fingerscrossed Posted June 30, 2018 Posted June 30, 2018 11 hours ago, MTB said: Attached a Proof of Concept for cocooned riding on the back of a chain spider (hope I included all the needed files...) It updates the SCB - RS2 bridge. Install over 1.4 (must include the RS2 bridge if you use the installer provided SGi). The mine just outside of Riverwood has been repurposed to summon a rideable spider instead. (Like mammoth riding this is just a PoC - will still ride for about one minute, then auto dismount. Remounting will use standard riding animation which looks odd.) I've tried to make a suitable `look' for webbing of the Chain Spider If you do not like the look of the chain-spider-webbing then in Skyrims data directory replace the file Textures\SCB\SCB_fxspiderwebsmetal01 in the Skyrim data folder with the original texture to get the original spider webbing look, I think it is: Textures\ZaZ\009Webbing\fxspiderwebs01.dds Reveal hidden contents SCB_RS2B_ChainBeastRidingPOC.7z Just a side note (in case you weren't aware), if you want to have one of the mounts "capture" a player and then move them to a location, you can use the command: Game.SetPlayerAIDirven() AkMount.SetPlayerControls(false) AKMount.EnableAI() And that should allow them to move with proper packaging (Typically you have the rider have a package to move to a destination, with ride horse enabled, and the mount have a package to follow the rider). Not sure if you knew that part of it, but figured it might help depending on what you're looking to do!
phil01991 Posted July 1, 2018 Posted July 1, 2018 Going to convert to se, and make a mod spawning chain beast into world. :). MMan I love doing this stuff. In like 20 minutes I'll post chainbeast se. Just finished riding styles 2 port and all prerequisites.
phil01991 Posted July 1, 2018 Posted July 1, 2018 chainbeast se. manual download, everything works great! youll need riding animations 2 se which I posted in riding animations old forums SkyrimChainBeasts.esm SkyrimChainBeastsDB.esp SkyrimChainBeastsRS2bridge.esp SkyrimChainBeasts.7z 1
phil01991 Posted July 1, 2018 Posted July 1, 2018 my plan for a mod is to just spawn chain beast randomly throughout the world. im thinking spiders in caves and those wolf chains out in the wild. the spiders will spawn where spiders spawn in caves and the wolves where wolves spawn, idk where that will mean items get sent to. idrc though, just pretend you got robbed.
jfraser Posted July 1, 2018 Posted July 1, 2018 25 minutes ago, phil01991 said: my plan for a mod is to just spawn chain beast randomly throughout the world. im thinking spiders in caves and those wolf chains out in the wild. the spiders will spawn where spiders spawn in caves and the wolves where wolves spawn, idk where that will mean items get sent to. idrc though, just pretend you got robbed. I assume you have permission from MTB to do that?
phil01991 Posted July 1, 2018 Posted July 1, 2018 finished the mod for se. should spawn randomly in the wild. I imagine it would be easy to convert to oldrim by running it through ck wildchainbeastse.esp 1
phil01991 Posted July 1, 2018 Posted July 1, 2018 1 hour ago, jfraser said: I assume you have permission from MTB to do that? maybe? don't really know, don't really care. ill post all the thankyous anyone wants and if they have a problem ill just keep the mods and ports to myself. if I spent half as much time pretending to care about this as I do modding, I would probably have ported every old mod into se by now. I like work and I like results. sociability and friendliness are real downsides though :). That's what I love about the internets though, I can be who I really am.
MTB Posted July 1, 2018 Author Posted July 1, 2018 21 hours ago, fingerscrossed said: Just a side note (in case you weren't aware), if you want to have one of the mounts "capture" a player and then move them to a location, you can use the command: Game.SetPlayerAIDirven() AkMount.SetPlayerControls(false) AKMount.EnableAI() And that should allow them to move with proper packaging (Typically you have the rider have a package to move to a destination, with ride horse enabled, and the mount have a package to follow the rider). Not sure if you knew that part of it, but figured it might help depending on what you're looking to do! Thanks for the tips - still have to get to that part (I hope to add any rideable beasts to the same mix allowing them to carry the victim to a location, just like the `wearable' beast already do - may require some more RS2 slots if many NPC are being carried at the same time...) and this will certainly help. I'd imagined giving a move with ride if available package while mounted might do the trick but had not tried nor considered mount-follow-rider package.
MTB Posted July 1, 2018 Author Posted July 1, 2018 16 hours ago, jfraser said: I assume you have permission from MTB to do that? 14 hours ago, phil01991 said: maybe? Only if you like doing it; under the do what ever you like license. But seriously, I just share this so people can have some fun with it - so anyone please go ahead port it, build on it, translate it, use it in other mods, etc. etc. 1
phil01991 Posted July 1, 2018 Posted July 1, 2018 45 minutes ago, MTB said: Only if you like doing it; under the do what ever you like license. But seriously, I just share this so people can have some fun with it - so anyone please go ahead port it, build on it, translate it, use it in other mods, etc. etc. Thanks man, I appreciate it and sorry for my anti social behaviour. I'm not going to lie, I think this is the best mod or one of the best. If you ever need help man I'll do it. I would love to see this mod grow and expand.
fingerscrossed Posted July 1, 2018 Posted July 1, 2018 1 hour ago, MTB said: Thanks for the tips - still have to get to that part (I hope to add any rideable beasts to the same mix allowing them to carry the victim to a location, just like the `wearable' beast already do - may require some more RS2 slots if many NPC are being carried at the same time...) and this will certainly help. I'd imagined giving a move with ride if available package while mounted might do the trick but had not tried nor considered mount-follow-rider package. I can always add more slots (it'd be some minor code changes, but nothing major at this point), if you let me know how many you are thinking you'd want/need (The main reason I didn't include too many is because I wasn't sure how much it would slow down the game when tons of riders were out there). Also, thinking about it, having a package on the mount to follow the rider should be irrelevent, as the base framework already does that, so if you wanted to have the rider be taken somewhere just having the rider fill an alias to move to the location with ride horse enabled and the character mounted should work. (For the player, you still need to unpuppet the mount, as that is just part of the skyrim riding scripts). Let me know if/how many additional slots you'd need in the mod and I can make it happen once I have a chance.
MTB Posted July 1, 2018 Author Posted July 1, 2018 21 minutes ago, fingerscrossed said: I can always add more slots (it'd be some minor code changes, but nothing major at this point), if you let me know how many you are thinking you'd want/need (The main reason I didn't include too many is because I wasn't sure how much it would slow down the game when tons of riders were out there). Also, thinking about it, having a package on the mount to follow the rider should be irrelevent, as the base framework already does that, so if you wanted to have the rider be taken somewhere just having the rider fill an alias to move to the location with ride horse enabled and the character mounted should work. (For the player, you still need to unpuppet the mount, as that is just part of the skyrim riding scripts). Let me know if/how many additional slots you'd need in the mod and I can make it happen once I have a chance. I should first try to get it working, but for future reference: currently the SCB mod supports 5 furnitures (with each getting punished and one waiting) so in theory there could by up to 10 riding at the same time (reaching that seems unlikely - with current settings/locations I've seen perhaps 4 victims at the same time - if all riding that would still work with the current slots, if moving to more crowded areas with a focus on rideable types of beast may need more). Another question: Is it possible to have multiple riders (with different riding animations with suitable offsets so they do not clip into each other)? I'm thinking about for example the multi cage mammoth.
HermausMoron Posted July 1, 2018 Posted July 1, 2018 On 6/30/2018 at 6:40 AM, MTB said: Attached a Proof of Concept for cocooned riding on the back of a chain spider (hope I included all the needed files...) It updates the SCB - RS2 bridge. Install over 1.4 (must include the RS2 bridge if you use the installer provided SGi). The mine just outside of Riverwood has been repurposed to summon a rideable spider instead. (Like mammoth riding this is just a PoC - will still ride for about one minute, then auto dismount. Remounting will use standard riding animation which looks odd.) I've tried to make a suitable `look' for webbing of the Chain Spider If you do not like the look of the chain-spider-webbing then in Skyrims data directory replace the file Textures\SCB\SCB_fxspiderwebsmetal01 in the Skyrim data folder with the original texture to get the original spider webbing look, I think it is: Textures\ZaZ\009Webbing\fxspiderwebs01.dds Hide contents SCB_RS2B_ChainBeastRidingPOC.7z Can't wait to test this out.
phil01991 Posted July 2, 2018 Posted July 2, 2018 16 hours ago, MTB said: So excited for a new update.
fingerscrossed Posted July 2, 2018 Posted July 2, 2018 On 7/1/2018 at 5:06 PM, MTB said: I should first try to get it working, but for future reference: currently the SCB mod supports 5 furnitures (with each getting punished and one waiting) so in theory there could by up to 10 riding at the same time (reaching that seems unlikely - with current settings/locations I've seen perhaps 4 victims at the same time - if all riding that would still work with the current slots, if moving to more crowded areas with a focus on rideable types of beast may need more). Another question: Is it possible to have multiple riders (with different riding animations with suitable offsets so they do not clip into each other)? I'm thinking about for example the multi cage mammoth. When I have some time, I should be able to increase the number of slots to 10 relatively painlessly. Your second question is a more difficult one. At the moment, there is no way in the framework to do this. A while back, there was a mod for tandem riding that was posted both here and over on Nexus (Made by, I believe, Musje) that I looked into the backend of and talked a bit about in the related thread. I realized looking at their work how I likely would be able to implement this into riding styles, but it's going to be a fairly significant amount of work. As such, I haven't quite committed to doing this yet, but I have at least the general idea of how to get multiple riders (such as in your case, a rider in each of the mammoth's cages, or in other cases, someone riding a horse normally with someone underneath) theoretically worked out. If it's something that's really wanted, I can try and block out a time to do it sooner rather than later, but it's currently in the "maybe in the future" category.
Guest AthenaESIV Posted July 3, 2018 Posted July 3, 2018 This mod has a ton of potential and works pretty good now in its early form. I'll wait to put it into a playthrough load order but i hope to see it continue to progress, great work! I feel like one thing LL mods really need to really expand a ton of mods is a Simple Slavery addon mod that creates Simple Slavery camps throughout Skyrim that can be called by other mods like yours... Basically a mod like this would be able to force walk a captive to the camp to be loaded onto a wagon to Riften to start into Simple Slavery (I'll post on the simple slavery topic in a bit about this, maybe someone will be interested). Hopefully we see something like that someday and it would be an excellent destination for your mod's chain captives. Hope updates go smooth for you!
phil01991 Posted July 3, 2018 Posted July 3, 2018 1 hour ago, AthenaESIV said: This mod has a ton of potential and works pretty good now in its early form. I'll wait to put it into a playthrough load order but i hope to see it continue to progress, great work! I feel like one thing LL mods really need to really expand a ton of mods is a Simple Slavery addon mod that creates Simple Slavery camps throughout Skyrim that can be called by other mods like yours... Basically a mod like this would be able to force walk a captive to the camp to be loaded onto a wagon to Riften to start into Simple Slavery (I'll post on the simple slavery topic in a bit about this, maybe someone will be interested). Hopefully we see something like that someday and it would be an excellent destination for your mod's chain captives. Hope updates go smooth for you! So far the mod doesn't conflict with any other mods. There is also a button to fast travel to simple slavery
Durante Posted July 5, 2018 Posted July 5, 2018 Mod works splendidly. And while I enjoy bunch of NPC's running around getting chained, it gives me a few questions. How will the NPC's retrieve their items afteward in a mine field of lock boxes? ? A few suggestions: If the NPC's can't retrieve items there should be an option to make chain beasts lock out player-only items, or non-unique NPC's The chain beast armor needs bodyslide After a few of the chain beasts items get equipped new chain beasts become unaggressive until all of them are fully unequipped, effectively allowing you to kill chain beasts without resistance
MTB Posted July 6, 2018 Author Posted July 6, 2018 On 7/5/2018 at 12:01 PM, Durante said: Mod works splendidly. And while I enjoy bunch of NPC's running around getting chained, it gives me a few questions. How will the NPC's retrieve their items afteward in a mine field of lock boxes? ? A few suggestions: If the NPC's can't retrieve items there should be an option to make chain beasts lock out player-only items, or non-unique NPC's The chain beast armor needs bodyslide After a few of the chain beasts items get equipped new chain beasts become unaggressive until all of them are fully unequipped, effectively allowing you to kill chain beasts without resistance Capturable NPCs will recover their gear after you release them (all the gear in the same area - gear keeps it ownership - this allows the NPC to find it again - it also means taking it is considered stealing)- I've not really tested whether it also works with non-unique NPCs. Gear taken from non-capturable victims is freely lootable; you can give it back to them (not through this mod-needs some other gift mechanism) if you like. I don't know how to make a bodyslide armor. (Maybe I'll try to learn at some point but it is not high on my list. I can share the blender files or whatever is needed if someone else wants to try.) > unaggressive until ... This should happen only after punishment. I'll consider adding a mechanism which makes them aggressive again to those that hit them.
MTB Posted July 6, 2018 Author Posted July 6, 2018 On 7/3/2018 at 10:20 PM, AthenaESIV said: loaded onto a wagon to Riften to start into Simple Slavery (I'll post on the simple slavery topic in a bit about this, maybe someone will be interested). Hopefully we see something like that someday and it would be an excellent destination for your mod's chain captives. The SCB_carriage.nif (a caged version of the cart, I think it is already included in meshes/SCB/) could be used with this. I've tested it with touring carriages (or as replacer for the opening scene ride) which works but entering and exiting will clip (the door does not open - I've also made a version with an open backend and a statically placed cage door that can be opened/closed but that clearly only works if the cart is in a fixed location. Not sure whether an opening door can be added to a cart.)
JuliusXX Posted July 6, 2018 Posted July 6, 2018 A question. Is the wildchainbeast.esp at the end of the original post meant for Skyrim LE or SE?
MTB Posted July 6, 2018 Author Posted July 6, 2018 20 minutes ago, JuliusXX said: A question. Is the wildchainbeast.esp at the end of the original post meant for Skyrim LE or SE? For LE; the SE version is in the post above by phil01991.
orgs1n Posted July 7, 2018 Posted July 7, 2018 On 7/3/2018 at 10:20 PM, AthenaESIV said: I feel like one thing LL mods really need to really expand a ton of mods is a Simple Slavery addon mod that creates Simple Slavery camps throughout Skyrim that can be called by other mods like yours... Basically a mod like this would be able to force walk a captive to the camp to be loaded onto a wagon to Riften to start into Simple Slavery (I'll post on the simple slavery topic in a bit about this, maybe someone will be interested). Hopefully we see something like that someday and it would be an excellent destination for your mod's chain captives. Great idea! Adding many slaver camps means a lot of work though, so you might want to suggest something easier, such as linking into vanilla bandit camps, More Bandit Camps, or the most nearby slaver from Slave Girls. Slavers and chain beasts seem made for each other!
Durante Posted July 7, 2018 Posted July 7, 2018 14 hours ago, MTB said: Capturable NPCs will recover their gear after you release them (all the gear in the same area - gear keeps it ownership - this allows the NPC to find it again - it also means taking it is considered stealing)- I've not really tested whether it also works with non-unique NPCs. Gear taken from non-capturable victims is freely lootable; you can give it back to them (not through this mod-needs some other gift mechanism) if you like. I don't know how to make a bodyslide armor. (Maybe I'll try to learn at some point but it is not high on my list. I can share the blender files or whatever is needed if someone else wants to try.) > unaggressive until ... This should happen only after punishment. I'll consider adding a mechanism which makes them aggressive again to those that hit them. Thanks! Bodysliding a mesh in outfit studio isn't that hard, really depending on the outfit, I suppose I'll try making a crude conversion for CBBE see how it goes. Well after one chainbeast item is equipped they don't touch you if another NPC intervenes Also a fun alternative spell for summoning these chain beasties could be like a destruction trap? That activates them without having to do manually
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