MTB Posted December 28, 2022 Author Posted December 28, 2022 On 12/23/2022 at 11:47 PM, Quoozey said: Just tried it, wow. ? More coming to the next version. (Spoiler contains preview image - don't openif you prefer to be surprised ) Spoiler 3
kohlteth Posted December 28, 2022 Posted December 28, 2022 1 hour ago, MTB said: More coming to the next version. (Spoiler contains preview image - don't openif you prefer to be surprised ) Hide contents Ha Ha I saw that Image and could not help but think of Dark Souls where you have to be wary opening chests
Quoozey Posted December 31, 2022 Posted December 31, 2022 On 12/28/2022 at 2:21 PM, MTB said: More coming to the next version. (Spoiler contains preview image - don't openif you prefer to be surprised ) Reveal hidden contents Nice, looking forward to seeing where this goes!
petterparker09 Posted January 1, 2023 Posted January 1, 2023 What should I do with this file? SkyrimChainBeasts_SWAP.ini
MTB Posted January 1, 2023 Author Posted January 1, 2023 56 minutes ago, petterparker09 said: What should I do with this file? SkyrimChainBeasts_SWAP.ini Probably nothing It's an example configuration file (or at least my guess at what that could look like) for those that want to experiment with mimics and the base object swapper mod https://www.nexusmods.com/skyrimspecialedition/mods/60805 1
MagicKappa Posted January 2, 2023 Posted January 2, 2023 I went looking for the mimics but haven't found any yet could anyone give some hints on where some can be found other than the one in front of the klymer manor?
MTB Posted January 3, 2023 Author Posted January 3, 2023 (edited) On 1/2/2023 at 11:29 AM, MagicKappa said: I went looking for the mimics but haven't found any yet could anyone give some hints on where some can be found other than the one in front of the klymer manor? In v062 there's only 28 of them in the whole of Skyrim, so you're not likely to run in to them very soon. Already added some more in the working version. (There is the `alpha level' Mimic Mania plugin as well now.) Two other places: Spoiler One's in Riverwood. Check out the area leading up to White River Watch.. Looks like those bandit's managed to gather lots of loot... Edited January 3, 2023 by MTB
MTB Posted January 5, 2023 Author Posted January 5, 2023 Mimic Mania ! Those beasts are everywhere. No chest is safe to touch anymore. Spoiler Well human ones. Others are still safe. Spoiler For Now... Darn...soon we'll be reduced to picking through barrels for some loot. I'm smelling the fish just thinking about it but at least they can't take that away from us. Right... RIGHT ?? Spoiler Uhhm...well this is going to be a bit awkward... Soon there may be something fishy about some barrels in more ways than one. 2
Randomphoenix1 Posted January 6, 2023 Posted January 6, 2023 Gotta say, this is a really unique mod, enjoy the premise. My only issues are that trying to fast travel back to skyrim from raven rock seems to put me in an either infinite or way longer than im willing to wait loading screen due to the mass of mines by the wall (probably not helping the crashing at the attius farm either, but that's beside the point). The biggest issue is that the mod just Does Not seem to like Windhelm as I'm getting very frequent crashes in Eastmarch, and a bit of testing seems to point to this one being the culprit. Cresting the hill to Anga's Mill from WH crashed several times while I was checking out the MP, witchmist grove bizarrely had a giantess spawn, kill the witch, and despawn when i looked away, and crashed when I tried to go past the hut, and being in the general vicinity of Windhelm crashed too at one point. I just managed to get the animations to work, too. Overall, very good, can't wait to see more, but you might want to look at eastmarch. I don't think they're getting along.
MTB Posted January 7, 2023 Author Posted January 7, 2023 On 1/6/2023 at 4:38 AM, Randomphoenix1 said: Gotta say, this is a really unique mod, enjoy the premise. My only issues are that trying to fast travel back to skyrim from raven rock seems to put me in an either infinite or way longer than im willing to wait loading screen due to the mass of mines by the wall (probably not helping the crashing at the attius farm either, but that's beside the point). The biggest issue is that the mod just Does Not seem to like Windhelm as I'm getting very frequent crashes in Eastmarch, and a bit of testing seems to point to this one being the culprit. Cresting the hill to Anga's Mill from WH crashed several times while I was checking out the MP, witchmist grove bizarrely had a giantess spawn, kill the witch, and despawn when i looked away, and crashed when I tried to go past the hut, and being in the general vicinity of Windhelm crashed too at one point. I just managed to get the animations to work, too. Overall, very good, can't wait to see more, but you might want to look at eastmarch. I don't think they're getting along. Glad you like the mod and sorry you're having some issues. The mod is complex so there will be plenty of bugs, but you're mentioning some things that are not (specifically) related to this mod. (Could be a combination of `taxing' mods is too much for the engine to handle, and I've not extensively tested explicitly in Eastmarch... .) >witchmist grove bizarrely had a giantess spawn, kill the witch, and despawn when i looked away, ... It's impossible for this mod to spawn giantesses. (Basically only things it might summon are beats and escorts.) (It will add factions to anyone in the vicinity of beasts to enable aggression management but that not mean it has anything to do with those actors...) >due to the mass of mines by the wall The mines are simple activators. They do nothing unless they are activated; should not put any more strain on the engine than any other random object with comparable size mesh such as say a large chest. You can simple delete them from SCB_DB.esp in XEDIT but I doubt that will make a significant difference. Also you say your traveling away from solstheim; I'd expect the problem to be on the location that the engine is attempting to load more than the one your leaving. (eg the windhelm docs are notoriously heavy on the engine.)
natybs Posted January 14, 2023 Posted January 14, 2023 hi does anyone know how to do the wedding crash quest? i cant kill the pheromone chain beasts or leave the temple so i have no idea and the quest don’t give a new objective after i read the scroll
MTB Posted January 14, 2023 Author Posted January 14, 2023 16 hours ago, natybs said: hi does anyone know how to do the wedding crash quest? i cant kill the pheromone chain beasts or leave the temple so i have no idea and the quest don’t give a new objective after i read the scroll Is there no end to this? Help, for the love of Mara! Spoiler Indeed there's no fighting them. Let it happen (and happen...) . Spoiler An event needs to happen a number of times. There will be a quest update after that. If you've set only the player to be a target or set the post-punishment immunity time high then it might take a long time ; you can lower the nr of events that need to happen in the MCM.
laurient Posted January 15, 2023 Posted January 15, 2023 Hi, I have a suggestion, When captured by the mimics, it's possible to put the inventory of the captured in the mimics instead of a chest apart ? Why would a mimics leave items somewhere when he can have them. Like a dungeon mimic capture you, transport you to the dungeon entrance, keep your stuff, spit you out and go back to his place. 1
MTB Posted January 20, 2023 Author Posted January 20, 2023 On 1/15/2023 at 1:51 PM, laurient said: Hi, I have a suggestion, When captured by the mimics, it's possible to put the inventory of the captured in the mimics instead of a chest apart ? Why would a mimics leave items somewhere when he can have them. Like a dungeon mimic capture you, transport you to the dungeon entrance, keep your stuff, spit you out and go back to his place. I like the idea but it's a lot trickier than it may seem. For one a single beast might strip multiple actors; can't just throw those all together; would create chaos. Also the containers might re-spawn creating risk of losing gear. Just replacing the container by a non-respawning one might create issues if some quest uses that chest. Now I just move them about or disable/enable them. (Which, though I haven't found any yet, might already create issues hence the alpha status,) Would also require quite a few changes on the technical side of things. Might try to add it at some point if I can think of a safe way to implement it.
cerebus300 Posted January 20, 2023 Posted January 20, 2023 I just tried to install the update on SE using Vortex and it gave me this error: Invalid XML: The element 'dependencyType' has incomplete content. List of possible elements expected: 'patterns'. (Line 153, Pos 11) Not sure if it is a big deal. I can't play right now anyway to test it, so I aborted the install.
Tremor Posted January 21, 2023 Posted January 21, 2023 2 hours ago, cerebus300 said: I just tried to install the update on SE using Vortex and it gave me this error: Invalid XML: The element 'dependencyType' has incomplete content. List of possible elements expected: 'patterns'. (Line 153, Pos 11) Not sure if it is a big deal. I can't play right now anyway to test it, so I aborted the install. I've had the same issue on the SE fomod installer for v063.
sinph Posted January 21, 2023 Posted January 21, 2023 Mimics were funny, rest of the scaling seems a bit questionable, specially the one outside laura's and some of the spawns just spawning like 8 of them against you, not sure how you're even suppose to attempt to fight that. Also not sure if a mod conflict but followers and ai in general seem to have a poor time fighting them.
kohlteth Posted January 21, 2023 Posted January 21, 2023 2 hours ago, sinph said: Mimics were funny, rest of the scaling seems a bit questionable, specially the one outside laura's and some of the spawns just spawning like 8 of them against you, not sure how you're even suppose to attempt to fight that. Also not sure if a mod conflict but followers and ai in general seem to have a poor time fighting them. Lol equip your followers with "The Gifts of Akatosh" and then not a problem.
kohlteth Posted January 21, 2023 Posted January 21, 2023 (edited) 3 hours ago, Tremor said: I've had the same issue on the SE fomod installer for v063. 6 hours ago, cerebus300 said: just tried to install the update on SE using Vortex and it gave me this error: Invalid XML: The element 'dependencyType' has incomplete content. List of possible elements expected: 'patterns'. (Line 153, Pos 11) Not sure if it is a big deal. I can't play right now anyway to test it, so I aborted the install. Same issue here, Vortex refuses to install latest update on SE. Edited January 21, 2023 by kohlteth
MTB Posted January 21, 2023 Author Posted January 21, 2023 12 hours ago, cerebus300 said: I just tried to install the update on SE using Vortex and it gave me this error: Invalid XML: The element 'dependencyType' has incomplete content. List of possible elements expected: 'patterns'. (Line 153, Pos 11) Not sure if it is a big deal. I can't play right now anyway to test it, so I aborted the install. Was working on MO2, seems that's more forgiving; adjusted that element and re-uploaded. Hopefully it also works with vortex now.
MTB Posted January 21, 2023 Author Posted January 21, 2023 9 hours ago, sinph said: Mimics were funny, rest of the scaling seems a bit questionable, specially the one outside laura's and some of the spawns just spawning like 8 of them against you, not sure how you're even suppose to attempt to fight that. Also not sure if a mod conflict but followers and ai in general seem to have a poor time fighting them. > spawning like 8 Thinking your talking about the mines/traps rather than the mimic for that part; I tend to test on new games so default scaling for higher level chars is indeed likely to require tweaking, but there's options for that. There are MCM settings for controlling the scaling of how many beasts are summoned. There is a minimum number that gets summoned even at level 1 - But I don't think I've put that at higher than 3 in any place. Some mines/traps may summon extra beasts depending on player level. If that leads to there being too many, lower the maximum (or growth multiplier) under mcm>gameplay, > outside laura's The Mobile Prison Beasts are by default pretty badass. Wasn't possible to make an MCM setting for that so I made the Weaker Mobile Prisons (WMP) plugins. Drop in one of those if you think you should have a chance against these guys. At the lowest level they're just as `weak' as a mammoth. >followers and ai Guess you could give chain breaker to your follower, that might help. Also switching stamina limit to percentage (MCM>Gameplay) rather than fixed limit might be fairer to NPCs that have a lower stamina than you do. (I have the limit set to percentage and low in my saved MCM settings).
tickticktickbooom Posted January 21, 2023 Posted January 21, 2023 (edited) 3 hours ago, MTB said: Was working on MO2, seems that's more forgiving; adjusted that element and re-uploaded. Hopefully it also works with vortex now. I just tried it on vortex and the install failed, even after hitting 'ignore' Invalid XML: The element 'dependencyType' has incomplete content. List of possible elements expected: 'patterns'. (Line 153, Pos 11) Edit: Never mind, I re-downloaded it and it installed correctly this time. Might have taken LL some time to update the server or something. Edited January 21, 2023 by tickticktickbooom
sinph Posted January 21, 2023 Posted January 21, 2023 6 hours ago, MTB said: > spawning like 8 Thinking your talking about the mines/traps rather than the mimic for that part; I tend to test on new games so default scaling for higher level chars is indeed likely to require tweaking, but there's options for that. There are MCM settings for controlling the scaling of how many beasts are summoned. There is a minimum number that gets summoned even at level 1 - But I don't think I've put that at higher than 3 in any place. Some mines/traps may summon extra beasts depending on player level. If that leads to there being too many, lower the maximum (or growth multiplier) under mcm>gameplay, > outside laura's The Mobile Prison Beasts are by default pretty badass. Wasn't possible to make an MCM setting for that so I made the Weaker Mobile Prisons (WMP) plugins. Drop in one of those if you think you should have a chance against these guys. At the lowest level they're just as `weak' as a mammoth. >followers and ai Guess you could give chain breaker to your follower, that might help. Also switching stamina limit to percentage (MCM>Gameplay) rather than fixed limit might be fairer to NPCs that have a lower stamina than you do. (I have the limit set to percentage and low in my saved MCM settings). Thanks for the reply. Did mean non mimics, mimic difficulty's fine for the most part. Did a alternate start, started in solitude, think the first one you encounter autospawns to kick off the quest? Anyways the one outside blue palace was like 6-8, normally just walk around that spawner now, though think one of the ones I activated in riverwood was like 6+. Yea mobile prisons are pretty op'd, couldn't do much against it at lvl ~10, least they didn't auto spawn so that one's bit whatever. AI issue was mainly with them not figthing it even guards, 1/2 the time they'd be standing around, but also seeing this behaviour sometimes on non chain beasts so could be a mod issue. But yea, it's definitely an interesting mod, slight note the strip mechanic takes forever if you have a large inventory (like thousands of carry weight capacity). It's definitely been interesting, one chest was like has this chest always been here, and sure enough mimic. Had a couple natural spawns as a 1 encounter, great for limited fights, it's just the mass fights where I'm like what am I suppose to do though you can sometimes just run away.
MTB Posted January 21, 2023 Author Posted January 21, 2023 2 hours ago, sinph said: AI issue was mainly with them not figthing it even guards, 1/2 the time they'd be standing around, but also seeing this behaviour sometimes on non chain beasts so could be a mod issue. Non-targeted NPCs do not see the beasts as enemies. They might fight them to help their allies/friends, but as long as the beasts leave those alone, they will ignore the beasts. Nazeem: "Nifty things taking care of the riffraff. Serves them right, keep that criminals scum away from the clouds district." Belethor: "None of my business anyways. ... maybe I should stock up on slaver gear..." Bretny: "Bloody sexist beasts!" Note you can set males to be targets (as well) in the MCM.
Thornagar Posted January 23, 2023 Posted January 23, 2023 How does one destroy the mines? I got the spell but it seems to just spawn the mobs.
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