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Skyrim Chain Beasts


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Posted

Since version 0.5.7 and 0.5.8, when a takedown happens and the player is not stripped (because it is set to strip on 3rd takedown for example), my charakter is just stuck in place until the stripping happens on 3rd takedown. I dont know if this is a known issue or if its just my game acting weird. In short: if a takedown happens without stripping the player is stuck until

a takedown with stripping enabled.

Posted (edited)
On 6/15/2022 at 5:23 PM, ofenbackfisch said:

Since version 0.5.7 and 0.5.8, when a takedown happens and the player is not stripped (because it is set to strip on 3rd takedown for example), my charakter is just stuck in place until the stripping happens on 3rd takedown. I dont know if this is a known issue or if its just my game acting weird. In short: if a takedown happens without stripping the player is stuck until

a takedown with stripping enabled.

 

I'm able to reproduce this.  Will look into it.

 

Edit:  That was a slap face level obvious one. Copy paste error where I forgot to turn false into true...

Uploaded a quick fix in the file section.

 

Edited by MTB
Posted
On 6/14/2022 at 7:58 AM, petterparker09 said:

Hi! help me pls, the MCM is not displayed :'(

 

I'm not able to reproduce, but there have been more reports about MCM not appearing or being empty.

If the MCM is missing completely 

- give it a while to start up sometimes new menus only show up after a bit.

If only the content of the MCM is missing

- Test on a new game

- Make sure not to use older plugins with newer version.

If still stuck:

- if you have logging enabled search the script log for `SCB'  and report findings.

 

Posted
15 hours ago, AndrewLRG said:

Could you please add source scripts for "SkyrimChainBeast-v058-PATCH-LE" and "QuickFixFor058"? :)

 

Latest version of the scripts that changed since v057 attached. Contains some that are new (for planned features in v059) and  SCB_MCM also has some edits towards that version already.

source.7z

Posted

i liked the pheramone beasts  shame there only part of the wedding questline could you possible add them to random encounters after the wedding quest has been completed

Posted
On 6/20/2022 at 7:36 PM, badbat111 said:

i liked the pheramone beasts  shame there only part of the wedding questline could you possible add them to random encounters after the wedding quest has been completed

 

You're in luck. Not as random encounters, but they are already planned to have a role after that quest in the next version. 

 

Posted

Hello!
I installed version ' SkyrimChainBeasts-V057-SSE.7z ' and it didn't work for me. I even tried installing it together with the patch ' SkyrimChainBeast-v058-PATCH-SE.7z ', but nothing changed.

To give more details: When I installed it I could see the mines, which, when activated, released their respective ' Chain Beasts '... but that was it. Since the Chain Beasts attacked me without any effect and ignored the NPCs by the way. Also the MCM never loaded... I couldn't see any notification for this mod on the top left of the screen either. I played for hours and everything remained the same.

So I tried to uninstall everything and install the version ' SkyrimChainBeasts-V056a-SSE.7z ' and now the mod works perfectly...

What is this about? What should I do to be able to play the updated version?

Posted
On 6/25/2022 at 7:53 PM, MTB said:

 

You're in luck. Not as random encounters, but they are already planned to have a role after that quest in the next version. 

 

i cant wait thanks :)

Posted
On 6/27/2022 at 12:21 PM, petterparker09 said:

Hello!
I installed version ' SkyrimChainBeasts-V057-SSE.7z ' and it didn't work for me. I even tried installing it together with the patch ' SkyrimChainBeast-v058-PATCH-SE.7z ', but nothing changed.

To give more details: When I installed it I could see the mines, which, when activated, released their respective ' Chain Beasts '... but that was it. Since the Chain Beasts attacked me without any effect and ignored the NPCs by the way. Also the MCM never loaded... I couldn't see any notification for this mod on the top left of the screen either. I played for hours and everything remained the same.

So I tried to uninstall everything and install the version ' SkyrimChainBeasts-V056a-SSE.7z ' and now the mod works perfectly...

What is this about? What should I do to be able to play the updated version?

 

> attacked me without any effect

so no stamina drain either or only no capture?

> the MCM never loaded.

A few people seem to be having this issue, but I'm not able to reproduce it, even if I try to by doing things that I can imagine could happen and might create issues.

 

>I couldn't see any notification for this mod on the top left of the screen either.

That's normal. SCB does not create start up messages there. You'll have to look in the script log.

(See previous page on the .ini settings needed to enable logging if you have not already done so.)

 

The capture mechanism changed a bit in 057+ so there may be some unknown interplay / version management that may be causing issues. I cannot imagine how it could stop the MCM from appearing though.

As I cannot reproduce any of these issues I'll need more info to track down possible causes.

 

If someone who does encounter the MCM not appearing issue is willing to help debug it, here are some thing to try:

- only activate the esm, none of the plugins and start a new game; once the `added x menu's' messages have passed, is the SCB menu there?

  - if so: Add plugins until you find a culprit. Report it.

  - if not:  Check the script log ( Papyrus.0.log in documents\my games\Skyrim\Logs\Script\  - if that does not exist check the ini setting mentioned on the previous page.)

      Search for SCB in that file.  Ignore any errors of the type: 

      ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

      You should find lines like:

      [SCB_MCMScript <SCB_InitQuest (090060A9)>] INITIALIZED

      [SCB_MCMScript <SCB_InitQuest (090060A9)>]: Registered Skyrim Chainbeasts at MCM.

      FNIS aa GetAAmodID mod: SkyrimChainBeasts prefix: Scb modID:...

      If there are any other mentions of SCB in the file report those.

      If the `Register Skyrim Chainbeast  at MCM' message is missing check in game whether SCB_InitQuest is running  (open console, enter  sqv SCB_initQuest   (sqv = ShowQuestVariables) that should yield lots of information about the quest status including whether it is running (active Y/N).  Include whether its running or not in the report.

 

- if you have tried to create some chain beast activity then also look at the SCB specific log.  It's in the User subdir of the script logs folder and called SCBLog.0.log  (for last session, 1,2,3 for previous ones).

 

- include as much potentially useful info as possible; eg version of SCB you are using, which plugins, if on SSE are you using the ESL versions of the plugins, which SSE version are you running.  (Not sure how any of them could be relevant, but if something is common among those having the issues that might give a hint...)

 

If none of that leads to a cause (and more importantly a solution...)  I'll have to put some more debugging hooks into the next version...

 

 

Posted (edited)
On 7/4/2022 at 1:04 AM, badbat111 said:

i use sluts resume on le

 

 

your ignore sluts option doesnt work for that mod while doing a run the beasts still went to attack

 

That version does seem to assign the `filly on the job' faction, which should be getting ignored with that option checked.  Will have to look into it.

 

Edit:  Think I found and fixed the issue; check that is no longer valid (nor needed) prevented correctly setting the to be ignored faction. Should be working again in next version.

 

 

Edited by MTB
updated info
Posted
16 hours ago, wolnir412 said:

does this work for males?

 

Yes. Just set the target gender options in the MCM to your liking. 

(If you set it to only males it should adjust some NPCs in a few quests as well so they still make sense but I've not really tested that.)

 

Posted
On 7/5/2022 at 9:17 PM, MTB said:

 

That version does seem to assign the `filly on the job' faction, which should be getting ignored with that option checked.  Will have to look into it.

 

Edit:  Think I found and fixed the issue; check that is no longer valid (nor needed) prevented correctly setting the to be ignored faction. Should be working again in next version.

 

 

thank you :)

Posted (edited)

 

Previous updates (moved here so main page does not get to big):

 

 Changes in v0.5.9

Spoiler

[Added] Pheromone Mines; they summon Pheromone type Chain Beasts

  • [Added] Chain Attraction power: places a (temporary) Pheromone mine.
  • [Added] Chain Stripper Power: remove a single player restraint.
    • Last one, similar to adding a key with key power set to 1.
  • [Added] Chain Domination power: take control of a victim, turning them into your captive.
    • Dominate a beast/victim combo. Victim becomes your captive instead, as if you captured them with a beast you summoned.
  • [Added] Chain Shade Power: hide (yourself and/or an NPC) from Chain Beasts for a while.  They won't see you as a target for the duration.
    • Works like when you are released from device and uses the victim duration cool-down setting, but with a minimum of 30 seconds.
    • Does not protect against NPC summoned beasts nor from beasts that are already attacking you.  
    • Certain actions/events may cause you/the protected NPC to loose hidden status.  (eg a take down, changing target settings in the MCM, etc.)
  • [Added] Chain Breaker Recharge Power: recharge Chain Breaker a bit.
    • If Chain Breaker is lying nearby or is in your possession this attempts to charge Chain Breaker a bit and then reclaim it.
    • If Chain Breaker is in your inventory, there is a chance the spell will fail causing you to drop it. (You can pick it up if you can reach it, but charging will have failed.)
    • Reclaiming will only work if chain breaker is out in the open, NOT if its in a container/NPC's inventory.
  • [Added] MCM Skip menu options to obtain these new powers.
  • [Added] Spell to tell non-restrained NPCs to recover their gear.
    • So you can force NPCs you cannot tell so for some reason to recover their gear.
    • Get it from the MCM>DEBUG menu. (No gameplay method to obtain it.)
  • [Changed] A non-target casting the beast distraction spell will fail (as before) but still has to pay the associated price as it applies to them (changed).
    • Spoiler

      Meaning a take down against the caster will happen.

  • [Changed] placed boxes will no longer be moved, instead the stripper crabs will take newly confiscated gear to the existing box.
    • Watching them closely as they fade when they are done confiscating gear can tell you in which direction the box is.
  • [Fixed] SLUTS built-in plugin was broken. Should be working again.
    • If sluts is detected (either sluts.esp or s_l_u_t_s.esp) the option for chain beasts to ignore `fillies on the job' appears in the plugin menu.  Setting it will have chain beasts ignore you during your haul.
    • Tested with sluts resume v27 but should work with any version provided it:
      • uses sluts.esp or s_l_u_t_s.esp as its name.  (If it doesn't you can try just renaming the esp to either of those.)
      • uses the same editor id (00FB10) for the `fillies on the job' faction and assigns this during a haul.
  • [Fixed] Misc small issues.


Integration:

  • [Added] Knowledge is power. Gathering knowledge for the lore master may grant you power.
    • I.e. added a way to obtain the new powers through gameplay.
    • Spoiler
      • Obtain an aspect for the lore master then ask him about what he has learned from it. So far these aspects can be studied for new powers:
        • Sanguine: Chain Attraction power
        • Molag Bal: Chain Domination power
        • Nocturnal: Chain Shade power
        • Meridia: Chain Break Recharging power
          • There is currently no quest to obtain this aspect yet; have one of the other seekers gather it (complain about you workload to the lore master) or use the skip menu to obtain this power.
        • Peryite: Chain Stripper power
  • [Added] Repeatable mini quest `Chain Lust'
    • In this quest you can use one of the new powers to try to help those lusting for someone they cannot have.  
    • There are several NPC pining away. (More may be added in the future; feel free to make suggestions.) Who might they be? A hint that may help to find some of them in the spoiler:
    • Spoiler

      Some may be trying to drink their sorrows away.

       

    • Respects the X scene gender settings; only options matching these preferences will appear.
      • The number of included non M-F options is very limited so far. Only ones included are for:
      • Spoiler

        Elisif / Torvar(Companions) as one of their random options. Disable MF if you want to ensure you get them.

  • [Changed] The Red belly mine quest is now repeatable (once you advanced to the TJH quest).
    • Asking the lore master to reexamine the related aspect will now also restart the clear the mine quest rather than only the collection of the aspect.
  • [Fixed] Minesweeper quest (Beauty and the Chain Beast); quest objective to talk to spell giver appeared to late. (When it should complete...).
  • [Changed] Minesweeper quest. A follower takedown now also triggers the `seek aid' option. (Untested.)
  • [Added] You thought Molag Bal would just give up? Think again.
    •  A Radient, replayable version of the MineSweeper (Beauty and the Chain beast) quest is now available.  
    •  A limited number of locations so far, more may be added later.
    • Ask the Lore master whether he thinks Molag Bal will try again to start it.
    • If you did not obtain `the aid' before, you can still obtain it in this quest.  (Untested.)
      Spoiler
      • Get yourself or a follower captured; you will be directed to the place where it can be found.
      • Compared to MineSweeper it skips the searching for it part.
  • [Changed/Fixed] Tweaks to the Soshal-Klymer quest.
    • Added voiced lines for male version.
    • Added compatibility with a specific new power.
    • Spoiler

      If you dominate the beast carrying the victim, speak to them to choose what to do.  

       

    • Fixed: distraction spell would also advance quest only if the player would cast it, but even if it failed.
      • Now needs to be a successful cast, but may be by anyone.
    • Changed: A certain option in the followup quest will now respect the Allowed Gender combinations options in the MCM.
    • Fixed: Victim's Box would end up in the wrong place.
    • Added: can ask a follower to try to distract the beast instead. Note beasts can only be (sufficiently) distracted by valid targets.
  • [Changed] Enabled male version of the hunt for red quest.
    • If you set female NPCs to not being a target, Red will be male. (There was support for this in the quest already but it was never actually used.)
      • The settings when you get the bounty count. Changes to the settings after that will not effect Red anymore.
  • [Added] Options to skip introduction parts of the TJH quest.
    • you can skip discovering the location, gaining entry and the introduction scene (in 3 small steps or all at once 1 one large step).

 

 

Changes in V0.5.8

Spoiler
  • [Added] New box unlock options.  Keep them locked to protect against thieves, but open them on the player's touch. (So more similar to the NPC boxes in that sense.)
    • Boxes with your gear have a chance (default: 0%) to open on your touch but (default:true) only if you are free.
    • If you fail or try touching them when you are not free, they will be sealed(*) against your touch and you'll have to lock pick them.
    • (*) While they remain loaded, if they get unloaded and then loaded again, you may get a new shot at it.
    • Its now recommended to not use the older mechanism (Max locklevel = 0) anymore.
      • (It still works fine, but carries the risk of your stuff being taken by NPCs.)
  • [New] Friends that have a chain beast key will give one to the retrained player when asked.
    • There is an MCM toggle to disable this in the difficulty settings.
  • [Changed] optimized beast handling during stripping.
    • Now, rather than disappearing for a moment, beasts will lose focus (and confidence) for a moment while they are processing their current capture.  But very soon they will regain their focus and join the fight again. Unless they manage a full capture; then their focus will remain solely on their victim.  Others will notice this and no longer see them as a threat, and typically leave the beast alone.
    • If the beast gets killed while the victim is getting stripped (for the final time) then victim will be spared punishment (but only for this take down).
  • [Fixed] Improved code to handle `mount dies while traveling to punishment'.
  • [Fixed] Bug in post-punishment equipment for NPCS that could cause them to wear restraints they should not have according to the MCM settings.
  • [??] non-target NPCs that get stripped by beasts and get hit with the fear spell will should not recover health while the fear effect is active.
    • As they leave combat they may start recovering health quickly (depends eg on race settings).
    • !Cannot get this to work! Seems NPCs happely regenerate health out of combat even with healthgenation(multiplier) set to 0.

 

 

Changes in V0.5.7-SSE

Spoiler

 

  • [Added] ESL marked ESP option for eligible plugins, so those with full load orders and an SSE version that supports that can save some plugin spots.
  • All changes in V0.5.7 below.

 

V0.5.7

Spoiler
  • [Changed] New strip mechanism (as previewed in the experimental plugin, but with several issues fixed).
    • There is an MCM menu option (Debug>Stripping Control) to disable the cower animation played during stripping in case it causes issues.
  • [Added] If a chain beast mount dies, the victim will be released.
    • Fixes issues when eg `safe-riding' and the beast falling to its death, but the player surviving.
    • Allows for a new way of rescuing mounted victims; kill their mount
      • Smaller beasts (< spider, i.e. chain beast and gemed chain beast) cannot be hit without harming the victim, there the only rescue option is still the distraction spell.
  • [Added] Mounts are too busy to protect themselves. But they have friends they can call !
    • If the player(team) hits a large chain beast that is too busy transporting a victim to fight back, that mount will summon up a beast to protect itself (every so often-an MCM settings has been added under Gameplay>Difficulty>Other to control how often).
    • Only attacks by the player(team) count; Most NPCs know better than attacking those things anyways.
  • [Changed] Mounts do not recover health.
  • [Changed] The gold and silver looks have been update a bit; affects all silver/gold beasts and restraints.
    • The silver has been made more shiny.
    • The gold has been rougher, more `flaky' and has on slightly updated, more yellow texture.
  • [Fixed] Issues with gear recovery (conversation: let me help you out of that / you should recover your gear)
    • No longer possible to ask someone who is already scheduled to recover gear to recover their gear. (They may still finish their current task first, but this prevents them from being added to the quest twice which could cause issues.)
    • NPC asked to recover their gear first finishing their current activity used to block the quest for others until they actually started, this should now be fixed
      • if more that 15 NPCs are currently recovering gear the issue may still appear.
  • [Fixed] Restored a script that had been erroneously removed in cleaning.
  • [Fixed] missing != null check that would cause errors to be reported in the script log.
  • [Fixed] property on patrolling armor set to other value to prevent script log errors.
    • Only know script log error that may still occur: ERROR: Unable to call RegisterForSingleUpdate - This may happen for zbf items as well as SCB cloaks. As far as I can tell this happens when the core engine has already deleted something but the script environment thinks it still exists. There does not seem to be a way to prevent it in the scripts (checks do not help as the scripting env thinks its still there) but it does not seem to cause problems (only some log bloat).
  • [Changed]  Crawlers have been set to not being armor (instead of heavy armor) and some excess keywords have been removed from some.
  • [Changed] Setting max lock level of the confiscated gear box to 0 will now disable locking altogether (as already seen in patch).
    • Note even when the box is flagged as owned; those willing to steal may eg grab weapons from your (or other boxes...) when they are not locked !
  • [Changed] Suspended setting is no longer saved/loaded; does not seems useful and could cause confusion.
  • [Fixed] Added some missing settings that were not saved/loaded with MCM export/import.
    • All settings for which it makes sense are now covered again.
  • [Fixed] Beauty and the ChainBeast : Faralda / `destroy spell' giver could have general lines instead of specific ones.
  • [Changed] Beauty and the ChainBeast: Added Quest marker to spell giver / Faralda / Tolfdir at appropriate moments in the quest.
  • [Fixed] Added a few missing voice lines.
  • [Changed] Victims captured by the player are protected.  
    • If you bring a bandit (or other normally hostile) into town the guards may attack them. They will soon realizing they shouldn't but weaker victims may have already been killed by then. This should now be fixed. (They may stay in `down' stage until healed a bit though.)

<Integration>

  • [Fixed] What a wedding quest: Some NPCs reequipping outfits when they should not.
  • [Fixed] Destined to be a Soshal-Klymer: Adapted outdated post quest description text.
  • [Fixed] Added a few missing voice lines.

<DB>

  • [Fixed] Corrected keyword on rusted collar.

<WMPx(BAD)>

  • Rideable Mobile Prison beasts are now also affected.

<SLUTS>

  • [?] I've fixed the SCB side; it now supports both names `S_L_U_T_S.esp' and `sluts.esp' and forces reevaluation of targets after this setting changed. However, it looks like SLUTS resume (v2.5+ anyways) no longer assigns the faction this relies on (or any other faction to `those on the job' afaik).
    • Earlier Redux and resume versions may or may not work (I don't have them to test with).
    • So broken until sluts / a plugin restores the faction.

 

Some name fixes and other minor things I don't remember.

 

 

 

V0.5.6a

Spoiler
  • [Added] New beasts !
  • [Added] Added many missing voice lines (core, Integration, PAHE)
    • A few missing lines for existing voices added
    • General lines for all currently available voices.

Integration:

  • [Changed] The Ebony mine quest has been extended to take advantage of a new beast type.
  • [Changed] New Beasts added to beasts in the wilds.
  • [Added] A few new traps. I wonder what they summon when triggered...
  • [Fixed] Bug preventing Rune quest from completing properly. (For SSE this fix was included in v0.5.5 already).

PAHE plugin

  • [Fixed] Mismatch name esp and seq/voice folder.


 

 

V0.,5.5.

Spoiler
  • [Fixed] (relevant for LE version only) Installer for v0.5.4 (Oldrim/LE verion only) had two copies of main mod SkyrimChainBeast (on as esp and on as esm)
    • Would double menus and likely cause other issues if both installed and active.
  • [Fixed] Status menu: Release not working on `recover gear' quest;
    • if an NPC is busy and not starting recovery, it holds up the line. (Symptoms: the NPC does not run to their box, the MCM-status menu shows recovery quest as busy/reserved instead of free, the line to release/recover-gear does not exit normally.).  The option to manually release this quest in the MCM-status menu did not work before.
    • Using this option should allow the rest of the NPCs to gather their gear again. If the original NPC becomes available at exactly the same time there is a tiny chance (race condition) of NPCs moving toward the wrong box (visual anomaly only; they will still recover the correct gear).
  • [Fixed] Looks like difficulty settings with respect to bite strength were not being applied until you loaded a save/started a new game.
    • Now they are updated immediately after changing or loading them.
  • [Fixed] Cleaned out the script folder; removed over 100 obsolete (unused) scripts.
  • [Fixed] Alternate Crawler used if mounting fails was not removed afterwards.
  • [Changed] Optimized mounting procedure; the mount should push around the victim less, hopefully giving the victim a chance to perform the mounting action.
  • [Fixed?] NPCs post punishment settings not respecting MCM settings
    •  While NPCs would add restraints when needed to match these setting, they would not remove them.
  • [Added] Working on a new type of beast but its very WIP and doesnt really work yet.  If I can get it stable it will be added - looks may change yet then.

<Integration>

  • [Added] (TJH quest): Added map marker for HoK once you gain access to it.
  • [Changed] (Labors of the Dragonborn, second stage): Fixed the code generation.
    • Because of an off by one error, the code could contain values that are not possible to set...
  • [Changed] (Labors of the Dragonborn, second stage): Increased nr of displayed tries from (the last) 9 to (the last) 12.
    • If you go over this number it will loop around, overwriting previous tries starting from the first.
  • [Added] A replay option for certain aspect quests. Some could (unintentionally) already be (re)started due to incomplete conditions. Now there is a general mechanism for it. (Tell the Lore Master you want to reexamine an aspect.)
    • For now the replay of Aspects of Mephala and Nocturnal do not restart the related quest (Mine or Yours Again/Runes for Rune) but only the collection of the Aspect itself.
  • [Added] Option to skip certain aspect quests.
    • Complain to the Lore Master about your work load. (It's via conversation, so very immersive ;)
    • There is no follow up on these aspect quests yet, so its not particularly meaningful atm, but its there.
  • [Fixed] Condition on a conversation topic that caused it to be available for all.
  • [Fixed] Added missing/moved wrongly placed face-gens. A few may still need to be regenerated.
  • [Changed] The TJH quest will now trigger more easily. Instead of only the two specific books, reading a spell book/or learning the related spell also counts and can also start this quest (once other SCB activity occurs).
  • [Fixed] Hunt for Red: asking the investigator for updates is now possible after delivering red as intended instead before.
  • [Changed] Hunt for Red: objective `return to investigator' completes at a more logical moment;
    • when you return to investigator, instead of later when the investigator has finished following up on your information.
  • [Added] A few (more) hidden Zaz furnitures to the walled cities.
    • So there are some local places for beasts to go even if not other mods that add such furniture are installed.
  • [Added] Added some missing voice acting lines.
    • May still have a few missing and newly available voices not covered.
  • Misc small fixed I don't remember.

 

V0.5.4

Spoiler

Integration Plugin:

  • [Added] Final stage for the P Aspect quest (Labors of the Dragonborn).
    • After revealing the aspect talk to selected NPCs to get hints or other lore friendly comments.
  • [Fixed] MD Aspect quest not advancing and not showing target in one branch. Two routes to completion are implemented now. ( Third branch still to be done. )
  • Minor fixes.

 

 V0.5.2

Spoiler
  • [Added] Implementation of MB aspect quest.  (Radiant quest)
  • [Changed] Addition to Runes for Rune turning it into an aspect quest.
  • [Fixed] Additions to Mine or Yours again turning it into aspect quest: now actually working (hopefully).
  • [Added] Can turn in all aspects now (even if you cannot obtain them through gameplay yet and there is no follow up content).
  • [Fixed] Caged quest: able to leave cage by activating ore mining (Game exploit reported by Inte)
  • [Added] Implementation of MD aspect quest.  (WIP)
    • 2/3 solutions approaches implemented but not tested.
  • [Added] Implementation of P aspect quest.  (WIP)
    • Only first part (partially) implemented.
  • [Added] General lines for newly available voices.
  • [Fixed] Added some missing lines for existing voices.
  • [Fixed] Chainbreaker getting stripped even when equipped. (I.e. this and future versions already have the quick fix integrated)
  • [Fixed] Added missing mesh (`chandelier' - ceiling light effect in HoK (TJH quest) ).
  • [Fixed] Several issues with followers  (testing requested)
    • followers fighting beasts while they should be in the punishment phase,
    • followers equipping restraints and thus having hands behind back while crawling.
    • This fix assumes that followers and only followers (those in Current Follower Faction) are player team mates.
      • This seems true for the vanilla follower framework, but I'm not sure it holds with mods, in particularly follower frameworks installed. (It allows for the fastest, easiest and cleanest solution, but if it creates issues with custom followers, I need to add some checks to address those - but some one would have to tell me about the issues first...)
    • Please test and provide feedback (especially if you find issues, or it works fine with some custom follower (framework)) ; Does it work for you with     
      • vanilla followers
      • custom followers with their own follower mechanism
      • Different follower framework(s) ?
    • What to check for if a follower is captured:
      • do they use the normal crawling animation?
      • are they ignored by other beasts while crawling and being punished?
      • do they act the same as before after they are released from punishment?
    • What to check for if the player is captured,
      • is the player ignored by the beasts while traveling/in device (not counting attacks right after capture that stop directly after that)?
    • Known issue/querk; if the beasts are hostile to the follower, they may be hostile to the player sooner than expected, eg directly after punishment.

 

 

Changes in V0.5.1preview

 

Spoiler
  • [Added] New mechanism & corresponding beasts type:  Pheromone beasts.
    • Let's just say these have a different idea about `punishment' than standard beasts.
  • [Added] Added different metal variants of the walking armor (leg chains).  But not used (no plans for them so far).
  • [Added] Support for an update mechanism, so for some of the future (minor) updates it may be possible to do without clean saves. Maybe. Sometimes.  This version definitely does need a clean save yet.
  • [Added] a few items for (future) integration quest use.
  • [Fixed] issue with strings quest, making it easier to translate the mod with xtranslate.
  • [Fixed] some issues created in 5.0 like with gear recovery by NPCs.
  • [Added] Some more AI synthesized voice lines.

Integration Plugin:

  • [Added] Main quest sequence: The overall story arc for the main quests sequence is revealed through a new quest: TJH (full name contains spoilers).
    • You can get some hints about future quests, but most are not in place yet.
    • The tie-ins with existing sequence of main quests is rather simple now, might be expanded upon, also things like considering which quests you actually completed/started already is not yet implemented.
    • <Start condition>
    • Spoiler

      Complete mine sweeper (beauty and the chain beast) AND become a chain beast scholar (achievement level; candidate or beter; i.e. find and read a book on CBs, a spelltome is not enough, it must be one of the two books.).

       

    • <Start location>
    • Spoiler

       You will get a cryptic hint about it a bit after you satisfy the start condition.

       

  • [Added] A new main quest: The Wedding Party. (Aka What a wedding)
    • Start:
    • Spoiler

      During TJH you can gain this quest by asking for leads.

       

    • Spoiler

      Yes they moved the benches aside. Maybe so the whole wedding party could stand near the altar, or perhaps they were planning some dancing, just not like ... well you'll see.

       

    • Spoiler

      You could just hide out in your room...well a room...and miss out on most of the party.  But don't expect to stay a wallflower in future updates... also, you will still need to get to...again; you'll see.

       

    • (Recommended to have NPCs (male, female or both) set to targets to get the full `experience' from this quest.)
  • [Changed] Your's or Mine Again is now linked to the main quest line instead of being purely a side quest. (UNTESTED)
    • A few of the other side quests that also make sense as part of the main quest may also get linked up in a similar manner.
  • [Added] The speed whip (used be escorts to speed up chain beast victims) is now also available to the player. Hint on how to get it:
    • Spoiler

      You need to know how to summon a beast. Once you do, who might be ok with selling slavery gear   Hint2:  

      Spoiler

      You could buy his sister if he had one...                    

      Spoiler

      I though that one was pretty obvious already...

      Ask Belethor in Whiterun whether he sells slaver's gear.

       

       

       

    •     Or simply use the MCM > Skip menu.
  • [Added] Some more AI synthesized voice lines.
  • [Fixed] Fixed a bug with Klymer followup quest.
  • [Fixed] enabling/disabling beasts in the wilds will now enable/disable related level settings without needing to exit the menu.

DB plugin:

  • [Fixed] Small technical issue that caused an error message in the script log. (But likely nothing more than that.)

 

 

 

Changes in V0.5.0

 

Spoiler
  • [Added] UI translations
    • the UI support translation strings and the mod has been optimized for translation (eg using tools such as xtranslate).
    • The interface is available in the main supported languages. The German translations has been improved by Randamaster, the rest are purely machine translations so expect clunky texts there. Languages using non Latin alphabets have not been checked.
  • [Added] Generated Voices;
    • Most of the lines in the mod are now voiced using SKVA Synth.
    • Disclaimer: All voiced lines in this mod are computer generated, and do not represent the work of any voice actor.
  • [Added] Support for the player being captured in interiors
    • Before only interiors with furniture were really supported
    • The beasts will lead the player outside (if there is no local furniture) and then to some punishment.
    • Limitation: In some areas the exit is not (always) reachable, use force release or fast forward when caught in such areas. Also, only works for the player, not NPCs
  • [Added] Support for `ignore anyone in given faction'
  • [Fixed] Player gear boxes in interiors will be owned by the player.
    • Before they had no owner, making the cell owner also owner of the box.
  • [Added] Option to add `escort' (slaver) on any travel instead of only to SS.
    • Also, the escort will now also tell you to get a move on just before giving other incentive...
  • [Changed] The management of boxes.  
    • Should not notice much the different on the surface.
  • [Added] Option to tell NPCs (that have a confiscated gear box) to go recover their gear.
    • This is for NPCs that are not restrained and thus does not require a key.
  • [Fixed] Blacksmith Help (again...)
    • For Friend and better the toggle still did not work, and option for lover not working at all.
    • Hopefully finally working as intended.
  • [Fixed] several other bugs

 

<Integration>

  • [Added] UI translations
  • [Added] Generated Voices;
    • Most of the lines in the mod are now voiced using SKVA Synth.  
    • Disclaimer: All voiced lines in this mod are computer generated, and do not represent the work of any voice actor.
  • [Fixed] several bugs including bugs in Klymer (& followup) quest that prevented two of the approaches from completing as intended.
    • Spoiler

       

      Choosing to be a milkdrinker (just happy to have done a good thing) was supposed to have consequences later on. Now this works as intended.

      Also, getting young Klymer completely captured by a chain beast now has a different ending then just getting a Klymer captured once.

       

       

  • [Added] A few more traps

 

<DB>

  • [Added] UI translations
  • [Added] Generated Voices;
    • All lines added by this mod are now voiced using SKVA Synth.  
    • Disclaimer: All voiced lines in this mod are computer generated, and do not represent the work of any voice actor.

 

 

Older updates:

 

Edited by MTB
Posted (edited)
2 hours ago, crococat said:

Some wrong files in dowload. ***.package like sims mods

 

Thanks for reporting, upload seems to have failed. Trying again.

Edit:  Upload completed. Went smoother this time and description edits reappeared. Hopefully working now.

Edited by MTB
Posted
1 hour ago, MTB said:

 

Thanks for reporting, upload seems to have failed. Trying again.

Edit:  Upload completed. Went smoother this time and description edits reappeared. Hopefully working now.

Thank you for super quick fix. 

Posted

Is there a setting to make the beasts just attack me only and leave mod a alone have a character from another mod that isn't supposed to move cause she lets me into a place  and when beasts move her screws it up 

Posted
On 7/23/2022 at 4:45 PM, draca21 said:

Is there a setting to make the beasts just attack me only and leave mod a alone have a character from another mod that isn't supposed to move cause she lets me into a place  and when beasts move her screws it up 

 

Under MCM>Gameplay Targeted genders you can set capture settings independently for 4 categories: Player, Followers, Other male/female NPC.  There is no method for excluding specific NPCs as of yet, but that may be a good feature to add.

So to restrict beasts to capture only the player, untick the Male & Female boxes and click on Player until it says Yes.

 

 

Posted

When talking to Danica Pure-Springs about the Dream, she claims the shrine of Azura is near Solitude (should be Winterhold) and the Bards college is in Winterhold. I think she has been confused by the war wounded. I am on v0.5.9 for LE but it has been there a while.

Posted
12 hours ago, Toedy said:

When talking to Danica Pure-Springs about the Dream, she claims the shrine of Azura is near Solitude (should be Winterhold) and the Bards college is in Winterhold. I think she has been confused by the war wounded. I am on v0.5.9 for LE but it has been there a while.

 

That poor Danica, the stress of all those wounded and the Gildergreen must indeed be getting to her.

Bard's college in Winterhold. I corrected the line recently, but I missed a related voice file it appears.

shrine of Azura - are you sure about that one?  in my test (using 059sse) she knows it's on a `mountain south of Winterhold. You cannot miss it'. The statue to Meridia on the other hand is close to Solitude.

 

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