Aki K Posted June 5, 2023 Posted June 5, 2023 (edited) 2 hours ago, donttouchmethere said: Check if you have plugins in LO like: > SkyrimChainBeastsMM > SkyrimChainBeastsMMDB If not, reinstall and choose the correct option in FOMOD What SCB version are you using? It looks like 6.5. I thought I had downloaded the latest version. How did it give me 6.5? I never had 6.5 before... I will try redownloading. Somehow I got an older version. EDIT: Ok still don't understand. The download seems to be for 6.5 with updates for 6.7 and 6.8. Is there no 6.6? And in all cases still don't see a mimic option on install. Edited June 5, 2023 by Aki K
MTB Posted June 5, 2023 Author Posted June 5, 2023 2 hours ago, Aki K said: I don't see that option on the MCM. And when I search the console for things related to mimics there are no NPC or items that appear to be related either. Is there an additional plug in or download required that I'm not aware of? Working with a clean save and the latest version of Chain beasts so if its part of latest update I should be seeing it right? There's two types, - the `added' ones; additional object manually placed in a few spots across Skyrim. These are defined by the core (esm) and placed by the integration plugin. You should have an option to enable/disable them under the MCM>plugins>Traps. (Enabled by default.) - the `replaces' ones; existing containers that turned into mimics. These require the MM plugin like dtmt already said. With that plugin installed an extra settings group should appear under MCM>plugins. 2 hours ago, donttouchmethere said: Check if you have plugins in LO like: > SkyrimChainBeastsMM > SkyrimChainBeastsMMDB When looking in the console; the npc contain the word mimic in their name but not at the start. Try searching for eg "chest mimic gold" or "golden chest mimic". Should give results both from core and MM plugin.
MTB Posted June 5, 2023 Author Posted June 5, 2023 (edited) 15 minutes ago, Aki K said: It looks like 6.5. I thought I had downloaded the latest version. How did it give me 6.5? I never had 6.5 before... I will try redownloading. Somehow I got an older version. Well you need 6.5 and then the update over top. Maybe that got messed up; somehow order wrong way around? Anyways, trying a reinstall sounds like a good idea. Edited June 5, 2023 by MTB
Aki K Posted June 5, 2023 Posted June 5, 2023 Think I figured it out, although still confused as to why there is no 6.6 update and it goes to 6.7 and 6.8.
donttouchmethere Posted June 5, 2023 Posted June 5, 2023 24 minutes ago, MTB said: When looking in the console; the npc contain the word mimic in their name but not at the start. That's cheating! ? As if I ever would do something like that ?
donttouchmethere Posted June 5, 2023 Posted June 5, 2023 (edited) 34 minutes ago, Aki K said: Think I figured it out, although still confused as to why there is no 6.6 update and it goes to 6.7 and 6.8. Because 6.8 patch has all other updates included. It's like this: SkyrimChainBeasts-v065-LE.7z is the main mod so to say (biggest size) SkyrimChainBeasts-V068Update-LE.7z is the latest update to the main mod and includes all changes from 6.5 to 6.8 (smaller size) Spoiler How to install (Oldrim/LE) - latest version: 0.6.8, fresh install or update from v0.6.0 (guess that's what you had installed before) or later (using a mod manager is recommended): If you don't already have v0.6.5 or later installed: download & install SkyrimChainBeast-V065-LE.7z (this updates your 6 to a 6.5 by overwriting or replacing) Download & install 068Update-LE.7z (this will update your now 6.5 version directly to 6.8) Edited June 5, 2023 by donttouchmethere 1
MTB Posted June 5, 2023 Author Posted June 5, 2023 (Another Random post) Started looking whether Elevenlabs' Bella would be a good replacer for the voice-over used with some of the larger quest messages. Ended up just playing around a bit... whenBellaBrokeTheFourthWall.mp3 1
donttouchmethere Posted June 5, 2023 Posted June 5, 2023 2 minutes ago, MTB said: Ended up just playing around a bit... Never stop playing around a bit, I like the results!
Aki K Posted June 5, 2023 Posted June 5, 2023 Ok. Think I have everything installed and updated. Plan to test it soon. But I noticed a bug with exporting and importing settings. When i import settings, regardless of what settings I have set for the follower not being a target or limited to only one gender, on import it will ALWAYS switch to "Yes" for the follower being a valid target no matter how many times I set it to "no" and hit export. A few other things won't export/import properly such as whether chests are guarded, etc.
Aki K Posted June 5, 2023 Posted June 5, 2023 (edited) EDIT: Disregard. I was dumb and forgot to sort my load order. EDIT 2: Nevermind problems persisting. 1. Randomly (more often than not) the chain beasts do nothing when capturing me. 2. Randomly an item becomes stuck on my character even when getting a key. 3. Randomly (less often but still occurring) when using force release my character can't move at all and nothing but exiting the game entirely fixes it. Edited June 6, 2023 by Aki K
DonQuiWho Posted June 6, 2023 Posted June 6, 2023 22 hours ago, MTB said: There's two types, - the `added' ones; additional object manually placed in a few spots across Skyrim. These are defined by the core (esm) and placed by the integration plugin. You should have an option to enable/disable them under the MCM>plugins>Traps. (Enabled by default.) - the `replaces' ones; existing containers that turned into mimics. These require the MM plugin like dtmt already said. With that plugin installed an extra settings group should appear under MCM>plugins. When looking in the console; the npc contain the word mimic in their name but not at the start. Try searching for eg "chest mimic gold" or "golden chest mimic". Should give results both from core and MM plugin. Hi there FYI, the SkyrimChainBeastsMM.esp in the v068 update is different from the v067 one in that the 067 version was an elsified esp and the v068 one isn't Spotted it when my installing the update took me over the base limit And I did check the 'elsify if possible' checkbox during the install ? So I'll stick with v067 meantime until you either have an amended esp, or tell us we're stuck with what you've got LOL Hope that's helpful, anyway DQW
donttouchmethere Posted June 6, 2023 Posted June 6, 2023 22 hours ago, donttouchmethere said: That's cheating! ? As if I ever would do something like that ? Wait that's stupid, EVERY container shows it's touched by SCB ?
donttouchmethere Posted June 6, 2023 Posted June 6, 2023 15 hours ago, Aki K said: 3. Randomly (less often but still occurring) when using force release my character can't move at all and nothing but exiting the game entirely fixes it. Stuck in animation or just extremely low walk speed? Like zero walk speed? Check first: > Carry wight (are you over it now that you're naked?) > debuffs in spell effects > open close inventory so carry wight gets updated > check what mods effect walk speed. For example as soon as you are naked SLS will add a bare feet debuff. I have so many walking speed effecting mods that everything that change. Not sure if SCB ankle chains effect walk speed via ZAP, but if that's the case everything effecting walking speeds goes haywire. Mods that will effect walking seed are for example (either directly (bare feet, heel training, lower carry wight, bondage) or indirectly (debuffs from eat/sleep/drink/orgasm/milk/sperm/pain/trauma): SOG NDUN DD Estrus Chaurus iNeed SLS DT2 DBA If they don't stack, than the last one updated wins I guess. It helps to set limits to lower walking speeds in SLS, DT2, DBA and anything else you might have installed that offers walking speed settings. Mod polling speeds seems to have an effect too, because they need to recognize the actual situation to adjust debuffs.
Aki K Posted June 6, 2023 Posted June 6, 2023 5 hours ago, donttouchmethere said: Stuck in animation or just extremely low walk speed? Like zero walk speed? Check first: > Carry wight (are you over it now that you're naked?) > debuffs in spell effects > open close inventory so carry wight gets updated > check what mods effect walk speed. For example as soon as you are naked SLS will add a bare feet debuff. I have so many walking speed effecting mods that everything that change. Not sure if SCB ankle chains effect walk speed via ZAP, but if that's the case everything effecting walking speeds goes haywire. Mods that will effect walking seed are for example (either directly (bare feet, heel training, lower carry wight, bondage) or indirectly (debuffs from eat/sleep/drink/orgasm/milk/sperm/pain/trauma): SOG NDUN DD Estrus Chaurus iNeed SLS DT2 DBA If they don't stack, than the last one updated wins I guess. It helps to set limits to lower walking speeds in SLS, DT2, DBA and anything else you might have installed that offers walking speed settings. Mod polling speeds seems to have an effect too, because they need to recognize the actual situation to adjust debuffs. DD and Estrus Chaurus are the only two I have installed but they've never been an issue before. Have the usual carry weight. The issue isn't the speed debuff (i don't think) because the character can walk/crawl at the appropriate speed I think. The issue is that they don't begin doing so on their own. They just stay in one place or I can have limited control over them.
donttouchmethere Posted June 6, 2023 Posted June 6, 2023 (edited) 9 minutes ago, Aki K said: The issue isn't the speed debuff (i don't think) because the character can walk/crawl at the appropriate speed I think. The issue is that they don't begin doing so on their own. They just stay in one place or I can have limited control over them. You mean your PC but also the NPC? I also see in my game that my PC is totally walking speed confused after removing SCB chains. I'm just not sure yet if I can blame it on ZAP devices or SCB or all the other mods that want a piece of my walking speed. Edited June 6, 2023 by donttouchmethere
MTB Posted June 6, 2023 Author Posted June 6, 2023 7 hours ago, DonQuiWho said: FYI, the SkyrimChainBeastsMM.esp in the v068 update is different from the v067 one in that the 067 version was an elsified esp and the v068 one isn't Thanks. Not sure what happened; they are different but neither seems to be the ESL version?? BTW using the version of MM from 0.6.7 with 0.6.8 should work fine (Gold beast magic resistance is only thing that is added by the update of MM). Will update the ESL version when I get the chance. 22 hours ago, Aki K said: Ok. Think I have everything installed and updated. Plan to test it soon. But I noticed a bug with exporting and importing settings. When i import settings, regardless of what settings I have set for the follower not being a target or limited to only one gender, on import it will ALWAYS switch to "Yes" for the follower being a valid target no matter how many times I set it to "no" and hit export. A few other things won't export/import properly such as whether chests are guarded, etc. You're right about that bug; copy past error - on loading it uses the player setting instead of the follower setting. Some new settings were not yet saved/loaded at all as you noticed; went over change log to look for new settings and found a few more e.g. loan feature that were not saved yet and added those. (The `pheromonesEnabled' setting (skip menu) is not saved but this is intentional (as its meant to be enabled by completing a quest). Updated MCM scriptwill be released when I get the chance. 21 hours ago, Aki K said: 1. Randomly (more often than not) the chain beasts do nothing when capturing me. 2. Randomly an item becomes stuck on my character even when getting a key. 3. Randomly (less often but still occurring) when using force release my character can't move at all and nothing but exiting the game entirely fixes it. Don't recognize these issues. 1. `not doing anything' ... check what dtmt already said. Also: what does the status menu say? If also happening to NPCs what does the victim info spell tell you about them? Does it matter what type of beast is involved? 2. Do you have keystrength set to `all' (-1) ? (If not will need multiple keys.) 3. At what point are you using force release. Note that using ZAZ control in MCM should also return control. (Which returns control; enable controls or (enable then) disable player AI? Does the status menu say anything after using force release?) Does this only happen after `1' or also when it does succeed? 6 hours ago, donttouchmethere said: Wait that's stupid, EVERY container shows it's touched by SCB ? Now how would you know that ... . 44 minutes ago, donttouchmethere said: I also see in my game that my PC is totally walking speed confused after removing SCB chains. I'm just not sure yet if I can blame it on ZAP devices or SCB or all the other mods that want a piece of my walking speed. SCB does not touch walking speed itself but may equip ZAP leg restraints which have a slow down effect (should be removed again as these get removed, like when fully captured or finding a key). 2
donttouchmethere Posted June 6, 2023 Posted June 6, 2023 (edited) 1 hour ago, Aki K said: DD and Estrus Chaurus are the only two I have installed but they've never been an issue before. Have the usual carry weight. The issue isn't the speed debuff (i don't think) because the character can walk/crawl at the appropriate speed I think. The issue is that they don't begin doing so on their own. They just stay in one place or I can have limited control over them. Another quick question. Are you using SL Defeat too? If defeated it adds debuffs too. Edited June 6, 2023 by donttouchmethere
donttouchmethere Posted June 6, 2023 Posted June 6, 2023 (edited) 1 hour ago, MTB said: SCB does not touch walking speed itself but may equip ZAP leg restraints which have a slow down effect (should be removed again as these get removed, like when fully captured or finding a key). Yes, if anything it's ZAP. SCB is the only mod I TRIGGERED SO FAR in my LO that still adds ZAP, thus can trigger the ZAP framework slow down effect that usually never gets added. It feels like it lingers around a bit longer after the chain removal, but could also be the one mod too many that adds to all those speed debuffs. I guess that calls for some more "testing". Edit: had to correct that ZAP statement Edited June 6, 2023 by donttouchmethere
DonQuiWho Posted June 6, 2023 Posted June 6, 2023 37 minutes ago, MTB said: Thanks. Not sure what happened; they are different but neither seems to be the ESL version?? BTW using the version of MM from 0.6.7 with 0.6.8 should work fine (Gold beast magic resistance is only thing that is added by the update of MM). Will update the ESL version when I get the chance. Thanks for the reply. Fine, I'll use the update but stick with the v067 elsified MM.esp As for Mimics and ' @donttouchmethere ', he clearly does ? DQW
donttouchmethere Posted June 6, 2023 Posted June 6, 2023 11 minutes ago, DonQuiWho said: As for Mimics and ' @donttouchmethere ', he clearly does ? What? Wasn't me! ? 1
Aki K Posted June 7, 2023 Posted June 7, 2023 14 hours ago, donttouchmethere said: Another quick question. Are you using SL Defeat too? If defeated it adds debuffs too. Not using SL Defeat 14 hours ago, MTB said: Don't recognize these issues. 1. `not doing anything' ... check what dtmt already said. Also: what does the status menu say? If also happening to NPCs what does the victim info spell tell you about them? Does it matter what type of beast is involved? 2. Do you have keystrength set to `all' (-1) ? (If not will need multiple keys.) 3. At what point are you using force release. Note that using ZAZ control in MCM should also return control. (Which returns control; enable controls or (enable then) disable player AI? Does the status menu say anything after using force release?) Does this only happen after `1' or also when it does succeed? Keys strength isn't the issue. Double checked. It literally just won't work on the mask. It thinks it already removed all restraints but the mask stays on and cannot be removed by any means but reverting to previous save before the mask was equipped. Will check NPCs when I get a chance. I get some movement with the regular beast (not always) but most of the beasts like the walking cages, mimics, chain serpent, chain dragon, and floating cages give me the player control over movement. The Zaz control thing is not being used to return control. I almost never touch Zaz MCM because I don't understand the finer details and prefer most of the settings as is. Since I have not touched it, I am under the assumption the mod should be working as older versions did at least with regards to Zaz. I force release when my character is inside the beast but not moving anywhere. I noticed that when I control the character the compass is visible but when I stop moving it briefly goes invisible and I lose the ability to move for a moment, as if the mod tries and fails to take control of my character. I think force release during this brief pause might be what causes the immobility of my character but I'm not 100% certain because I can't seem to reliably recreate the issue, it is semi-random. I'm just taking a shot in the dark. I will check the specific stage of capture next time I get a chance to boot the game.
donttouchmethere Posted June 7, 2023 Posted June 7, 2023 (edited) 18 hours ago, MTB said: 3. At what point are you using force release. Note that using ZAZ control in MCM should also return control. (Which returns control; enable controls or (enable then) disable player AI? 2 hours ago, Aki K said: The Zaz control thing is not being used to return control. I almost never touch Zaz MCM because I don't understand the finer details and prefer most of the settings as is. Since I have not touched it, I am under the assumption the mod should be working as older versions did at least with regards to Zaz. You might not control the ZAP player control but it controls you ^^ Player control helps to see - in your case - if the AI control is still lingering, after being freed from a chain beast and you encounter the "not being able to move" issue: open ZAP MCM > Player Control Center You can do a test right away: force player ai > if you get at least one reference you still have lingering AI on you, either from SCB or from another mod that never finished it's thing How to release you from AI control: Player AI > click on Release > it should show in that moment also if PC was unter AI control (References quickly changes from 1 to zero) > if you were under AI control you should be free (for now ^^) if this still doesn't change Player Controls click on Player Controls > Restore Doing this ZAP test helps MBT to rule out it's lingering AI control that effects your PC. Spoiler 2 hours ago, Aki K said: The Zaz control thing is not being used to return control. I almost never touch Zaz MCM because I don't understand the finer details and prefer most of the settings as is. Since I have not touched it, I am under the assumption the mod should be working as older versions did at least with regards to Zaz. Now you did it: Zap General: Spoiler You can set here the Bound hands bondage idle and the Shackled movement Speed. I played around with the shackled movement speed, but the effect isn't very clear to observe right away, same issue with the blindfold settings. Most importantly are the gag sounds of course! You could also speed up Polling times ZAP Sexlab: Spoiler Here you can register ZAP animations to SL. I don't do that anymore because there are so many great SLAL packs out there. Important: Animation Override, you want to deactivate that to make sure it doesn't filer animations you want to see. Also there are enough mods out there that want to do the same. ZAP Leash > only needed if a mod still uses it and has no own MCM settings for it, can't remember using it other than in times of total frustration (DFW)... I remember oooold SD+ had a thing with leashes! The horror! ZAP slots > allows you to play around with items, animations, Expressions, to my shame I can't remember using it ZAP Animation Test System > explore all ZAP idles/animations. Spiritual reasons force me to deactivate the "filter available animations" on every game. Edited June 7, 2023 by donttouchmethere
donttouchmethere Posted June 7, 2023 Posted June 7, 2023 3 hours ago, Aki K said: I force release when my character is inside the beast but not moving anywhere. Instead of force release: I set stamina struggle cost to zero so I can control the beasts better to move them until they find a way-point and start moving in that direction or just help them around obstacles. Alternative you could use teleport key to skip the crawling to destination part. (not tried yet) Spoiler If you are in a custom world-space you will need to use the teleport unless there is a ZAP furniture close by. About the mask, can you make a screenshot. Did you change anything on the custom race support related settings in SCB MCM or do you even play a custom race?
Aki K Posted June 7, 2023 Posted June 7, 2023 (edited) 3 hours ago, donttouchmethere said: Instead of force release: I set stamina struggle cost to zero so I can control the beasts better to move them until they find a way-point and start moving in that direction or just help them around obstacles. Alternative you could use teleport key to skip the crawling to destination part. (not tried yet) Reveal hidden contents If you are in a custom world-space you will need to use the teleport unless there is a ZAP furniture close by. About the mask, can you make a screenshot. Did you change anything on the custom race support related settings in SCB MCM or do you even play a custom race? I do use a custom race and added the race via the MCM. Not sure how a screen shot of the mask being on helps. Its just the regular mask, and its on. Nothing more to show. And even without the stamina setting I have full control for some reason. Although...just gave me an idea to try. Even with a waypoint nothing seems to happen most of them. I will try fastforwarding but that doesn't really solve the problem. The forced walk is most of the fun I think. Edited June 7, 2023 by Aki K
Aki K Posted June 7, 2023 Posted June 7, 2023 4 hours ago, donttouchmethere said: You might not control the ZAP player control but it controls you ^^ Player control helps to see - in your case - if the AI control is still lingering, after being freed from a chain beast and you encounter the "not being able to move" issue: open ZAP MCM > Player Control Center You can do a test right away: force player ai > if you get at least one reference you still have lingering AI on you, either from SCB or from another mod that never finished it's thing How to release you from AI control: Player AI > click on Release > it should show in that moment also if PC was unter AI control (References quickly changes from 1 to zero) > if you were under AI control you should be free (for now ^^) if this still doesn't change Player Controls click on Player Controls > Restore Doing this ZAP test helps MBT to rule out it's lingering AI control that effects your PC. Reveal hidden contents Now you did it: Zap General: Reveal hidden contents You can set here the Bound hands bondage idle and the Shackled movement Speed. I played around with the shackled movement speed, but the effect isn't very clear to observe right away, same issue with the blindfold settings. Most importantly are the gag sounds of course! You could also speed up Polling times ZAP Sexlab: Reveal hidden contents Here you can register ZAP animations to SL. I don't do that anymore because there are so many great SLAL packs out there. Important: Animation Override, you want to deactivate that to make sure it doesn't filer animations you want to see. Also there are enough mods out there that want to do the same. ZAP Leash > only needed if a mod still uses it and has no own MCM settings for it, can't remember using it other than in times of total frustration (DFW)... I remember oooold SD+ had a thing with leashes! The horror! ZAP slots > allows you to play around with items, animations, Expressions, to my shame I can't remember using it ZAP Animation Test System > explore all ZAP idles/animations. Spiritual reasons force me to deactivate the "filter available animations" on every game. I "kind of" understand, but again I never touched those settings. I experimented with them when I first installed Zaz but that was years ago and a different installation of skyrim entirely. So assuming all of these settings are untouched from the previous version of chain beasts (and assuming clean save) Zaz stuff should not be the issue.
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