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Skyrim Chain Beasts


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Posted

I have a problem. I got collared by the chain beast and all my stuff was locked away. I took the collar away and managed to get my stuff back, but after some time I noticed that the "Remove the Chain Beast device" quest is still active. I believe the collar was not locked and when I removed it the quest didn't update. Is there a console command to end this quest?

 

EDIT: I managed to fix this. If anybody gets the same problem, here's how. 

  - set the amount of removed items to 0 in the MCM (default -1)

  - locate and activate a chain beast mine and let it add items to you. Your items would go to the previous safe box, so that's why the item count must be 0.

  - kill the chain beast and use the key. 

  - turn the amount of removed items back to -1, or whatever value you used. I noticed that this is possible only by using the default button.

 

I also forgot to tell, what happened in the first place. I have that optional WildChainBeast.7z and a mod called Traps and Pitfalls installed. I activated a spider trap of TaP and a bunch of spiders were released, and among those spiders were also a chain beast. I don't know if this is intentional, but this is a good addition to those TaP traps ?.

Posted
On 7/7/2018 at 11:16 AM, Durante said:

 

Well after one chainbeast item is equipped they don't touch you if another NPC intervenes :P

 

I've added chainbeast becomes hostile again when you attack them repeatedly after being punished to the core mod, so that will be part of the next update.

After equipping an item chainbeasts will leave the victim be for a little bit and seek out a new target.

However, they should remain hostile and may target you again when they've dealt with their current target.

If that does not happen something is not working as it should and will need looking into...

 

Posted
12 hours ago, JuliusXX said:

I have a problem. I got collared by the chain beast and all my stuff was locked away. I took the collar away and managed to get my stuff back, but after some time I noticed that the "Remove the Chain Beast device" quest is still active. I believe the collar was not locked and when I removed it the quest didn't update. Is there a console command to end this quest?

 

EDIT: I managed to fix this. If anybody gets the same problem, here's how. 

  - set the amount of removed items to 0 in the MCM (default -1)

  - locate and activate a chain beast mine and let it add items to you. Your items would go to the previous safe box, so that's why the item count must be 0.

  - kill the chain beast and use the key. 

  - turn the amount of removed items back to -1, or whatever value you used. I noticed that this is possible only by using the default button.

 

I also forgot to tell, what happened in the first place. I have that optional WildChainBeast.7z and a mod called Traps and Pitfalls installed. I activated a spider trap of TaP and a bunch of spiders were released, and among those spiders were also a chain beast. I don't know if this is intentional, but this is a good addition to those TaP traps ?.

 

Currently the quest will only end if you remove the devices using a chainbeast key.  If restraints are removed in some other way it will not be detected.  If you are carrying any chain beast restraint (has to be a chainbeast restraint not a standard zaz one) then an easier work around is to equip it and then add a key (drop and pick up or add through MCM menu.)

Stopping the quest (SCB_CapturePlayerQuest or something like that) through console should also work.

I've put adding unequip detection as well as making a work around MCM option in my TODO list.

 

The main reason for stopping the quest would be to ensure a new box is spawned if you are captured again; as long as the quest is running the old box will be reused.

 

(Setting to -1 indeed requires using the default button as the slider will only increment/decrement in steps. Perhaps using any negative value as meaning no limit and adding a larger negative number to the range will allow setting this with the slider as well - also added to my TODO list.)

 

Posted

Hi MTB,

 

Thank you for making this great to Skyrim mod and keep it up. 

 

By the way, Can I request an idea?  (Actually, There is nothing fancy here. Just basic gameplay idea)

 

Idea :

[Toggleable via MCM] "Completely" release Player / NPC after they have been released from xaz devices.

 

This feature means allow chain beasts to capture (to be hostile again) to released NPC / Player without using any release key from Player. (Based on Oblivion's Chain Beast Mod. Maybe triggerred after some X time in-game, example : 30-40 min)

 

As-is, I found the current mechanism quite hassle (no offense here). First, you need collect the key for the beast's corpse, then you go to the released NPC and chat them to completely release them. 

 

In my opinion, this kinda tiring for me. (especially when you tried to do 'chain beast invasion thing')

 

Mechanism for this idea (Also, based on Oblivion's chain beast) :

Creating and adding magic effect (with timer to expire) for removing Player / NPC's faction to allow chain beast to be hostile again.

 

Thanks.

Posted
18 hours ago, MTB said:

 

Currently the quest will only end if you remove the devices using a chainbeast key.  If restraints are removed in some other way it will not be detected.  If you are carrying any chain beast restraint (has to be a chainbeast restraint not a standard zaz one) then an easier work around is to equip it and then add a key (drop and pick up or add through MCM menu.)

Stopping the quest (SCB_CapturePlayerQuest or something like that) through console should also work.

I've put adding unequip detection as well as making a work around MCM option in my TODO list.

 

The main reason for stopping the quest would be to ensure a new box is spawned if you are captured again; as long as the quest is running the old box will be reused.

 

(Setting to -1 indeed requires using the default button as the slider will only increment/decrement in steps. Perhaps using any negative value as meaning no limit and adding a larger negative number to the range will allow setting this with the slider as well - also added to my TODO list.)

 

I think I removed that chainbeast collar simply by clicking it in the inventory menu. Should it be locked on the player like in the Deviously Cursed Loot?

Posted
On 7/9/2018 at 4:03 PM, JuliusXX said:

I think I removed that chainbeast collar simply by clicking it in the inventory menu. Should it be locked on the player like in the Deviously Cursed Loot? 

 

It uses a lightweight locking mechanism: The restraints are set to non-removable quest devices.  (No scripts unlike eg DD.) If they are unequipped and then reequipped (eg by a sexlab scene) they likely loose the non-removable tag.  Have you tried removing right after they are equipped? (You should get a  "you cannot unequip this" message.)

(I've just now added a sexlab do-not-strip keyword to the devices...)

 

 

Posted
10 hours ago, MTB said:

 

It uses a lightweight locking mechanism: The restraints are set to non-removable quest devices.  (No scripts unlike eg DD.) If they are unequipped and then reequipped (eg by a sexlab scene) they likely loose the non-removable tag.  Have you tried removing right after they are equipped? (You should get a  "you cannot unequip this" message.)

(I've just now added a sexlab do-not-strip keyword to the devices...)

 

 

I use the wildchainbeast addon and the time I had this problem, the item was equipped by a "frost spider". Which bring me to another issue. I noticed that those wild chainbeasts still have their original name tag when I hover the mouse over them, e.g. fox, rabbit, frostspider. Is this normal or do I have a problem somewhere?



Posted
13 hours ago, JuliusXX said:

I use the wildchainbeast addon and the time I had this problem, the item was equipped by a "frost spider". Which bring me to another issue. I noticed that those wild chainbeasts still have their original name tag when I hover the mouse over them, e.g. fox, rabbit, frostspider. Is this normal or do I have a problem somewhere?



 

The wilds mod is made by phil01991.  I've tested only a little bit - the creatures in the wild mostly keep their original names and equipment for me as well so don't think its a problem on your end - its a feature not a bug ;)

I've tested being captured with the fox and that worked as normal for me. Haven't tried the spider but I'd assume all use the standard capturing spell. 

 

Posted
On 7/9/2018 at 2:40 AM, AsukaGHunTz said:

Hi MTB,

 

Thank you for making this great to Skyrim mod and keep it up. 

 

By the way, Can I request an idea?  (Actually, There is nothing fancy here. Just basic gameplay idea)

 

Idea :

[Toggleable via MCM] "Completely" release Player / NPC after they have been released from xaz devices.

 

This feature means allow chain beasts to capture (to be hostile again) to released NPC / Player without using any release key from Player. (Based on Oblivion's Chain Beast Mod. Maybe triggerred after some X time in-game, example : 30-40 min)

 

As-is, I found the current mechanism quite hassle (no offense here). First, you need collect the key for the beast's corpse, then you go to the released NPC and chat them to completely release them. 

 

In my opinion, this kinda tiring for me. (especially when you tried to do 'chain beast invasion thing')

 

Mechanism for this idea (Also, based on Oblivion's chain beast) :

Creating and adding magic effect (with timer to expire) for removing Player / NPC's faction to allow chain beast to be hostile again.

 

Thanks.

 

I'll consider a mass release and/or expiring victim status (note the latter would just make beasts hostile again not get the victims freed or cause them to recover their gear). 

A magic effect works but I'd like to have the timer settable as an MCM option - I don't know whether it is possible to set the duration on a magic effect from a script (I don't know how anyway)...

Will need to think about how to do this... actually getting idea right now - set the effect to basically infinite, use an onupdategametime and remove effect on update may work ... to batmobile^h^h^h  creation kit.

 

 

Posted
13 hours ago, MTB said:

 

The wilds mod is made by phil01991.  I've tested only a little bit - the creatures in the wild mostly keep their original names and equipment for me as well so don't think its a problem on your end - its a feature not a bug ;)

I've tested being captured with the fox and that worked as normal for me. Haven't tried the spider but I'd assume all use the standard capturing spell. 

 

Everything seems to work normally for me now. I don't know what happened during that one time I could take the collar away without a key.

 

And you should really mention the Traps and Pifalls mod together with the wilds mod at the first page. Those TaP traps spawn spiders and that addon changes some of them to chainbeasts. I have run into some interesting scenes when tampering with those traps. 

Posted
On 7/13/2018 at 9:30 PM, JuliusXX said:

I use the wildchainbeast addon and the time I had this problem, the item was equipped by a "frost spider". Which bring me to another issue. I noticed that those wild chainbeasts still have their original name tag when I hover the mouse over them, e.g. fox, rabbit, frostspider. Is this normal or do I have a problem somewhere?



Sorry about that still working on it. Being slowed down by other mods but I do have sorta a update. It's not as good as I'd like but I noticed the original was buggy. I think I accidentally turned the wild animals into chain beast. I got the wild animals fixed but working on bringing them to citys. I think they are sort of in citys. I have to make actual spawns in cities for them and get everyone to get along. Rn I think the guards kill them for some reason. If I make a separate spawn then it should work fine.

 

Currently they work well in the wild. I'll post the update. It would be super cool if I could get them to drop off in a mammoth beast and carried to a slave, or something unique post capture. 

Posted
2 hours ago, phil01991 said:

Sorry about that still working on it. Being slowed down by other mods but I do have sorta a update. It's not as good as I'd like but I noticed the original was buggy. I think I accidentally turned the wild animals into chain beast. I got the wild animals fixed but working on bringing them to citys. I think they are sort of in citys. I have to make actual spawns in cities for them and get everyone to get along. Rn I think the guards kill them for some reason. If I make a separate spawn then it should work fine.

 

Currently they work well in the wild. I'll post the update. It would be super cool if I could get them to drop off in a mammoth beast and carried to a slave, or something unique post capture. 

Actually the bug with the frost spiders turning to the chainbeasts was quite funny. As I have mentioned before, the mod Traps and pitfalls has traps that spawn these spiders and quite often there were these chainbeasts among them. Maybe I should ask if the TaP mod could also have optional chainbeast traps.

 

BTW have you done a LE version of this latest version?

Posted
4 hours ago, JuliusXX said:

BTW have you done a LE version of this latest version?

 

Saved the file above with the creation kit (not even sure that is needed, may already work without this step) and did a quick test in game. 

Spoiler

May have to run around in the wild a bit before you encounter any as it now does not change as many beasts to chainbeasts/`infected beasts' (normal looking beasts with chainbeast behaviour/powers).

 

wildchainbeast.esp

Posted
3 hours ago, MTB said:

 

Saved the file above with the creation kit (not even sure that is needed, may already work without this step) and did a quick test in game. 

  Reveal hidden contents

May have to run around in the wild a bit before you encounter any as it now does not change as many beasts to chainbeasts/`infected beasts' (normal looking beasts with chainbeast behaviour/powers).

 

wildchainbeast.esp

This has Riding Styles 2 as a master. Is this intentional?

Posted
3 hours ago, JuliusXX said:

This has Riding Styles 2 as a master. Is this intentional?

Eventually it may be used with the chain mammoths. Rn it does very little.

Posted

Hey! just wanted to say this was a really cool file, is there anyway to get a player centered version of this? as in the chain beasts only attack the player? The fight in riverwood got crazy complicated and caused more than a few problems. Also! the chains didnt appear on my character after being finally downed, she just kinda slowly walked forward (i assume going towards riften for simple slavery) And then trying to skip past the walk (cause it was from riverwood to riften) it caused the game to stay in a permanent load state, i left if for half and hour and decided to just close the game. But yeah, super cool anyway, and i can't wait to see what else you implement!

Posted
On 7/23/2018 at 6:54 AM, Layenightboy said:

... is there anyway to get a player centered version of this? as in the chain beasts only attack the player?

 

That is an easy addition - I've added the player as a separate option in the `target gender' MCM settings.

So next version enables setting only player (or exclude the player...).

 

Posted
6 hours ago, MTB said:

 

That is an easy addition - I've added the player as a separate option in the `target gender' MCM settings.

So next version enables setting only player (or exclude the player...).

 

ooh nice! I actually got the chains to show up after messing with fnis and body slide a bit. But yeah, i'd love for it to just be player focused. One other thing i was thinking about was how when your character has been latched onto by the chain beasts the soul gem that acts as their core is missing ( i assume it's supposed to be their core) what if you made it a butt plug for the player instead? or a dildo. Just an idea i had. Other than that i'd love to see the chain beasts just roaming skyrim waiting to catch a foolish dragonborn and drag her to riften to be sold. Maybe weaken them a bit so it's not such a cut and dry chance off losing to one. (as it is now at level 1 you just can't beat the 4 or so that spawn from a single mine). 

Posted

Not perfect compromise for the issue where beasts cannot deliver to simple slavery: get the beast as close as possible and then just blackout/teleport the player the rest of the way using the SS modevent.

Posted
On 7/3/2018 at 1:00 AM, fingerscrossed said:

 

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.

 

I've managed to sort of integrate the riding with custom animations into the mod, so now would be a good time to expand the number of slots. (I use a while loop with GetAliasByName( "Name" + i ) so I can use any number Aliases without needing to change the code (Actually with cloning aliases you get numbers 000....010.. so I really use GetAliasByName( "Name00" + i ) (i=0-9) and GetAliasByName( "Name0" + i ), (i=10-99)))

 

I did run into some issues with control over the rider; I need to end it then wait for the dismount to finish and then reenable it/start the next package.  This means in the mean time other (default) package can take over - I can work around this, assign another,non-riding package to bridge the gap, but I think it would be easier and smoother if the mount/dismount could be split into parts:

(i.e. splitting a version of _RS2Functions.mountActor(...) into three parts/or as an option;  eg for mount: Call a preparation function, then do the actual mount (is now standard mounting), then call the post processing function.)

The most important is dismount post processing-being able to do the part upto (including) the actual dismount but being able to start another package without having to wait for the post processing (the part which involves waiting for 10 seconds).

 

 

While there are some interesting potential uses for a multicage mammoth, I already have plenty of stuff to work on in the little time that I have available - so I'm not going to push for the feature.

 

 

Posted
On 7/29/2018 at 4:37 PM, MTB said:

 

I've managed to sort of integrate the riding with custom animations into the mod, so now would be a good time to expand the number of slots. (I use a while loop with GetAliasByName( "Name" + i ) so I can use any number Aliases without needing to change the code (Actually with cloning aliases you get numbers 000....010.. so I really use GetAliasByName( "Name00" + i ) (i=0-9) and GetAliasByName( "Name0" + i ), (i=10-99)))

 

I did run into some issues with control over the rider; I need to end it then wait for the dismount to finish and then reenable it/start the next package.  This means in the mean time other (default) package can take over - I can work around this, assign another,non-riding package to bridge the gap, but I think it would be easier and smoother if the mount/dismount could be split into parts:

(i.e. splitting a version of _RS2Functions.mountActor(...) into three parts/or as an option;  eg for mount: Call a preparation function, then do the actual mount (is now standard mounting), then call the post processing function.)

The most important is dismount post processing-being able to do the part upto (including) the actual dismount but being able to start another package without having to wait for the post processing (the part which involves waiting for 10 seconds).

 

 

While there are some interesting potential uses for a multicage mammoth, I already have plenty of stuff to work on in the little time that I have available - so I'm not going to push for the feature.

 

 

 

I'll try and expand the Alias number sometime in the next week or two.  I'm out of town at the moment, but once I'm back I'll try and set aside some time to get it taken care of.

  • 2 weeks later...

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