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Skyrim Chain Beasts


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Posted (edited)

hi so all of a Sudan when I capture enemy's with summoned chain beast, they no longer let me talk to them to have options, to kill, enslave, send to marker, etc? they just walk away somewhere else? I've looked for a setting in the menu to change this but cant seem to find one?

Edited by natybs
  • 2 weeks later...
Posted

I have a question for anyone willing to answer. Where are the traps? I’ve been looking around but haven’t really found any. (I have set them to be enabled and so that the player can trigger them).

 

Thanks to whoever answers

 

Posted (edited)
On 12/5/2022 at 9:50 AM, Calcium1 said:

I have a question for anyone willing to answer. Where are the traps? I’ve been looking around but haven’t really found any. (I have set them to be enabled and so that the player can trigger them).

 

Thanks to whoever answers

 

 

 

 

 


 

There is an obvious one at the base of the 7000 steps, right at the end of the bridge out of Ivarstead.

There is another in Blackreach on the bridge that leads to the tower with the dragon elder scroll.

 There is one outside Lund's hut.

I think those are the only ones that I ever triggered.

 
 

 

 

 

Edited by Plumppy
Posted
On 11/23/2022 at 3:04 AM, natybs said:

hi so all of a Sudan when I capture enemy's with summoned chain beast, they no longer let me talk to them to have options, to kill, enslave, send to marker, etc? they just walk away somewhere else? I've looked for a setting in the menu to change this but cant seem to find one?

 

Sounds like it's not recognizing the beast that does the final capture as a player summoned beast. 

Not able to reproduce, however, so I'm not sure what's going on.  Unless you already have the maximum amount of concurrent player captives (I think 21). Then it would also default to standard punishment.  (All captives should show in the status menu.) If that's the case you'll need to deal with some to free up slots (leave to beast/release/kill/enslave...)

Do you have more details?

 

Posted (edited)
On 12/4/2022 at 10:50 PM, Calcium1 said:

I have a question for anyone willing to answer. Where are the traps? I’ve been looking around but haven’t really found any. (I have set them to be enabled and so that the player can trigger them).

 

Thanks to whoever answers

 

 

Remember that with default MCM settings only a fraction of the normal traps is active at any time, and that changes every day to keep things interesting.

 

To add a few locations to those already  mentioned by Plumppy:

Spoiler

 

Riverwood, behind the sleepinggiant inn, around where the mines are.

Statue overlooking winterhold stables.

Steed stone.

Whiterun; under a bush near the big mine.

Dragonbridge (east side).

 

and more but don't want to spoil all the surprises ;) .

 

 

Bonus Trap:  Attached a little experiment with a different type of trap. There is only one location so you may want to

look in the following spoiler for it:

Spoiler

Go to BleakFallsBarrow (if not cleared yet you should run into it.)

 

SkyrimChainBeastsSpiderTrapExp.7z

Edited by MTB
Posted (edited)

i have a suggestion a chain horse sort of like the spider ie players transport reason is i have problems controlling the spider it acts wonky for me i got the spell for the chain spider today and tryed it out

 

have you thought about sleep captures as in a slider bar to adjust the chances a chainbeast can sneak up on the player when they go to bed ?

Edited by badbat111
Posted

Evil spider chest took my items and disappier. There was massive atack, there were many chests, checked all. Thanks debug works.

Posted (edited)
On 12/10/2022 at 11:56 PM, crococat said:

Evil spider chest took my items and disappier. There was massive atack, there were many chests, checked all. Thanks debug works.

 

Help a friend out of SCB chains then talk to them...that might lead you to something useful if it happens again....

(But glad the debug works)

 

On 12/10/2022 at 11:19 PM, Calcium1 said:

Are there any plans of trying to fix the chain dragon in the future?

 

Controlling Flying / Landing don't seem to work as expected. Not sure how to solve so no concrete plans for that atm.

 

On 12/10/2022 at 2:12 AM, badbat111 said:

i have a suggestion a chain horse sort of like the spider ie players transport reason is i have problems controlling the spider it acts wonky for me i got the spell for the chain spider today and tryed it out

 

have you thought about sleep captures as in a slider bar to adjust the chances a chainbeast can sneak up on the player when they go to bed ?

 

Yes needs careful steering, as do the other mounts.

So sort of like dangerous nights ... might be possible. 

 

Spoiler

Do have some plans with sleeping/dreams related to a certain aspect quest but that's longer term if I ever get around to it.

 

 

Edited by MTB
Posted

Hi @ All,

 

I have a little ( big ) Problem with this Mod after a Attack from a "Serpient" ? goes my Stamina not back to normal.

I can use a Potion, but if anything uses Stamina it stays down.

 

Need really help.

 

Cu.

Posted
16 hours ago, Vampir2005 said:

Hi @ All,

 

I have a little ( big ) Problem with this Mod after a Attack from a "Serpient" ? goes my Stamina not back to normal.

I can use a Potion, but if anything uses Stamina it stays down.

 

Need really help.

 

Cu.

 


Sounds like your stamina generation rate (multiplier) has somehow been set to 0. SCB does not change the stamina regen rate.  There are some defeat mods that do so.  Have you checked the active effects tab to see if anything is affecting stamina regen rate ? If no effect there can explain it, then there may have some hidden magic effect.

Select the player in the console, and check the stamina regen (rate) and active magic there to also find these. You can also use console commands instead of the menu to see the rates:
player.getAV staminarate
(default 5)
player.getAV staminarateMult
(default 100)

 

If those are low and you have not found the reason, you could try to forcefully adjust them with something like:
player.restoreav staminarate 10
player.restoreav staminarateMult 100
This may bring the values back up to their usual value depending on what damaged them.
(You can use a big value; restoreav should never bring them above their `natural value'.)

 

Even stronger, but with high chance of being disruptive (some mods might have spells on the player that they expect to remain active so this could create other problems) would be to force remove all spells using the console command  :
player.dispellallspells

 

 

 

Posted
1 hour ago, Calcium1 said:

The chain spider trap is not spawning for me. I’ve tried a new game and I can trigger traps, it just isn’t spawning.

 

Just did a quick test and its working for me.

I assume you have the experimental plugin above installed in your skyrim data folder and activated.

What should happen:

Spoiler

 

Go to bleak falls barrow. Enter the room with the first runes puzzle, where the bandit gets killed by the darts.

If you look up you should see a few spiderwebs and some chains, you might even recognize a shape in the chains...

Active one of the puzzle pillars, that should `spring the trap'. 

Spider should drop and the entrance behind you will be blocked (kill spider to open that one again).

 

 

 

Posted

I've come across a bit of a problem. While doing Fellglow Keep I noticed that about a third of the mages were dead before I got there, apparently killed by the other mages. A little console work told me that these dead were all last changed by Skyrim Chainbeasts - Integration. It also told me that they were all part of the 00027242 Vampire Faction and NOT part of the 00026724 Warlock Faction that they probably should have been in. Is this the hand of Molag Bal? - or is there a typo somewhere?

Posted
4 hours ago, firebinder said:

I've come across a bit of a problem. While doing Fellglow Keep I noticed that about a third of the mages were dead before I got there, apparently killed by the other mages. A little console work told me that these dead were all last changed by Skyrim Chainbeasts - Integration. It also told me that they were all part of the 00027242 Vampire Faction and NOT part of the 00026724 Warlock Faction that they probably should have been in. Is this the hand of Molag Bal? - or is there a typo somewhere?

 

 

Ooh is THAT why they were all dead when I went there the other day, thank you for clearing that up, I had assumed one of my over-protective companions had run ahead and wiped them all out.. That makes a lot more sense......

Posted
On 12/16/2022 at 4:56 PM, MTB said:

 

Just did a quick test and its working for me.

I assume you have the experimental plugin above installed in your skyrim data folder and activated.

What should happen:

  Hide contents

 

Go to bleak falls barrow. Enter the room with the first runes puzzle, where the bandit gets killed by the darts.

If you look up you should see a few spiderwebs and some chains, you might even recognize a shape in the chains...

Active one of the puzzle pillars, that should `spring the trap'. 

Spider should drop and the entrance behind you will be blocked (kill spider to open that one again).

 

 

 

I see. I had tried that before, but I’m not sure if I had players able to activate traps when I looked in that area, and I didn’t look that far afterwards. Thanks!

Posted
On 12/19/2022 at 4:31 PM, firebinder said:

I've come across a bit of a problem. While doing Fellglow Keep I noticed that about a third of the mages were dead before I got there, apparently killed by the other mages. A little console work told me that these dead were all last changed by Skyrim Chainbeasts - Integration. It also told me that they were all part of the 00027242 Vampire Faction and NOT part of the 00026724 Warlock Faction that they probably should have been in. Is this the hand of Molag Bal? - or is there a typo somewhere?

 

I have no idea;

Checked and use info on VampireFaction (x27242) shows it's not being used by SCB core nor integration plugin.
There's some dunFellGlow_treascorpsevampire0. NPC forms using this faction; perhaps those are the corpses you're encountering?

You could try disabling the conjurer lists under MCM>plugins>... if you have those active and see if that makes a difference.

 

 

On 12/19/2022 at 8:27 PM, laurient said:

Is there a way to tell chain beast to not try to remove certains items (like schlongs from SOS and DD hider device) ?

 

I've just added (completely untested) a check for the sexlabNoStrip keyword in version 6.1; let me know whether that help.
(If your not using LE and want to test anyways then just grabbing the updated scripts/SCB_StripScript.pex from 00 Base should work, but only on new games/clean saves.)

I have a mechanism to exclude specific items from being removed from inventory (eg zadHider and sawnlogs) but have not extended that to animated stripping - will have to do that if the sexlabNoStrip check does not do the job.

 

 

Posted

Hello!

Is there a way for someone with no experience in the matter of skyrim modding to add their own chainbeasts or so?
i would love to add something myself but i dont know where i would properly start because im inexperienced with skyrim modding but i could model and rig them pretty fast

Posted

How plausible would it be for a "chain mimic" chest? I've never seen a mod where the chest itself turns into a creature and I assume there's a reason for it, but the chain crab has me curious.

Posted (edited)
3 hours ago, Quoozey said:

How plausible would it be for a "chain mimic" chest? I've never seen a mod where the chest itself turns into a creature and I assume there's a reason for it, but the chain crab has me curious.

 

Quite trivial for the strong box as there is already a matching beast. 

Attached a p.o.c. demo; go to the test zone (console  coc SCBtestzone ). Hey two boxes just sitting there. One is empty, so that's not so interesting but the other one, wonder what treasures that holds...

(Did not bother getting all settings done so if you've not encountered any beasts, it will likely not be hostile, but its just a demo) )

 

For chests; would need to make a mesh with a bigger chain crab to carry it but that should not be difficult.

 

 

SCB_Mimic.7z

Edited by MTB
Oeps, needs script as well of course...
Posted
3 hours ago, ewasdeaswd said:

Hello!

Is there a way for someone with no experience in the matter of skyrim modding to add their own chainbeasts or so?
i would love to add something myself but i dont know where i would properly start because im inexperienced with skyrim modding but i could model and rig them pretty fast

 

Assuming you're making a version of an existing beast (so animations etc are all setup), three steps that are needed:

1- Importing/exporting to 3d software (and making the mesh, weighting it-but that you mentioned being experienced with).

2- Creating a race and beast-npc in the creation kit  (copy the existing beast/race/armor(skin) and adjust some settings).

3- Making the beast behave like a chain beast.

 

1 is likely the trickiest ; it's a bit of work to setup/get a workflow that you're comfortable with.

2 If at all familiar with the CK its quite straightforward (if not; there's lots of tutorials/I can detail how to do this).

3 Things are setup to allow adding new beasts. For example SCB_DB does this.  There are some setup steps but they are no more difficult that step 2.

- Give the race of your beast a certain ability (hostility management cloak) and spell on the attacks (takes care of fatigue and capture).

- call registerBeastType for your newly created beasts (here I might need to make some arrays a bit bigger if you want to use your beast along with the DB plugin or if you make multiple types of beasts) so the capture mechanisms know what armor to equip on capture, what animation to use for the victim, etc.

 

1-  what I use is  Blender tools to import the skeleton into Blender.

I then import nif's of things I can reuse parts of.  Some random tips:

- Mirroring when editing these meshes will mess up the normals so don't use that unless you know how to fix that.
- Keep the objects at the center, only move around the meshes inside the objects, not the objects themselves.

When done I export the object(s) as OBJ files, the weights using Anton tools script and use its meshinjector to replace the mesh in a copy of the beast.nif and finally skin injector to get the weight in.

(There is an export to nif option but it rarely works and even then often does not give a nif that actually works in game.)

 

First check in Nifskope, then replacing beast.nif by yourCreation.nif is an easy way to test the look of your creation in game before going into steps 2 and 3.

 

If you make it to this point let me know and I can give you more precise tips for steps 2 and 3. (You can also look at how SCB_DB creates the Chain Netch.) 

 

Posted (edited)
2 hours ago, MTB said:

 

Quite trivial for the strong box as there is already a matching beast. 

Attached a p.o.c. demo; go to the test zone (console  coc SCBtestzone ). Hey two boxes just sitting there. One is empty, so that's not so interesting but the other one, wonder what treasures that holds...

(Did not bother getting all settings done so if you've not encountered any beasts, it will likely not be hostile, but its just a demo) )

 

For chests; would need to make a mesh with a bigger chain crab to carry it but that should not be difficult.

Just tried it, wow. ?

 

Edited by Quoozey
Posted

hey is there any way to stop the massive groups of chainbeasts that are spawning outside of markharth and in Rorikstead in my game? im tiered of killing 15 of them going through these areas. 

Posted
17 hours ago, natybs said:

hey is there any way to stop the massive groups of chainbeasts that are spawning outside of markharth and in Rorikstead in my game? im tiered of killing 15 of them going through these areas. 

 

I expect it's due to NPCs triggering traps.  (Mostly I've tried to place the traps where the PC might go but which are a bit out of the way of usual NPCs routes.  There are exceptions however... )

 

You can try disable NPCs can trigger traps in MCM>Plugins>In The Wild - Traps>Who can trigger standard traps ;

untick `Valid targets'.

(Let me know if that does not work/help.)

 

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