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Skyrim Chain Beasts


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Posted
50 minutes ago, Konakona9400 said:

Sorry if this has been answered before or is on the first page but I did not see it.

 

How does this mod deal with followers? I am looking for mods that will ensure when I am defeated and sent off to be a sex slave my followers are suffering similar fates to myself and adds that extra challenge of saving them (or joining them) when I manage to get free.

For local punishments your followers suffer the exact same fate as you do. For simple slavery outcomes I think you might have to install Follower Slavery to make sure the follower is enslaved too.

Posted

When I entered Soshal House the save file changed names and I was switched over to a different save slot.  I am not sure what this is called and as such am not sure what to look for.  This is a pic of what I mean.   

skyrim Sosal House.png

Posted
21 hours ago, Clessith said:

When I entered Soshal House the save file changed names and I was switched over to a different save slot.  I am not sure what this is called and as such am not sure what to look for.  This is a pic of what I mean.   

It's a bug with Skyrim SE due to the underscores in the cell's editor ID. If @MTB removes them, it should work properly.

Posted
12 hours ago, chaimhewast said:

It's a bug with Skyrim SE due to the underscores in the cell's editor ID. If @MTB removes them, it should work properly.

 

Didn't quite understand the issue, but this helped. And even an easy to do fix. Thanks!

Attached a quick-fix; only contains ChainBeastIntegration.esp with the _ removed from the new cells that it creates.

Should not need a clean save, just make sure you're not in one of the renamed cells:

Spoiler

(Soshal house, HoK, Cellar-the one with the puzzle )

 

Perhaps the location they are in should also not be loaded for it to update properly, not sure. Tested on existing save where the location had been visited before, but likely was not loaded, and there the save file name correctly uses the updated id.

 

Let me know whether that solves the issue; then I'll make it a permanent change in the SCB cell ID naming scheme.

 

SkyrimChainBeasts-v060-SE-QF.7z

Posted
On 8/31/2022 at 4:49 PM, MTB said:

 

Yes that would be cool. If only there was a quest that allowed you to get such a spell...

  Hide contents

There just might be a way but such power does not come cheap, you'll need to work for it...and I mean a lot...

 

Try summoning a beast and then sleeping.

  Hide contents

To find a summoning tome (for a simple, rather rusty beast) check the ratway table, but... well you'll see.)

 

 

If you kill one,

  Hide contents

you can ride it wherever you like using the `reanimate and ride' spell (yes it works on more than just spiders...).

 

> Just stands there.

Path finding can be slow, especially with long distances and large beasts, it may start moving after a bit. Or you can try to use `struggling' to help it on its way. You can see where it's trying to go by choosing `where am I going' in status menu.  In a pinch there is the fast forward option there as well.

 

i read the book in the rahway and conjured a beast then slept. is it a reward for the next quest i got after sleeping? (the one with betrayal and malphala.

Posted
On 9/9/2022 at 3:56 AM, MTB said:

 

Didn't quite understand the issue, but this helped. And even an easy to do fix. Thanks!

Attached a quick-fix; only contains ChainBeastIntegration.esp with the _ removed from the new cells that it creates.

Should not need a clean save, just make sure you're not in one of the renamed cells:

  Reveal hidden contents

(Soshal house, HoK, Cellar-the one with the puzzle )

 

Perhaps the location they are in should also not be loaded for it to update properly, not sure. Tested on existing save where the location had been visited before, but likely was not loaded, and there the save file name correctly uses the updated id.

 

Let me know whether that solves the issue; then I'll make it a permanent change in the SCB cell ID naming scheme.

 

SkyrimChainBeasts-v060-SE-QF.7z 225.9 kB · 4 downloads

This fixed it for me.  Thank's alot!

Posted
2 hours ago, Clessith said:

This fixed it for me.  Thank's alot!

 

Thanks for reporting back, added it to the main download page to make it more prominent.

 

 

6 hours ago, natybs said:

i read the book in the rahway and conjured a beast then slept. is it a reward for the next quest i got after sleeping? (the one with betrayal and malphala.

 

Spoiler

Yes, but you have a long way to go.

 

Spoiler

There's the skip menu in case you get tired of it, but there are conditions that need to be fulfilled that cannot be skipped.

 

 

Posted

Hello, I've been playing this mod for almost 5 months till now and really love it,

 

(even though I haven't done the quests yet)

 

now i used a new race:

Half Dragon Race for SSE at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

 

The problem is that this race has a human head, but in the game Skyrim Chainbeasts uses the Argonian mask,

What I would like to change is: that this race uses the human - mask instead of the argonian one, because the argonian one doesn't fit the human head and is away from the head

 

I would appreciate if it was possible to fix this

 

(I don't know how to use alternate masks, maybe that would be how to fix it, but like I said: I don't know how)

 

I would appreciate feedback

Thanks in advance

 

 

Thanks for reading my topic

Posted (edited)
2 hours ago, Dragon4sex said:

Hello, I've been playing this mod for almost 5 months till now and really love it,

 

(even though I haven't done the quests yet)

 

now i used a new race:

Half Dragon Race for SSE at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

 

The problem is that this race has a human head, but in the game Skyrim Chainbeasts uses the Argonian mask,

What I would like to change is: that this race uses the human - mask instead of the argonian one, because the argonian one doesn't fit the human head and is away from the head

 

I would appreciate if it was possible to fix this

 

(I don't know how to use alternate masks, maybe that would be how to fix it, but like I said: I don't know how)

 

I would appreciate feedback

Thanks in advance

 

 

Thanks for reading my topic

 

You can try the following:  In the MCM>DEBUG menu, under custom race support:

1) tick: "Default mask for custom race"  to disable alternate masks.

If using that race for the player also:

2) click "Add player race as Custom Race", to make above setting also applies to the player.

 

 

Edited by MTB
  • 3 weeks later...
Posted
On 9/13/2022 at 1:22 PM, MTB said:

 

Thanks for reporting back, added it to the main download page to make it more prominent.

 

 

 

  Hide contents

Yes, but you have a long way to go.

 

  Hide contents

There's the skip menu in case you get tired of it, but there are conditions that need to be fulfilled that cannot be skipped.

 

 

ut that lets you summon the big mobile prison beasts ? or jsut regular chain beasts?

Posted
13 hours ago, natybs said:

ut that lets you summon the big mobile prison beasts ? or jsut regular chain beasts?

 

Did you reach the golden one,  if so did you keep going after that?

Spoiler

You;ll need the novice conjuration perk to go further at that point.

Spoiler

You can now summon a Chain Spider !

Guess what will happen if you keep it up....

Spoiler

Takes a while till you reach the mobile prison beasts though, hence the `skip menu' remark.

You do need the next level conjuration perk for each next beast type no skip option for that.

 

 

 

  • 2 weeks later...
Posted

Hello I recently updated to AE SKSE 2.2.3 (1.640) and now whenever I have chainbeasts active/installed I get a instant CTD, any ideas I can try.  Also running Devious Devices SE Beta 8.

  • 2 weeks later...
Posted
On 10/24/2022 at 7:29 PM, StaticFriend said:

Hello I recently updated to AE SKSE 2.2.3 (1.640) and now whenever I have chainbeasts active/installed I get a instant CTD, any ideas I can try.  Also running Devious Devices SE Beta 8.

 

Better late then never I guess.  Sorry no idea, I've tested with AE but not latest version. 

It seems unlikely to me that they've changed anything that would break SCB specifically.  SCB uses some basic skse functions and papyrus utils but these are very common, I think sexlab and/or zaz already do so as well.  Even if broken I would not expect an instant CTD.

Instant CTD usually means missing master.  Please check Sexlab and Zaz are installed and working properly and that you do not have any plugins active for mods that are not active/installed.

DD version should not be relevant. (SCB tries to play nicely with DD by checking for DD specific keywords but does not depend on DD in anyway.)

 

Posted
5 hours ago, MTB said:

 

Better late then never I guess.  Sorry no idea, I've tested with AE but not latest version. 

It seems unlikely to me that they've changed anything that would break SCB specifically.  SCB uses some basic skse functions and papyrus utils but these are very common, I think sexlab and/or zaz already do so as well.  Even if broken I would not expect an instant CTD.

Instant CTD usually means missing master.  Please check Sexlab and Zaz are installed and working properly and that you do not have any plugins active for mods that are not active/installed.

DD version should not be relevant. (SCB tries to play nicely with DD by checking for DD specific keywords but does not depend on DD in anyway.)

 

MTB thank you for your response.  I have determined the cause of my issue and it is specifically unrelated to this mod.  The issue I was having causing me to CTD was related to hardware limitations due to having to many .ESP and .ESM plugins in my load order.  Launches just fine now that I have trimmed the fat off my build order.  Thank younfor your time.

Posted
On 10/12/2022 at 1:56 PM, MTB said:

 

Did you reach the golden one,  if so did you keep going after that?

  Hide contents

You;ll need the novice conjuration perk to go further at that point.

  Hide contents

You can now summon a Chain Spider !

Guess what will happen if you keep it up....

  Hide contents

Takes a while till you reach the mobile prison beasts though, hence the `skip menu' remark.

You do need the next level conjuration perk for each next beast type no skip option for that.

 

 

 

my conjugation is maxed out and i don’t see an option for it in the skip menu, just the regular beats summon spell. 

Posted
15 hours ago, natybs said:

my conjugation is maxed out and i don’t see an option for it in the skip menu, just the regular beats summon spell. 

 

 

Spoiler

 

You need to complete (or skip) the discovery quest and the mine sweeper quest (beauty and the chainbeast) summon a beast and then sleep (or start the ebony mine quest from the skip menu).  After that the skip menu should look like this:

 

mcm-skip-enabled.jpg.dc205efabf026c60227f288f88e0b11e.jpg

 

 

If the (big/small) step are disables your missing the next conjuration perk. Obtain it and open the menu again.  If you do have the pert each big step will enable a new type of beast; spider, serpent then mobile prison.  

After advancing till the end of the quest, you should have the following conjuration spells :

 

conj-spell.jpg.515b436f78c13c213fec10bb96f47b21.jpg

 

 

 

 

Posted (edited)
On 11/9/2022 at 3:51 PM, MTB said:

 

 

  Hide contents

 

You need to complete (or skip) the discovery quest and the mine sweeper quest (beauty and the chainbeast) summon a beast and then sleep (or start the ebony mine quest from the skip menu).  After that the skip menu should look like this:

 

mcm-skip-enabled.jpg.dc205efabf026c60227f288f88e0b11e.jpg

 

 

If the (big/small) step are disables your missing the next conjuration perk. Obtain it and open the menu again.  If you do have the pert each big step will enable a new type of beast; spider, serpent then mobile prison.  

After advancing till the end of the quest, you should have the following conjuration spells :

 

conj-spell.jpg.515b436f78c13c213fec10bb96f47b21.jpg

 

 

 

 

i got it thanks. i did notice that the mobile prison beast puts nods in the spider web coccune effect when it cages them. jw if this is a bug or as intended?

this happened when i sent the mobile prison beast to the marker you can set to send the captives too.

Edited by natybs
Posted
On 11/11/2022 at 8:03 AM, natybs said:

i got it thanks. i did notice that the mobile prison beast puts nods in the spider web coccune effect when it cages them. jw if this is a bug or as intended?

this happened when i sent the mobile prison beast to the marker you can set to send the captives too.

 

Bug.  Will put up a quick fix.  Needs a clean save unfortunately as I need to change properties on the main quest.

 

Posted
On 11/17/2022 at 4:57 PM, MTB said:

 

Bug.  Will put up a quick fix.  Needs a clean save unfortunately as I need to change properties on the main quest.

 

so a new game or save where mod isn’t active?

 

Posted (edited)
11 hours ago, natybs said:

so a new game or save where mod isn’t active?

 

 

Actually, if you also install the patch it should work fine on an existing save which already has SCB (v060).  No need to skip your way to the MP beast all over again ;)   

Install QF2 and QF2patch then load an existing save and it should show `SCB: updating from 59 to 60'.

(First time I've actually been able to use the patching mechanism that was built in ever since v050 or around there...)

 

Edited by MTB
Posted
9 hours ago, DonQuiWho said:

Sorry, but I'm a bit confused

 

Put simply, which file if QF1, and where is it?

 

TIA for a heads up

 

DQW

 

There is no QF1 anymore, it's been replaced by (and incorporated in) QF2. 

 

Detailed info:

Spoiler

QF1 (only for SE/AE) changed some area in SkyrimChainBeastIntegration.esp   (updated file is still in QF2 for SE).

QF2 changes some properties on main quest (so in SkyrimChainBeasts.esm) to solve player summoned MP beasts equip wrong restraints (web instead of collar and cuffs).  The new esm is needed for changes to work in new games, the updated MCM script in patcher (QF2Patcher) for the changes to take effect on existing saves.

 

Posted
16 hours ago, MTB said:

 

There is no QF1 anymore, it's been replaced by (and incorporated in) QF2. 

 

Detailed info:

  Reveal hidden contents

QF1 (only for SE/AE) changed some area in SkyrimChainBeastIntegration.esp   (updated file is still in QF2 for SE).

QF2 changes some properties on main quest (so in SkyrimChainBeasts.esm) to solve player summoned MP beasts equip wrong restraints (web instead of collar and cuffs).  The new esm is needed for changes to work in new games, the updated MCM script in patcher (QF2Patcher) for the changes to take effect on existing saves.

 

 

Thanks

 

Had got myself a bit confused, I think

 

DQW

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