Aki K Posted June 7, 2023 Posted June 7, 2023 (edited) EDIT: I SOLVED EVERYTHING BUT THE MASK AND ONE OTHER NEW ISSUE! I found out why movement wasn't working. The destination was SImple Slavery whenever I was captured. For whatever reason, that destination is broken. As soon as I turned it off, capture worked as normal again. So now I just need to fix the mask getting stuck. New gltich: I checked my MCM settings and I have it set so that post release, only leg and arm restraints are supposed to stay equipped and the mask is supposed to be auto removed. Instead the opposite happens. The mask stays, and the leg and hand restrains are gone. Even after getting a beast key (or several) the mask stays on. Literally nothing can take it off but reverting to an older save. The mask equipped. Also I noticed that the chain beast didn't make my character naked. That could be that I misunderstood how item stripping works in the MCM. I was trying to set it so I keep my items, but that it still makes the character strip when captured. Spoiler I grabbed the beast key, it says the devices are removed. And yet there the mask still sits. Spoiler Mask set to off. You can see some of the other settings here as well. Spoiler Spoiler What I see in the menu while captured. That "free" seems suspicious but tbh I never had to pay much attention to this menu until recently. Spoiler Edited June 7, 2023 by Aki K
MTB Posted June 7, 2023 Author Posted June 7, 2023 23 minutes ago, Aki K said: o now I just need to fix the mask getting stuck. Ok a work around for this issue; if the `remove player devices' quest has ended (which it should if you found a key) you can simply drop the mask in any container to unequip it. (That won't work while that quest is still running.) You're using a custom race; do you also have the `no-fallback' option set? -- just saw your previous mail; yes you do. So perhaps that is linked to the issue...not sure how but I'll have to look. 30 minutes ago, Aki K said: I was trying to set it so I keep my items, but that it still makes the character strip when captured. Ah there is not setting for that there's only strip and take or no-strip at all, no `unequip only'...perhaps that is a meaningful setting as well, though the player could just redress immediately... The `free' of the quest is as it should be ; just means its ready to receive new victims. 36 minutes ago, Aki K said: destination was SImple Slavery whenever I was captured. For whatever reason, that destination is broken. Looks like your near Whiterun (using `tropical skyrim') ? - if so it should be able to path to riften - was issue in older version for mounted travel but thought that had been fixed - will do some more testing, may need to do some more testing. If its actually another world space then (like DTMT mentioned) the beasts won't be able to path to Riften (slave market) so that would explain why they are stuck (even the crawler type). (Fast forwarding will likely be needed.) (Don't see why force release could fail and leave you stuck though...-If that should happen that does not mean there is an issue with Zaz but still the Zaz MCM menu can solve it for you; return control as a work around; SCB MCM menu does not add that `recovery' functionality as Zaz MCM already has it.) > I will try fastforwarding but that doesn't really solve the problem. The forced walk is most of the fun I think. It's not the destination, it the journey.... how wise of you
Aki K Posted June 7, 2023 Posted June 7, 2023 1 hour ago, MTB said: Ok a work around for this issue; if the `remove player devices' quest has ended (which it should if you found a key) you can simply drop the mask in any container to unequip it. (That won't work while that quest is still running.) You're using a custom race; do you also have the `no-fallback' option set? -- just saw your previous mail; yes you do. So perhaps that is linked to the issue...not sure how but I'll have to look. Ah there is not setting for that there's only strip and take or no-strip at all, no `unequip only'...perhaps that is a meaningful setting as well, though the player could just redress immediately... The `free' of the quest is as it should be ; just means its ready to receive new victims. Looks like your near Whiterun (using `tropical skyrim') ? - if so it should be able to path to riften - was issue in older version for mounted travel but thought that had been fixed - will do some more testing, may need to do some more testing. If its actually another world space then (like DTMT mentioned) the beasts won't be able to path to Riften (slave market) so that would explain why they are stuck (even the crawler type). (Fast forwarding will likely be needed.) (Don't see why force release could fail and leave you stuck though...-If that should happen that does not mean there is an issue with Zaz but still the Zaz MCM menu can solve it for you; return control as a work around; SCB MCM menu does not add that `recovery' functionality as Zaz MCM already has it.) > I will try fastforwarding but that doesn't really solve the problem. The forced walk is most of the fun I think. It's not the destination, it the journey.... how wise of you There's still the issue that the mask is being left equipped when my MCM settings are supposed to keep the arm restraints and leg restraints. Even if I am able to put the mask in a container (which I will try) still not keeping the arm and leg restraints.
donttouchmethere Posted June 7, 2023 Posted June 7, 2023 (edited) 3 hours ago, Aki K said: 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. I don't say ZAP is an issue, not even asked about that, but it can be a solution. If mods use AI control on the PC you can check that with ZAP, unrelated to SCB and ZAP. See ZAP as a debug tool for stuck AI control in this case. Unrelated to SCB, from my experience a stuck player can be still under AI control even if no obvious scene is running and thus also has no control over movement and similar. This can happen if the scene broke or I as user played around too much, or the quest scene isn't obvious and I don't know if it's a bug or feature that nothing happens. Often AI can get stuck if a scenes got forcefully stopped. Clusterfuck can cause this too (multiple mods do something at the same time to the PC). All what ZAP does it to show if AI control is still running on the PC and if that the case it offers a solution by freeing the PC from the AI control. ZAP also shows if your controls are limited unrelated to ZAP itself (from DDs or mods related to DDs, sitting in ZAP furniture). I mostly used it for DFW, early SD+, sometimes POP. Last issue I ever used it on was SD+/SDpatches creature enslavement and the early versions of the SCB troglodyte. Means every scene that will control your PC in one way or the other shows up in ZAP debug. A similar debug function can be found in Inte's Skyrim Utility. Means the AI debug function isn't limited to ZAP, but you need ZAP for many LL mods anyways so why not also use it's debug functions. Edited June 7, 2023 by donttouchmethere
Toedy Posted June 8, 2023 Posted June 8, 2023 I think I have too many files/versions installed. I am running LE version 6.8 with voices (besides the ones in my head tyvm). What files should I have installed? Please be gentle, I am a boomer.
donttouchmethere Posted June 8, 2023 Posted June 8, 2023 50 minutes ago, Toedy said: I think I have too many files/versions installed. I am running LE version 6.8 with voices (besides the ones in my head tyvm). What files should I have installed? Please be gentle, I am a boomer. SCB comes with an installer so basically you can choose what you want to be installed + patches. This results in multiple plugins, which can be merged (hopefully). Unless... unless you are manually installing mods ?
Toedy Posted June 8, 2023 Posted June 8, 2023 6 hours ago, donttouchmethere said: SCB comes with an installer so basically you can choose what you want to be installed + patches. This results in multiple plugins, which can be merged (hopefully). Unless... unless you are manually installing mods ? I avoid manual installation at all costs. I have the following versions installed: 6.0 6.6 6.8 6.6QF1-any 6.8 voices update with 6.0 QF2Patcher and SCB61LE-extratextures not installed I am no longer getting an audible lines from NPC's relevant to SCB any more. This is why I am thinking I messed up somewhere.
donttouchmethere Posted June 8, 2023 Posted June 8, 2023 (edited) 15 minutes ago, Toedy said: I avoid manual installation at all costs. I have the following versions installed: 6.0 6.6 6.8 6.6QF1-any 6.8 voices update with 6.0 QF2Patcher and SCB61LE-extratextures not installed I am no longer getting an audible lines from NPC's relevant to SCB any more. This is why I am thinking I messed up somewhere. I wasn't sure where your question about files would lead to ^^ For LE you basically only need: Base Mod: SkyrimChainBeasts-v065-LE.7z SkyrimChainBeasts-V065-Voices.7z Update: SkyrimChainBeasts-V068Update-LE.7z SkyrimChainBeasts-V068-VoicesUpdate.7z Optional: SkyrimChainBeastsDDCV-LE.7z after that you and MBT lost me ^^ Edited June 8, 2023 by donttouchmethere
Toedy Posted June 8, 2023 Posted June 8, 2023 20 minutes ago, donttouchmethere said: I wasn't sure where your question about files would lead to ^^ For LE you basically only need: Base Mod: SkyrimChainBeasts-v065-LE.7z SkyrimChainBeasts-V065-Voices.7z Update: SkyrimChainBeasts-V068Update-LE.7z SkyrimChainBeasts-V068-VoicesUpdate.7z Optional: SkyrimChainBeastsDDCV-LE.7z after that you and MBT lost me ^^ Thanks for the help. This should fix things. Now, can you make me younger, skinnier and grow hair back on the top of my head?
donttouchmethere Posted June 8, 2023 Posted June 8, 2023 12 minutes ago, Toedy said: Thanks for the help. This should fix things. Now, can you make me younger, skinnier and grow hair back on the top of my head? Yes, but you will pull your hair out again with the next update ?
DocClox Posted June 8, 2023 Posted June 8, 2023 I think it's safe to say this trip to Winterhold is not going as planned. Running with College Days and a few other College mods, so I was trying to grind some money and spell research before I headed back to Riverwood. Then I thought "let's go and check out Journeyman's Nook? Make a field trip!" You can see how well that turned out! Great mod. Keep up the good work! 1
donttouchmethere Posted June 8, 2023 Posted June 8, 2023 Ever thought about using some furniture from here for SCB?
MTB Posted June 10, 2023 Author Posted June 10, 2023 (edited) On 6/8/2023 at 2:58 PM, donttouchmethere said: Ever thought about using some furniture from here for SCB? Yes I've looked at it a while back. The `self-bondage game' it has would be perfect as player destination. Unfortunately it does not have a mod maker API as far as I can tell - eg bondage game can only be started by player choosing it from a menu. (Also afaik the LE and SE version are basically different mods; don't know if they offer the same functions...) Didn't see an easy way to integrate with it. Edited June 10, 2023 by MTB
MTB Posted June 10, 2023 Author Posted June 10, 2023 On 6/8/2023 at 10:05 AM, Toedy said: Now, can you make me younger, skinnier and grow hair back on the top of my head? Well there's the hair regrow plugin for FoY(*). That doesn't support getting skinny though. Some people cheat with the `Lip' console command. I recommend against using it, but seems the required arguments are: 0 suction. Then there's the exercise mod but I hear it needs work; lots of instruction videos for it but still a ton of effort to install, the author refuses to add an option to turn off the getting sweaty feature in the MCM and some people complain about getting the injury bug. Maybe the 2.0 version will be better... (*) Fountain of Youth mod.
MTB Posted June 10, 2023 Author Posted June 10, 2023 (edited) Attached is updated ESL version of SCB-MM version (version included with 068-SE download was not actually ESL flagged). And the fix (untested) for the MCM setting save/load (using wrong value for follower when loading and some new values not saved). SkyrimChainBeasts-v068QF-MM-ESL.7z SkyrimChainBeasts-V068QF-MCM.7z Edited June 10, 2023 by MTB 2
MTB Posted June 10, 2023 Author Posted June 10, 2023 On 6/7/2023 at 10:44 PM, Aki K said: There's still the issue that the mask is being left equipped when my MCM settings are supposed to keep the arm restraints and leg restraints. Even if I am able to put the mask in a container (which I will try) still not keeping the arm and leg restraints. Yes that is just a work around for the most problematic part of the issue, No idea yet how that can be happening; never seen it myself. Will keep looking though - maybe I can reproduce if I try with custom race PC ...
donttouchmethere Posted June 10, 2023 Posted June 10, 2023 2 hours ago, MTB said: Unfortunately it does not have a mod maker API as far as I can tell That's what I feared. Would explain why it isn't used so much.
Aki K Posted June 10, 2023 Posted June 10, 2023 Not sure why but everything suddenly started working with one minor graphical issue. The bedroll mimic attaches a color that has a chain just sticking out into the sky. But everything works otherwise, including other mimics. I didn't touch anything so no idea why it all started working.
donttouchmethere Posted June 10, 2023 Posted June 10, 2023 1 minute ago, Aki K said: Not sure why but everything suddenly started working with one minor graphical issue. The bedroll mimic attaches a color that has a chain just sticking out into the sky. But everything works otherwise, including other mimics. I didn't touch anything so no idea why it all started working. I lit a candle for you at the hidden Molag Bal temple. ?️?⛓️ 1
DonQuiWho Posted June 10, 2023 Posted June 10, 2023 3 hours ago, MTB said: Attached is updated ESL version of SCB-MM version (version included with 068-SE download was not actually ESL flagged). And the fix (untested) for the MCM setting save/load (using wrong value for follower when loading and some new values not saved). SkyrimChainBeasts-v068QF-MM-ESL.7z 7.54 kB · 0 downloads SkyrimChainBeasts-V068QF-MCM.7z 23.64 kB · 2 downloads Thanks, as ever, for the continuing great support! DQW
xyzxyz Posted June 14, 2023 Posted June 14, 2023 Is that intended that we can't improve the chainbreaker sword?
teutonicguy Posted June 15, 2023 Posted June 15, 2023 (edited) So, running into a bug with the mimics (which are great fun btw). I dug through the thread and it's either new or I missed mention of it. Basically I can't interact with some chests, barrels, and other objects mimics would copy. I'm able to get the contents using the console but I'm wondering if anyone's seen this and might know a solution. Best guess is that the script that should have fired to cause the mimic to spawn but didn't for some reason? The linked quest is running (scb_mm_initquest). Can provide more info or screenshots as needed. SCB is winning all esp conflicts and the only thing overwriting v0.65 is the v0.68 update. Spoiler Edited June 15, 2023 by teutonicguy actually uploaded the pic this time
donttouchmethere Posted June 15, 2023 Posted June 15, 2023 46 minutes ago, teutonicguy said: Basically I can't interact with some chests, barrels, and other objects mimics would copy. But... but... that would be ALL containers in Skyrim. Any other mods that add/effect common containers? I opened all containers at the Red Wave for example (for MM % spawn chance fine-tuning) and containers of custom wordspace mods like Theisland and didn't see that issue. I wonder if a smashed patch would help?
teutonicguy Posted June 15, 2023 Posted June 15, 2023 (edited) Sorry, should have clarified further, these are chests/barrels/etc. that have the open, or locked, or steal, or search options when I target them, but hitting the Activate key does nothing. I saw in the script that there's a step that blocks activation and hence why I was wondering if it was hanging in some way, but it wasn't clear how it might be. I see this happen in containers that have the "wasactivationblocked" flag set to true. The weird part is that not all containers are affected. Sorry for the confusion I checked again in xEdit, nothing is overwriting any records. I forgot to make a suggestion, there's a mod on nexus that might work well for the mimics called base object swapper. Similar to SPID and others like it that it runs at cell load I believe, and it can be applied randomly. I'm personally not one to recommend extra requirements for a mod but in this case since it has no .esp it's pretty safe to add or remove. https://www.nexusmods.com/skyrimspecialedition/mods/60805?tab=description Edited June 15, 2023 by teutonicguy additional clarification
MTB Posted June 16, 2023 Author Posted June 16, 2023 On 6/10/2023 at 1:12 PM, Aki K said: Not sure why but everything suddenly started working with one minor graphical issue. The bedroll mimic attaches a color that has a chain just sticking out into the sky. But everything works otherwise, including other mimics. I didn't touch anything so no idea why it all started working. Glad it working now. I know the cause of the wrong armor equipped for that mimic (property incorrectly filled - btw only affects those on a new save, not on an updated one...). Should be fixed in next version. On 6/14/2023 at 7:29 AM, xyzxyz said: Is that intended that we can't improve the chainbreaker sword? No idea why its not; it's basically just the dawnbreaker with a different enchantment. Perhaps because its scripted? In any case thinking about i, gives me ideas how enhancement could be done using quests, in which case it would make sense for it not to be improvable at the grindstone/sharpeningwheel. So lets just say `yes that's intended' for now... 19 hours ago, teutonicguy said: happen in containers that have the "wasactivationblocked" flag set to true. If this is set to true then there is somethings else, likely another mod, that is setting `block activation' to true for these object references. MM ensures activation is blocked until you touch the object (& defeat the beast if it turns out to be a mimic). After that it removes the `activation block' unless there was another `block activation' already in place when MM checked the object (on Cell Attached). Ignoring the initial `blocked' state and always removing it after the `is this a mimic?' check is an option but seems foolhardy; would expect that more likely to cause conflicts. Ignoring those objects with activation blocked, i.e. consider them not eligible to be mimics might be the safest approach. (Possibly fewer mimic but less likely to create conflicts.) I've switched to this method (if blocked initially it will retry if the cell is loaded again). Are you sure those objects work fine without mm installed? While I can easily think of ways another mod could break MM, I'm having a hard time thinking of how MM could interact with (unknown mod)'s mechanisms in such as way that (unknown mod)'s `remove activation block' no longer works... So would love to know what mod is actually blocking the activation so I could look into that. 19 hours ago, teutonicguy said: base object swapper Could add a bit of configuration flexibility through the bos config file I guess, but not much difference otherwise. As it's just a move (copy then delete) within XEdit I've attached an Base Object Swapper conversion attempt. Instead of editing existing forms it creates a copy of them with the SCB_MMBOS_ prefix. eg barrel01 -> SCB_MMBOS_barrel01. Create a BOS configuration file to replace the objects you want. The percentage in the MCM will apply only to those swapped by BOS. (You can use BOS to set a percentage but that is not dynamically adaptable in game and there is check needed anyways, might as well keep the percentage in there as well. Set it to 100% if you just want to use the BOS percentage...) If you want to add a new potential mimics the process is similar as before except you first make a copy of the form (eg modbarrel01 to SCB_MMBOS_modbarrel01) than add the SCB_MM_DRM script to that copy & fill the properties (and add corresponding entries in the BOS config file). Note that objects must not have an `onactivate' script; those are not compatible without custom coding. SCB-MMBOS.7z 1
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