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Skyrim Chain Beasts


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Posted
9 hours ago, xyzxyz said:

How is this mod connected to the S.L.U.T.S carriage mod?

 

There is an SCB plugin that makes beasts ignore you while you are on an SLUTS job.

No other connection (except indirectly; SCB can send you to SS which can send you to SLUTS).

 

Posted
On 4/15/2023 at 9:26 PM, xyzxyz said:

Marker disappeared after looting the boss chests but nothing unusal inside them. The 2 locations were listed in the quest entry but not anymore.20230415225814_1.thumb.jpg.74c15baf82c3c72be04787af477f0f57.jpg

 

This looks normal and what you describe is how it should go; as you visit the marked locations, if it's not there the marker for that location will disappear.  There's a third location somewhere, you'll just need to find it.

You can get the numeric ID of the location in the console from alias locA with sqv as indicated. That at least will tell you which file/mod (first 2 numbers give index in your load-order) defines the location.  If you get to the right map, the marker should show.

 

Posted
1 hour ago, MTB said:

 

This looks normal and what you describe is how it should go; as you visit the marked locations, if it's not there the marker for that location will disappear.  There's a third location somewhere, you'll just need to find it.

You can get the numeric ID of the location in the console from alias locA with sqv as indicated. That at least will tell you which file/mod (first 2 numbers give index in your load-order) defines the location.  If you get to the right map, the marker should show.

 

Vanilla skyrim only has well skyrim and solstheim. No markers on both of them. Can it spawn at modded locations like cyrodiil or somewhere else?

Posted

Installed 065 and the 066 update. So far, so good. Got marched and chained up in the Anneke Cragjumper mining camp first time out with Sexlab Pheromones kicking in a couple times enroute.  Need to untick Females and select Player Only so the beasts don't aggro guards by attacking female npcs in camp

Posted
20 hours ago, xyzxyz said:

Vanilla skyrim only has well skyrim and solstheim. No markers on both of them. Can it spawn at modded locations like cyrodiil or somewhere else?

 

Yes; it's a radiant quest. Any location that matches the criteria can be chosen, no matter which file/mod defines it.

 

Posted (edited)

 

(Random post)

A quick Elevenlabs and XVASynth comparison. With the former arriving on the scene and v3 of the latter bound to appear thought I'd give the current status a quick look (or I guess `listen' would be more accurate). Decided to share, for no particular reason really.

 

Beauty and the Chain Beast Quest introductory text spoken by

ElevenLabs' Bella

 

and

XVASynth's Female Sultry

 

Not sure how EL would sound if you try to clone a Skyrim voice though.

 

Also different EL sample voices saying the same line ("not my doing...")

 

Edited by MTB
Posted (edited)

I don't know if it's been reported, but if a victim already ensnared in a chainbeast and crawling along, and is defeated by a NPC/creature,  the chainbeast "frame" comes off as a result of stripping and is no longer locked onto the victim (can take the "chainbeast" chains on/off easily - it shows in inventory as a "jacket" item

However the victim still moves like she's still caged in the chainbeast and can proceed normally as if still captured in the chainbeast afterwards. 

V0.6.6QF1

Edited by Celedhring
Posted

I have a strange bug. when chainbeast strips my stuff, some of my equipped items disappear.

Tries with the self capture spell with the same mod list:

- On a fresh new character lvl 1, all my stuff is in the chest.

- On a character lvl 9, my boots disappeared and are not in the chest,

- On a character lvl 17, boots, armor, gauntlets, head are gone and not in the chest.

- On the same character lvl 17 and purging everything from the chainbeast plugins (esm, integration, DB, mm, PAH) using the purge option from the ReSaver program), all my stuff is again in the chest (and lost all progress in the chainbeast quests and achivements, by the way).

 

So the bug come from the chainbeasts itself or the purge would not have "solved" the problem.

 

I know there is a bug somewhere, but i don't know what trigger that more equipped item disappear when stripped. (and they are nowhere to be found)

Posted
On 4/30/2023 at 5:12 AM, Celedhring said:

I don't know if it's been reported, but if a victim already ensnared in a chainbeast and crawling along, and is defeated by a NPC/creature,  the chainbeast "frame" comes off as a result of stripping and is no longer locked onto the victim (can take the "chainbeast" chains on/off easily - it shows in inventory as a "jacket" item

However the victim still moves like she's still caged in the chainbeast and can proceed normally as if still captured in the chainbeast afterwards. 

V0.6.6QF1

 

Can you clarify;

-  who is still attacking the victim after capture? (They should be leaving the victim alone, if not immediately they should at least realize that after one hit).

- stripping; do you mean by a beast or eg some other defeat mod?  (Beasts should never strip any ZAZ/DD restraints, and the crawler ("frame") is marked as a ZAZ restraint. It's also marked as SexlabNoStrip so other mods should not strip it either, assuming they respect this flag.)

>can take the "chainbeast" chains on/off easily - it shows in inventory as a "jacket" item

Yes the `lock on' setting is lost if it is unequipped by some script. (*) 

>However the victim still moves like she's still caged in the chainbeast and can proceed normally as if still captured in the chainbeast afterwards. 

Ok, so its a visual artifact only and a work around is just equip the crawler again.  (Not having the crawler equipped should not create an problems other that the visual oddity.)

Does this happen with the player only or also with NPCs?

 

(*) The locking on mechanism tries to keep the crawler/restraints locked on while remaining as lightweight/vanilla as possible to minimize possible conflicts. For example I purposely did not add a `force it back on when unequipped' mechanism as that might end up fighting another mod trying to force equipping of something else.  This way such a mod would only lead to cosmetic issues, like the one you mention.

 

 

On 5/2/2023 at 11:26 PM, laurient said:

I have a strange bug. when chainbeast strips my stuff, some of my equipped items disappear.

Tries with the self capture spell with the same mod list:

- On a fresh new character lvl 1, all my stuff is in the chest.

- On a character lvl 9, my boots disappeared and are not in the chest,

- On a character lvl 17, boots, armor, gauntlets, head are gone and not in the chest.

- On the same character lvl 17 and purging everything from the chainbeast plugins (esm, integration, DB, mm, PAH) using the purge option from the ReSaver program), all my stuff is again in the chest (and lost all progress in the chainbeast quests and achivements, by the way).

 

So the bug come from the chainbeasts itself or the purge would not have "solved" the problem.

 

I know there is a bug somewhere, but i don't know what trigger that more equipped item disappear when stripped. (and they are nowhere to be found)

 

Can you clarify:

I assume this is on the latest version v0.6.6QF1 ?

 

Have you tried / can you try  using the `return player gear' option from the debug menu on one of the affected characters; does that return the missing items?

 

>purging everything from the chainbeast plugins (esm, integration, DB, mm, PAH) using the purge option from the ReSaver program), all my stuff is again in the chest
I assume you mean that if you first clean and then test the capture it works ok?

(Not that running purge somehow returned your missing items; could not imagine how that could be possible.) 

 

> on...

Do the characters have the same size inventories? 

Did any of them have older versions of SCB installed at some point (for the characters with lost items)?

(If the later is the case perhaps there's an old version of a script still lingering in the save that is creating problems; would explain why a purge would fix it.)

 

>lost all progress in the chainbeast quests and achivements, by the way

You can use the skip menu/conversation with Herman to get close to where you were in the quests...will not return all achievements; I considered adding an option to save/load/skip those as well, but as it may interfere with progress for some quests it requires very careful planning - not done so far.

 

 

Posted
53 minutes ago, kohlteth said:

@MTB  Voicesupdate :- File not found

 

Some more tries, now it seems to be up (as ..-try2).

 

Posted

Just had an idle thought I wanted to throw out there - have you considered a tie-in to Milk Mod Economy? Those bound milking machines seem like an easy and natural way to establish consequences for being caught.

Posted

Hello. This mod is Vokrii Minimalistic perk incompatible. Make please compatibility patch for vokrii. I stuck on mission Ebony mine, have a pek apprintice conjurer. Vokrii doesnt have this perk(((

Posted (edited)
On 5/7/2023 at 10:09 PM, il-kuliko said:

Hello. This mod is Vokrii Minimalistic perk incompatible. Make please compatibility patch for vokrii. I stuck on mission Ebony mine, have a pek apprintice conjurer. Vokrii doesnt have this perk(((

 

I'm not going to make three (skyrim, se, se-esl) patch version for each perk overhaul out there.  However, I will tell you how to make one for yourself using xedit as its just a matter of changing the value of 3 properties (actually only 2 for Vokrii as the conjuration mastery keeps the same code as conjurationnovice00) on a quest script in SkyrimChainBeastIntegration.esp:
Perk property ConjurationNovice00 auto
Perk property ConjurationApprentice25 auto
Perk property ConjurationAdept50 auto
on quest SCB_INT_EbonyQuest script SCB_INT_QF_EbonyQuest_0500C01E.

Load files:
 Open xedit, right click deselect all, select skyrimchainbeastintegration.esp and Vokrii.eps (or whatever the esm/esp of your perk overhaul is called), click ok.
Create plugin:
 Expand skyrimchainbeasts integration, then quests and find scb_int_ebonyquest and right click on it. Choose copy as override into, choose <new_file>.esp (first one, or option with ESL i.e. third one if you want it to be an ESL). OK.
 Enter name for your patch eg SCB_VokriiPatch and press OK.
Update the properties:
 Right click on the newly created esp and choose add masters... and choose the perk overhaul (vokrii).
 Expand the new esp and go to its only entry; the quest SCB_INT_EbonyQuest.
 In the right window find the property to change; each of the three above. (right click and unselect `hide non conflict rows' if you don't see anything.)
 Change the value entry for each of these by double clicking the value in the column for the patch and  choosing the new value in the drop down menu (eg VKR_Con_000_ConjurationMastery_Perk_WasConjuration1 "Conjuration Mastery" [PERK:000F2CA7]) and pressing enter.
Optionally - Update the descriptions.
  Go down to objectives; change the `Become an ... conjurer and get friends capture' text by one that's more appropriate for the replacing perk eg `Obtain the can XEdit perk and rejoice'.
    Right click, edit, enter new text, ok.
Save your plugin or just close Xedit (which brings up the save plugins dialog).
Done; Enable the new plugin and enjoy.  (Needs use a fresh save, i.e. new game or clean save for it to work...)

 

Attached a version of the patch I created to double check these instructions. It's an ESL version for SSE. In it i've kept novice00 as is (vokrii renames it to conjuration mastery but keeps the same code; no change needed), and updated apprentice25 to  altromancy, and adept50 to rift summoner(first level).

 

SCB_VokriiPatch.esp

Edited by MTB
Posted
On 5/7/2023 at 2:15 AM, Ralof of Riverwood said:

Just had an idle thought I wanted to throw out there - have you considered a tie-in to Milk Mod Economy? Those bound milking machines seem like an easy and natural way to establish consequences for being caught.

 

Are they standard (special) furniture or DD contraptions?  The former should be be possible to patch in,  the later I don't know how to script for (and my setup is not configured for that either).

 

 

Posted
4 hours ago, MTB said:

 

Are they standard (special) furniture or DD contraptions?  The former should be be possible to patch in,  the later I don't know how to script for (and my setup is not configured for that either).

 

 

MME milking machines are based on ZAZ milking machines, though the files are included to allow MME to operate without a ZAZ dependency. Definitely no connection to DD.

 

I suspect the biggest issue with adding them as an option is the lack of gender neutrality, which would complicate things for those who want male targets as well. Without any modding experience of my own, I don't know how feasible it is to work around this. But it would be very interesting if you did, as simply being locked in for a minute is enough to start changing a character.

Posted
19 hours ago, Ralof of Riverwood said:

MME milking machines are based on ZAZ milking machines, though the files are included to allow MME to operate without a ZAZ dependency. Definitely no connection to DD.

 

I suspect the biggest issue with adding them as an option is the lack of gender neutrality, which would complicate things for those who want male targets as well. Without any modding experience of my own, I don't know how feasible it is to work around this. But it would be very interesting if you did, as simply being locked in for a minute is enough to start changing a character.

 

without a ZAZ dependency - then maybe they don't have the `zbffurniture' keyword or it would already work. (Did a quick test in the zaz8 testzone and the `dwemer-milk machines' can be selected as punishment devices, just like any other ZAZ furniture.  There's no `active bits', but also not when entering manually, so no idea how that's supposed to work.)

Making a patch that adds the keyword to them would allow them to be selected.  (Can be done with Xedit to the one above; load both MME and ZAZ, copy the MME furniture into patch mod (after first select the patch instead of new esp) in patch: add ZAZ as master,  for each furniture go to keywords, add,  `zbfFurniture' . Save. 

If they have `onactivate' scripts attached to the furniture that may interfere with the scripted entry and alignment; would need testing.

 

Posted
5 hours ago, MTB said:

 

without a ZAZ dependency - then maybe they don't have the `zbffurniture' keyword or it would already work. (Did a quick test in the zaz8 testzone and the `dwemer-milk machines' can be selected as punishment devices, just like any other ZAZ furniture.  There's no `active bits', but also not when entering manually, so no idea how that's supposed to work.)

Making a patch that adds the keyword to them would allow them to be selected.  (Can be done with Xedit to the one above; load both MME and ZAZ, copy the MME furniture into patch mod (after first select the patch instead of new esp) in patch: add ZAZ as master,  for each furniture go to keywords, add,  `zbfFurniture' . Save. 

If they have `onactivate' scripts attached to the furniture that may interfere with the scripted entry and alignment; would need testing.

 

My modding experience is limited to dragging and dropping 7z files into Vortex, with just enough experience in zEdit to look up the occasional incompatibility. This conversation is already hurting my head.

 

I can see that MME uses in-house keywords (MME_zbfFurnitureMilkoMaticF for free machines, MME_zbfFurnitureMilkoMaticB for bound machines, MME_zbfFurniture on both) rather than the plain zbfFurniture, but I don't know how to create patches or add new lines to what's already there.

 

Spoiler

Capture.thumb.JPG.07a91b6ce14616cb87e14b890323c511.JPG

 

Posted
On 5/8/2023 at 7:28 PM, MTB said:

 

I'm not going to make three (skyrim, se, se-esl) patch version for each perk overhaul out there.  However, I will tell you how to make one for yourself using xedit as its just a matter of changing the value of 3 properties (actually only 2 for Vokrii as the conjuration mastery keeps the same code as conjurationnovice00) on a quest script in SkyrimChainBeastIntegration.esp:
Perk property ConjurationNovice00 auto
Perk property ConjurationApprentice25 auto
Perk property ConjurationAdept50 auto
on quest SCB_INT_EbonyQuest script SCB_INT_QF_EbonyQuest_0500C01E.

Load files:
 Open xedit, right click deselect all, select skyrimchainbeastintegration.esp and Vokrii.eps (or whatever the esm/esp of your perk overhaul is called), click ok.
Create plugin:
 Expand skyrimchainbeasts integration, then quests and find scb_int_ebonyquest and right click on it. Choose copy as override into, choose <new_file>.esp (first one, or option with ESL i.e. third one if you want it to be an ESL). OK.
 Enter name for your patch eg SCB_VokriiPatch and press OK.
Update the properties:
 Right click on the newly created esp and choose add masters... and choose the perk overhaul (vokrii).
 Expand the new esp and go to its only entry; the quest SCB_INT_EbonyQuest.
 In the right window find the property to change; each of the three above. (right click and unselect `hide non conflict rows' if you don't see anything.)
 Change the value entry for each of these by double clicking the value in the column for the patch and  choosing the new value in the drop down menu (eg VKR_Con_000_ConjurationMastery_Perk_WasConjuration1 "Conjuration Mastery" [PERK:000F2CA7]) and pressing enter.
Optionally - Update the descriptions.
  Go down to objectives; change the `Become an ... conjurer and get friends capture' text by one that's more appropriate for the replacing perk eg `Obtain the can XEdit perk and rejoice'.
    Right click, edit, enter new text, ok.
Save your plugin or just close Xedit (which brings up the save plugins dialog).
Done; Enable the new plugin and enjoy.  (Needs use a fresh save, i.e. new game or clean save for it to work...)

 

Attached a version of the patch I created to double check these instructions. It's an ESL version for SSE. In it i've kept novice00 as is (vokrii renames it to conjuration mastery but keeps the same code; no change needed), and updated apprentice25 to  altromancy, and adept50 to rift summoner(first level).

 

SCB_VokriiPatch.esp 6.47 kB · 2 downloads

 

Or we do things the easy way.  Attached an updated script that should patch for Vokrii on load. (It checks whether Vokrii - Minimalistic Perks of Skyrim.esp is present and if so updates the required perks). Should work on any version and on existing saves as well.  Does not, however, update the description of the objectives; you'll need to remember yourself that `novice conjurer' is replaced by `conjuration mastery' (first level), `apprentice conjurer' by altromacy and `adept conjurer' by Rift Summoner1.  (Can be combined with the plugin if you want both `works on existing game' and `updated descriptions'.)

 

SCB_INT_CoreScript.pex

Posted (edited)
On 5/10/2023 at 2:07 AM, Ralof of Riverwood said:

My modding experience is limited to dragging and dropping 7z files into Vortex, with just enough experience in zEdit to look up the occasional incompatibility. This conversation is already hurting my head.

 

I can see that MME uses in-house keywords (MME_zbfFurnitureMilkoMaticF for free machines, MME_zbfFurnitureMilkoMaticB for bound machines, MME_zbfFurniture on both) rather than the plain zbfFurniture, but I don't know how to create patches or add new lines to what's already there.

 

  Reveal hidden contents

Capture.thumb.JPG.07a91b6ce14616cb87e14b890323c511.JPG

 

 

Do both types makes sense as destinations or only the `bound machines' ?

 

The attached patch (for LE)  should allow furniture with the MME_zbfFurniture to be selected as well as zbfFurniture. What I don't know is how the SCB and MME onactivate scripts are going to react to each other.  (Both will try to run some stuff on the victim when entering the device.)

 

 

SkyrimChainBeastsMMEPatch-LE.7z

Edited by MTB
Posted
22 hours ago, MTB said:

 

Do both types makes sense as destinations or only the `bound machines' ?

 

The attached patch (for LE)  should allow furniture with the MME_zbfFurniture to be selected as well as zbfFurniture. What I don't know is how the SCB and MME onactivate scripts are going to react to each other.  (Both will try to run some stuff on the victim when entering the device.)

 

 

SkyrimChainBeastsMMEPatch-LE.7z 566 B · 0 downloads

Appearance wise, the bound machines are definitely the only ones that make sense. When installing MME, the player has the option of what type, if any, they want to add to the world, so it's easy enough to switch over to bound machines if the player wasn't already using them.

 

Unfortunately, I only have SE/AE, so I haven't been able to test if that patch gets the job done.

Posted
23 hours ago, Ralof of Riverwood said:

Unfortunately, I only have SE/AE, so I haven't been able to test if that patch gets the job done.

 

Here's a potential SE version of the patch.  Also an esl-ified version (which I renamed to .esl to make the distinction; rename back to esp to use it).

 

SkyrimChainBeastsMME.esp SkyrimChainBeastsMME.esl

Posted
4 hours ago, MTB said:

 

Here's a potential SE version of the patch.  Also an esl-ified version (which I renamed to .esl to make the distinction; rename back to esp to use it).

 Alas, it looks like just adding MME keywords to what SCB looks for wasn't enough. Gave both versions a quick test drive at Riverwood but consistently got a CTD every time a chain beast tried to hand me off to a milking machine. Everything else still worked fine - the chain beast could hand me off to other furniture, the milking machine worked when I stepped in manually, and the chain beasts registered the machine as a valid destination.

 

You mentioned earlier that you were concerned the activation scripts would interfere with each other, and I suspect you were right. Since this is proving way more complicated than you or I hoped, and I seem to be the only one interested in combining the mods, I wouldn't blame you if you decided to give up on the project.

Posted
2 hours ago, Ralof of Riverwood said:

 Alas, it looks like just adding MME keywords to what SCB looks for wasn't enough. Gave both versions a quick test drive at Riverwood but consistently got a CTD every time a chain beast tried to hand me off to a milking machine. Everything else still worked fine - the chain beast could hand me off to other furniture, the milking machine worked when I stepped in manually, and the chain beasts registered the machine as a valid destination.

 

You mentioned earlier that you were concerned the activation scripts would interfere with each other, and I suspect you were right. Since this is proving way more complicated than you or I hoped, and I seem to be the only one interested in combining the mods, I wouldn't blame you if you decided to give up on the project.

 

May have to but let's test whether it's only the onactive conflict.  Can you try the following hack?  (Back up your original script files.)  Player only.  Expected outcome: Manual activation works as normal, beast activated starts milking after a couple of seconds. (but no idea what would happen after that...)

 

MilkPUMP.pex SCB_UseDeviceVictimPlayerScript.pex

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