugins or other mods; If you have PAHE + the plugin you can turn her into a PAHE slave. Perhaps other mods (eg conversation based X mods) can also offer options, (If there are any that would require some integration feel free to suggest them,,,)
firebinder Posted April 24, 2022 Posted April 24, 2022 Ah - I missed the dialog option, but it turned out to be a moot question - some Whiterun guards murdered her to death a bit later. It occurs to me that it would be good if there was an option to turn captured bandits and other outlaws in to the guard for a reward.
petterparker09 Posted April 24, 2022 Posted April 24, 2022 Hello, I already left my review but I also wanted to congratulate you on this medium. I've been playing this mod for a couple of days, I'm barely through chapter 2... '2.4 Trapped like a rat(way)' to be more specific. And I already know that this is one of my favorite Mods. I wanted to ask you if... Is there any possibility that you add a Spanish translation? If the answer is yes... Would you also include the audio? I feel like it's too much to ask but the truth is that it would be very cool. I also have a suggestion regarding the story mode... Could it be made more intuitive? For example: In Chapter 2.1 'A tale of two Chain Beasts' .. after defeating the Chain Beasts, I wouldn't have known that I have to talk to Gerdur to continue the story unless he had read the chapter before . Perhaps I would have preferred to leave the restrictions to them and therefore I would not have been aware that a new dialogue with that NPC would have appeared. Another clearer example was when I had to look for Faralda... I literally looked for her for hours. Since she did not appear in any mission, therefore, she did not appear in the compass either ... and to my bad luck, she was not in the location that appears in the photo that you shared with the novel.
MTB Posted April 24, 2022 Author Posted April 24, 2022 19 hours ago, firebinder said: Ah - I missed the dialog option, but it turned out to be a moot question - some Whiterun guards murdered her to death a bit later. It occurs to me that it would be good if there was an option to turn captured bandits and other outlaws in to the guard for a reward. Yes, they should leave victims, including those capture by you, alone but if you enter a new area it may take them a couple of seconds to realize that at which point it may be too late. Perhaps I should give the victims protected status... I think there was a mod that allowed you to do something like that; capture criminals and hand them in to the guard for a reward. (Well HSH in a sense but that's not the one I meant...) If anyone can remember which one that was and it's not compatible already I might be able to see if it can be made compatible.
Hex Bolt Posted April 24, 2022 Posted April 24, 2022 2 minutes ago, MTB said: capture criminals and hand them in to the guard for a reward. SexLab Defeat has that. It can fail though if the captive despawns.
MTB Posted April 24, 2022 Author Posted April 24, 2022 18 hours ago, petterparker09 said: Hello, I already left my review but I also wanted to congratulate you on this medium. I've been playing this mod for a couple of days, I'm barely through chapter 2... '2.4 Trapped like a rat(way)' to be more specific. And I already know that this is one of my favorite Mods. I wanted to ask you if... Is there any possibility that you add a Spanish translation? If the answer is yes... Would you also include the audio? I feel like it's too much to ask but the truth is that it would be very cool. I also have a suggestion regarding the story mode... Could it be made more intuitive? For example: In Chapter 2.1 'A tale of two Chain Beasts' .. after defeating the Chain Beasts, I wouldn't have known that I have to talk to Gerdur to continue the story unless he had read the chapter before . Perhaps I would have preferred to leave the restrictions to them and therefore I would not have been aware that a new dialogue with that NPC would have appeared. Another clearer example was when I had to look for Faralda... I literally looked for her for hours. Since she did not appear in any mission, therefore, she did not appear in the compass either ... and to my bad luck, she was not in the location that appears in the photo that you shared with the novel. Thanks for the nice feedback and suggestions. No hablo espanol unfortunately, which you likely noticed if you tried the option for Spanish menus (its just a machine translation). So someone who speaks Spanish would have to get creative with interface/translations/SkyrimChainBeasts_Spanish.txt for the menu and xtranslator or some such tool to translate the conversational text (and some other story text which should be concentrated in a single `strings quest' to facilitate translation.) I might be able to run that with machine translate, but I don't expect that to give very usable results. The audio: That would additionally require multi language support within xvasynth which may appear in v3 of that tool. (Plus suitable voice models.) So not anytime soon, but may be possible in the future. (If you just meant conversation options and subtitles for conversation in Spanish then that should be possible with xtranslator.) Note that there is a mod (NPC lookup on the nexus) that allows you to track where NPCs are (never actually tried it but always thinking I should install it when an NPC I'm looking for isn't where I'm expecting them...). Btw Bretny's story is just one way of playing the quests. But yes, sometimes it tosses you out into the dark; eg you do have to decide to talk to someone about your current quest, and often not just anyone will work, but I've tried to keep the conditions of who has something useful to say (instead of just suggesting you to go do something useful like....well you know) some what meaningful; like eg your friends or those who've been targeted by beasts themselves are more inclined to help, though how useful their suggestions are may depend on what they know. I'm hoping some searching, talking to people, trying things, would lead to discovering a path naturally - more hints may be needed at several stages to achieve that though. (Also I'm aware of how frustrating it can get if there seems to be no progress and it's unclear what to do next...one of the main reasons I made the Bretny stories...) (eg any master of destruction should work but not sure there are others except Faralda; you could even do it yourself if you have the skill; a quest marker for Faralda might make sense at the relevant stages (but often its not a fixed person you have to talk to) - btw for me Faralda tends to hang out in her room (ground floor of the `teachers tower') a lot after leaving the bridge.) 1
MTB Posted April 24, 2022 Author Posted April 24, 2022 (edited) 1 hour ago, HexBolt8 said: SexLab Defeat has that. It can fail though if the captive despawns. Right. That's likely the one I meant, thanks. If the captive is crawling after you then it's unlikely to despawn so that may actually help here... and saves having to carry them around in a bag on your back. Just need to make sure Sexlab Defeat can recognize the chain beast player captured victims as a captives, or it's possible to transfer from one to the other. Has anyone already tried if they work together? Might need a, hopefully simple, plugin to bridge the two... Edited April 24, 2022 by MTB
DonQuiWho Posted April 24, 2022 Posted April 24, 2022 1 hour ago, MTB said: Note that there is a mod (NPC lookup on the nexus) that allows you to track where NPCs are (never actually tried it but always thinking I should install it when an NPC I'm looking for isn't where I'm expecting them...). https://www.nexusmods.com/skyrimspecialedition/mods/14018 FWIW, that works just great on my SSE game 1
InsanityFactor Posted April 26, 2022 Posted April 26, 2022 I can't seem to get the crawling animation to work, on player or npc. I remember it used to work some time ago but now nothing I do seems to work... Also DeviousDevices armbinders, yokes, etc. don't work either. It seems any mod that replaces the walking animation can't get itself working. Zaz cuffs however do work properly, oddly enough. I stripped down to a basic load order to try and get it to work, to no avail. Here it is: loadorder.txt FNIS shows no issues, I tried turning off the "override if needed" option in Zaz MCM, new games, everything I could think of. Tried with and without Devious Devices and the animations from this mod still don't work. I think I have something wrong that's messing with DD and this mod, but I can't figure out what it is to save my life right now. Any ideas? Really wanna use this.
Toedy Posted April 30, 2022 Posted April 30, 2022 (edited) I am not sure if you are aware ( or already addressed this, but in the Dawnguard DLC the quest "Bolstering the Ranks" the player recruits Sorine Gerard and Gunmar. Sorine is always in the same spot but Gunmar randomly appears near a bear cave. I have seen both caves near Iverstead used for this quest. Edit: The correct name of the quest is "A New Order" Edited May 4, 2022 by Toedy Correction
Toedy Posted May 4, 2022 Posted May 4, 2022 (edited) When I try to ride the Ice serpent, they do not move. Not sure if the bug is on my end or not. Is there anything I can do to test this? Edit: They do not move when they are alive either. I have noticed that the normal ice wraiths don't move either. Any ideas would be helpful. Edited May 4, 2022 by Toedy Additional Info
MTB Posted May 5, 2022 Author Posted May 5, 2022 When you're away for a bit the errors get odder and odder :? Having both SCB and DD should not be a problem. I've not changed any of the animations added by SCB in a long time; don't see how they could be creating issues now. On 4/26/2022 at 5:53 AM, InsanityFactor said: lso DeviousDevices armbinders, yokes, etc. don't work either. It seems any mod that replaces the walking animation can't get itself working. Zaz cuffs however do work properly, oddly enough. Zaz cuff animation do not replace the movement but only override the arm positions. So that may explain them still working when the other replacements do not. Not sure why the movements might not work. I think I remember FNIS noting that there was a global limit on a certain type of animation, might have been the movement ; so if there are too many of those that might be an issue? But then if you stripped down the load order that's less likely. Or some other random issue/mod conflict, if something's wrong/incompatible with the animations it might show up in the strangest ways so I've noticed. On 4/26/2022 at 5:53 AM, InsanityFactor said: I stripped down to a basic load order to try and get it to work, to no avail. Looks like integration is not there; you'll need that for most of the mods content. Seems there is an tdf patch but no tfd? (did you update bashed patch after stripping down the load order - may be needed I have no idea.) Nothing there that I can tell would be problematic (but then for most things I would not know...). On 4/26/2022 at 5:53 AM, InsanityFactor said: FNIS shows no issues, Did you also check for warnings, if run from MO2 it will show on errors, but I'm not sure it does on warnings - there may be warnings that should not be ignored. So not much advice I can gives other than the general: As the problem seems related to animations, so removing mods with those and trying again to pin point the (combination) that creates the problem. On 4/30/2022 at 12:21 PM, Toedy said: Gunmar randomly appears near a bear cave. I have seen both caves near Iverstead used for this quest. Yes seems PinePeakCavern is one of the radiant locations where gunmar may appear. Have you noticed a problem with this? I mean Gunmar and the new occupant might not like each other, but if they fight it out does that create problems? On 5/4/2022 at 12:29 AM, Toedy said: They do not move when they are alive either. I have noticed that the normal ice wraiths don't move either. Any ideas would be helpful. Weird. Afaik I don't change the ice wraiths in any way; I just create new creatures that also uses their animations and behavioral graph. I really don't see how SCB could be causing this. Is it only the ice wraiths that are not moving? Are there any FNIS warnings ? 1
InsanityFactor Posted May 5, 2022 Posted May 5, 2022 6 hours ago, MTB said: Looks like integration is not there; you'll need that for most of the mods content. Seems there is an tdf patch but no tfd? (did you update bashed patch after stripping down the load order - may be needed I have no idea.) Nothing there that I can tell would be problematic (but then for most things I would not know...). Didn't install integration because I just wanted to use it to summon chain beasts myself for PAHE captures. In any case I was able to fix it, just had to reinstall FNIS. DD and this both replace the walking animations properly now. 6 hours ago, MTB said: Zaz cuff animation do not replace the movement but only override the arm positions. So that may explain them still working when the other replacements do not. Yep that makes sense, noted for the future. For anyone else with this problem, if you've tried everything else, just reinstall and rerun FNIS and see if that helps.
Toedy Posted May 5, 2022 Posted May 5, 2022 1. I have not seen Gunmar show up at PinePeak in a while so I don't know if it will cause a problem or not. I was Just giving you a heads up on a possible conflict. 2. There are no FNIS warnings. I did not think you adjusted the ice wraiths (using my limited abilities/knowledge of TESS Edit) but I was hoping you or someone else out there would have an idea what would be causing this. I removed some mods, one for lighting (Luminosity Lighting Overhaul) and another for AI (AI overhaul for USLEP) and started a new game. In this game I have seen one blue butterfly floating in place but am too low to play with any wraiths yet. A friend said my spiders to drauger and skeever mod could be messing things up but I have had it long time and don't see how (unless I had no reason to want them to move like I do now). Any suggestions would be appreciated. BTW, this is a great mod and becoming my favorite.
Toedy Posted May 7, 2022 Posted May 7, 2022 I found online a supposed fix for my issue but have not gotten far enough along to verify it works yet. The fix involves uninstalling FNIS creatures, running FNIS, then re-installing it. Error supposedly cause by removing a creature without running/reinstalling FNIS creatures. I will report back with results.
DonQuiWho Posted May 8, 2022 Posted May 8, 2022 15 hours ago, Toedy said: I found online a supposed fix for my issue but have not gotten far enough along to verify it works yet. The fix involves uninstalling FNIS creatures, running FNIS, then re-installing it. Error supposedly cause by removing a creature without running/reinstalling FNIS creatures. I will report back with results. FWIW, every time I rerun FNIS, I always - delete the existing FNIS profile folders created at runtime, (meshes, scripts and tools), and - uninstall Creatures I had some ongoing problem a long time ago - can't remember the details - that that sorted - prartic the uninstall creatures - and I've done this ever since, without a recurrence of the original issue
Toedy Posted May 8, 2022 Posted May 8, 2022 6 hours ago, DonQuiWho said: FWIW, every time I rerun FNIS, I always - delete the existing FNIS profile folders created at runtime, (meshes, scripts and tools), and - uninstall Creatures I had some ongoing problem a long time ago - can't remember the details - that that sorted - prartic the uninstall creatures - and I've done this ever since, without a recurrence of the original issue I am not confident enough to delete those files without more specific details since I am sure I would delete something I shouldn't and create a bigger mess. I have faith in my own incompetence.
DonQuiWho Posted May 8, 2022 Posted May 8, 2022 1 hour ago, Toedy said: I am not confident enough to delete those files without more specific details since I am sure I would delete something I shouldn't and create a bigger mess. I have faith in my own incompetence. Do you use MO2? If so, install FNIS for every game profile that you use, eg for my male slaver game I install FNIS SE 7.6 XXL in a mod called FNIS Behavior SE 7_6 XXL-3038-7-6-1582110624 M G2 Catch em All Make sure it is 'ticked in your MO2 Left Hand Pane Use MO2 to then create a new Executable (the green and grey cog button) which points the MO2 Exectutable binary to that mod and its folder structure My 'Executable Title' is GenerateFNISforUsers M G2 Catch em All The MO2 Exectutable 'Binary' points to where the FNIS was installed C:\Z SRSEMODS INSTALLED\FNIS Behavior SE 7_6 XXL-3038-7-6-1582110624 M G2 Catch em All\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe I then create an EMPTY mod called FNIS PROFILE - M G2 Catch em All RUN FNIS: then run FNIS from the Drop Down Executable List. MO2 top right, to the left of the 'Run' button Once you have run FNIS, the 3 folders I mentioned will be created in your MO2 Overwrite File Drag and drop those from the Overwrite Folder into the blank mod you created as 'FNIS PROFILE - M G2 Catch em All' Tick that mod in MO2's Left Hand Pane Reset the executable list so that MO2 so that when you run the game, it will start with 'skse64_loader' run Executable list starting skse 'skse64_loader' Game should now load for this MO2 profile with all selected mods UPDATED END ------------- Then, when you want to rerun FNIS again, as I suggested Delete the contents of 'FNIS PROFILE - M G2 Catch em All', ie the 3 folders you las t created and which are curently in use Then rerpeat stages ftom RUN FNIS to END ------------------- If you do this you will need to install FNIS multiple times, once for each MO2 Profile create a FNIS Executable and Profile for each MO2 Game untick the mod for the FNIS PROFILE last in use create new folders to be coped from Overwrite to the game profile The reasoon for this is that the basic FNIS mod is changed each time you run FNIS, independently of the 'FNIS profile' content created There is some machanism in FNIS to avoid the need for the mutiple installs/profiles, but I could never get it to work reliably And this gives you a much better visual presentation of exactly what you are doing ---------------------- Sorry for the length (I'm do realise that I am also assuming you use MO. If you don't, the most clever thing that you can do to begin with is ditch other Mod Managers and go through the pain of setting up MO2! ? --------------------- Hope that helps
Toedy Posted May 11, 2022 Posted May 11, 2022 I am too old and set in my ways to switch to MO but thanks for advise and directions. I may be forced to go that route and your post will be very helpful. I can now report that both normal and chainbeast ice wraiths are moving properrly. However I have another problem. When a normal one dies, it leaves its remains on the ground. However the chainbeast version leaves its remains in the sky, out of range of the ride'em spell. Any ideas on how to fix this?
MTB Posted May 12, 2022 Author Posted May 12, 2022 21 hours ago, Toedy said: I am too old and set in my ways to switch to MO but thanks for advise and directions. I may be forced to go that route and your post will be very helpful. I can now report that both normal and chainbeast ice wraiths are moving properrly. However I have another problem. When a normal one dies, it leaves its remains on the ground. However the chainbeast version leaves its remains in the sky, out of range of the ride'em spell. Any ideas on how to fix this? Like the Wraiths the Chain Serpents turn into piles of ice on death. So currently reanimate and ride a chain serpent is not possible. They are supported by the spell, but there are just no corpses to reanimate.. (Is on the needs addressing long list, but not on the urgent fix short list. - same for the floating ice piles issue.)
Toedy Posted May 12, 2022 Posted May 12, 2022 3 hours ago, MTB said: Like the Wraiths the Chain Serpents turn into piles of ice on death. So currently reanimate and ride a chain serpent is not possible. They are supported by the spell, but there are just no corpses to reanimate.. (Is on the needs addressing long list, but not on the urgent fix short list. - same for the floating ice piles issue.) Thanks for the reply. I was rounding off sharp corners with my forehead trying to figure out which of my mods was causing this. I will patiently wait for a fix then. I have managed to ride one once though. I was in a vampire cave and they killed my pet. I could ride it inside the cave but not exit the cave on it.
Toedy Posted May 16, 2022 Posted May 16, 2022 I installed version 0.57 for LE. At first it seemed to run fine. When I activated the mine outside Whiterun, the MPB would blink in and out of existence. Once it captured someone near the mine, they could not mount it and eventually would end up in a crawler with the MPB no longer being there. Once the crawler released them, the MPB would return and if it captured someone away from the mine, the victim would mount as normal. After a couple of rounds of this, I went back to 0.56 LE..
slvsaris Posted May 17, 2022 Posted May 17, 2022 (edited) On 5/5/2022 at 12:41 PM, InsanityFactor said: Didn't install integration because I just wanted to use it to summon chain beasts myself for PAHE captures. In any case I was able to fix it, just had to reinstall FNIS. DD and this both replace the walking animations properly now. Yep that makes sense, noted for the future. For anyone else with this problem, if you've tried everything else, just reinstall and rerun FNIS and see if that helps. Ya know, the same thing sort of happened to me. I forgot to run FNIS after installing the mod, then shut down and ran FNIS. I normally clean out the FNIS results folder to prevent anomalies. Ran FNIS and dropped the resulting folders into my FNIS result folder. Did not look closely at what was in there (probably should have). Ran the game and the SCB animations were still not working. Shut down again and looked in my FNIS results folder. Pretty much nothing in there. I am not sure how ANY animations were working at all. Ran FNIS again, this time actually looking at the results, and everything was fine after that. Weird cosmic gremlins. Edited May 17, 2022 by slvsaris 2
tenshikan99 Posted May 17, 2022 Posted May 17, 2022 (edited) How can i replace Zaz gag and cuff with DD when character captured ? i'm trying to figure it out but i'm a little bit stuck in here Edited May 17, 2022 by tenshikan99
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