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Skyrim Chain Beasts


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Posted
2 hours ago, Zaflis said:

I'm not seeing anything odd in the fit, unless you see your character has different shape when it is equipped? They were not made to be skintight.

 

As for animations that depends on if you run FNIS. I don't know about Nemesis or DAR strange things ?

Well the mask and the cocoon aren’t fitting at all if you look at the pictures you will see that my character’s breasts are out of the cocoon and the mask is too small.

As for the animations, I run FNIS as I should with any mod requiring it

Posted (edited)
52 minutes ago, La furie du Dragon said:

Well the mask and the cocoon aren’t fitting at all if you look at the pictures you will see that my character’s breasts are out of the cocoon and the mask is too small.

As for the animations, I run FNIS as I should with any mod requiring it

You may have edited the head mesh some way (RaceMenu? ECE? HQ head?), and since it's not done in Bodyslide it also can't make any morph corrections. Actually there are no head related sliders in Bodyslide which is normal. You could try and use Outfit Studio to edit the mask.

 

Cocoon also has no Bodyslide and it can be edited in Outfit Studio, while the arms sticking out is also animation issue. The cocoon should be carried sideways not standing.

 

Make sure you downloaded SE version if using SE, and check FNIS for warnings. Currently you only need V70Full-SE 7z file. Are you sure you don't have Dynamic Animation Replacer mod?

Edited by Zaflis
Posted (edited)
51 minutes ago, Zaflis said:

You may have edited the head mesh some way (RaceMenu? ECE? HQ head?), and since it's not done in Bodyslide it also can't make any morph corrections. Actually there are no head related sliders in Bodyslide which is normal. You could try and use Outfit Studio to edit the mask.

 

Cocoon also has no Bodyslide and it can be edited in Outfit Studio, while the arms sticking out is also animation issue. The cocoon should be carried sideways not standing.

 

Make sure you downloaded SE version if using SE, and check FNIS for warnings. Currently you only need V70Full-SE 7z file. Are you sure you don't have Dynamic Animation Replacer mod?

Well, I do have DAR, and I don't know exactly what to do in that case. I have Racemenu and some of High Poly mods, I'll try to edit the mask and cocoon in outfit studio.
I also installed the quick fix on SE.
I don't seem to be able to find the Coccon or mask in the files, which mod adds them ? if it's this one where are they ?

Edited by La furie du Dragon
Posted (edited)
16 hours ago, La furie du Dragon said:

On SE it seems that the animations aren't working on my game, because my character always walks when captured or riding (see 1st and 3rd pictures). Also since I use CBBE 3BA, the devices don't fit (I'm not sure that the CBBE conversion of the armors is working), as you can see on every picture.

 

20230815020208_1.jpg.174bbf58c0868595e2f2145690f67c62.jpg20230815021842_1.jpg.ffa01cb6f752ca985c61b2f1b64a5261.jpg20230815022005_1.jpg.0b0b8a406f9c4b9d06ca1470c8a0ad52.jpg

 

Mask: Looks like you're using a custom race, or somehow changed races in a way that confuses skyrim. To fix it:  look under custom race support under MCM>Debug and add the player(race) as a custom race and ensure the setting `default mask for custom races' (or something like that) is active.

 

Cocoon:  the mesh comes from Zaz Animation Pack; to change it you'll need a bodyslide for that mod.  (Zaz - animated equips\ZaZ Aracnophobia\ZaZCocoon02Female.nif) - The Zaz bodyslide files I have don't seem to cover the cocoon, but maybe there is something out there? 

 

Animation:  Also don't know how to do it without FNIS. 

Edit: Unless you mean that you have a setup with both FNIS and DAR?

I'm just guessing but then perhaps the animations are there but DAR is overriding the custom movement animations of SCB...though it doesn't really look like that in your pictures; looks like normal movement....  Still, if that is the case you could try to add a condition: `not in faction' SCB_FactionTravelingToDevice (Form id xx003E7B of SkyrimChainBeasts.esm) to any alternate movement animation in your DAR config file.

 

 

 

7 hours ago, Zaflis said:

I had no markers and the quest was selected, also NPC's don't give any hints to them. Well, i think the 3 markers in Riverwood at least worked. I had to look for Solstheim blindly and Thieves guild was my alternate start, i had no need to visit Ratways in a normal play so i couldn't have found it without reading internet. And only reason i visited Solstheim for the quest was after reading Internet too, and i wouldn't have had any clue where it would be on the continent... The inhabitants didn't have any talk dialogs about chain beasts either, only guards would accept keys.

 

But after 5 mines destroyed part i'm lost. I read the guide PDF too

  Reveal hidden contents

Q: I cannot figure it out what to do from the invitation?

A: There is a path that leads off the main road where you can `face the mountain’.

 

  Reveal hidden contents

So from Ivarstead i first cleared the cave at the bottom, killing the necromancer. Then i run to High hrothgar and back down to Ivarstead, carefully looking for any path splits or places that i could go but not finding anything. Using Unrelenting Force shout in some suspicious locations...

 

 

No idea why the markers might not be working, are they working for other quests? (There is no conversation option about their location, so that is normal.)

 

next steps;

Spoiler

Not THAT mountain. Solve the other part of the riddle to figure out which mountain(path).

Spoiler

many are alone -> the city of solitude.

swords against blades -> thalmor (embassy).

With that, the tip you quote should make sense.

 

Edited by MTB
Posted (edited)
1 hour ago, MTB said:

 

Mask: Looks like you're using a custom race, or somehow changed races in a way that confuses skyrim. To fix it:  look under custom race support under MCM>Debug and add the player(race) as a custom race and ensure the setting `default mask for custom races' (or something like that) is active.

 

Cocoon:  the mesh comes from Zaz Animation Pack; to change it you'll need a bodyslide for that mod.  (Zaz - animated equips\ZaZ Aracnophobia\ZaZCocoon02Female.nif) - The Zaz bodyslide files I have don't seem to cover the cocoon, but maybe there is something out there? 

 

Animation:  Also don't know how to do it without FNIS. 

Edit: Unless you mean that you have a setup with both FNIS and DAR?

I'm just guessing but then perhaps the animations are there but DAR is overriding the custom movement animations of SCB...though it doesn't really look like that in your pictures; looks like normal movement....  Still, if that is the case you could try to add a condition: `not in faction' SCB_FactionTravelingToDevice (Form id xx003E7B of SkyrimChainBeasts.esm) to any alternate movement animation in your DAR config file.

Okay so I indeed use a custom race, Nord DZ from COtR, and I’ll do the fix you said.

 

For the Cocoon : I’ll see if I have working bodyslide files in the SSE conversion I have. Edit : I checked, and the .nif file I have (probably the exact same as you) doesn't have a single slider, I'll try to add some.

 

For the animations, I indeed have both FNIS and DAR on my setup, but I don’t really see which DAR config file I should update, I’ll look at the ones I have.

Edited by La furie du Dragon
Posted
39 minutes ago, La furie du Dragon said:

For the animations, I indeed have both FNIS and DAR on my setup, but I don’t really see which DAR config file I should update, I’ll look at the ones I have.

 

Perhaps there is a log that indicates which replacements are happening/playing (OAR has it, maybe DAR does too...), eg a low stamina movement set/mounted movement set/...? That may help pinpoint the relevant one, provided that that is actually what is going on in the first place...  (The SCB log may be useful to pinpoint the time point at which the capture happens...).

Perhaps try the test player crawling option in the debug menu.

Posted

Okay so I can't get any slider to get on the outfit, so I guess I will leave it as it is, and if anyone who reads this message could do it, it would be awesome if you did it.

 

Also, I'll try the test player crawling option.

Posted
On 8/15/2023 at 8:38 PM, La furie du Dragon said:

Okay so I can't get any slider to get on the outfit, so I guess I will leave it as it is, and if anyone who reads this message could do it, it would be awesome if you did it.

 

Also, I'll try the test player crawling option.

 

Not my expertise but I think the steps that are needed:

- add the slider effects in outfit studio

- build the outfit (& tri shape) in bodyslide

- update the armor add-ons to support different weight versions in the mod eg in Xedit  (add the _0 in the nif name... 4 times, one for each material version.) - I've attached a file where that's already been done.

 

With that, the different shapes should take effect, at least for me with a quick test changing a slider and then moving that in the morphs in racemenu had some effect.

 

 

 

SCB-SSE-WeightedCocoon.7z

Posted

"You have gathered that which we seek.
You can have it but never own it.
By giving it to us, you will not lose it.
Face the mountain between where many are alone and up high where dwell visitors who would bring swords againts blades.
Speak what we seek and you shall find."

I'm lost... can someone help me with this, I don't know what to do!
I've been running for hours between "Soledad" and the "Thalmor Embassy" and only came across a couple of beasts in chains that I was able to defeat. But I can't find anything else...

Posted
9 minutes ago, petterparker09 said:

"You have gathered that which we seek.
You can have it but never own it.
By giving it to us, you will not lose it.
Face the mountain between where many are alone and up high where dwell visitors who would bring swords againts blades.
Speak what we seek and you shall find."

I'm lost... can someone help me with this, I don't know what to do!
I've been running for hours between "Soledad" and the "Thalmor Embassy" and only came across a couple of beasts in chains that I was able to defeat. But I can't find anything else...

Spoiler

Sorry... I figured it out! I didn't know that giant face spoke xD

 

Posted
On 8/18/2023 at 4:38 PM, MTB said:

 

Not my expertise but I think the steps that are needed:

- add the slider effects in outfit studio

- build the outfit (& tri shape) in bodyslide

- update the armor add-ons to support different weight versions in the mod eg in Xedit  (add the _0 in the nif name... 4 times, one for each material version.) - I've attached a file where that's already been done.

 

With that, the different shapes should take effect, at least for me with a quick test changing a slider and then moving that in the morphs in racemenu had some effect.

 

 

 

SCB-SSE-WeightedCocoon.7z 176.76 kB · 6 downloads

Well since I have a ZAZ conversion to SE on my computer, maybe this particular file in the conversion isn't working well, so I was thinking, why not make your own cocoon with the ZAZ one as a base, and use it instead of the ZAZ cocoon ?

Posted
1 hour ago, La furie du Dragon said:

Well since I have a ZAZ conversion to SE on my computer, maybe this particular file in the conversion isn't working well, so I was thinking, why not make your own cocoon with the ZAZ one as a base, and use it instead of the ZAZ cocoon ?

Did you get to see the cocoon they way it's intended first though, you didn't mention that you got them working yet. Before that matter the cocoon is not very relevant because character is doing wrong pose inside the cocoon.

Posted
16 hours ago, Zaflis said:

Did you get to see the cocoon they way it's intended first though, you didn't mention that you got them working yet. Before that matter the cocoon is not very relevant because character is doing wrong pose inside the cocoon.

Well my character got captured by a chain spider, so I guess I got to see it the way it was first intended

Posted (edited)
10 hours ago, La furie du Dragon said:

Well my character got captured by a chain spider, so I guess I got to see it the way it was first intended

 

But are the custom animations working; the victim should be laying down (see screenshot on the mod page) not sitting (as in your first screenshot).

 

5 hours ago, Celedhring said:

I'm on SE AE and have v69 installed.   

Do I just leave in v.69 and install v70 and the 70QF as is?  Or uninstall v69 first?

 

V70 is a full version; you can remove/replace/override any older version.  (Does not really matter which approach you use; v070 includes basically all files of the earlier versions anyways. Only if you select different plugins in the installer you might want to make sure no old versions remain installed and selected.)  Then, if on SE, install QF as well (merge/keep both).

(note QF does not update earlier versions to 070, you always need the 070-full file, it just updates some files I failed to update in the 070SE version.)

 

Edited by MTB
Posted (edited)

Probably a dumb question, but how would I register for the SCB_VibeEvent?

 

if me == PlayerRef
    me.sendModEvent("SCB_VibeEvent")
    DEBUG.Notification( "The gem vibrates" )
endif

 

I assumed that because we send the event to a player reference, I can just get a different player ref and listen to it, but HalloHallo in the snippet below is never called

 

Quote
Scriptname MyTestScript extends ReferenceAlias  
 
ReferenceAlias Property playerRef Auto  
 
Event OnPlayerLoadGame()
    playerRef.RegisterForModEvent("SCB_VibeEvent", "HalloHallo")
EndEvent
 
Function HalloHallo()
    Debug.MessageBox("SCB Vibrate")
EndFunction

 

 

Edit: I also tried it in a script that extends a quest and it seems to have no effect either.

 

Edited by gerroth
Posted (edited)
8 hours ago, gerroth said:

Probably a dumb question, but how would I register for the SCB_VibeEvent?

 

if me == PlayerRef
    me.sendModEvent("SCB_VibeEvent")
    DEBUG.Notification( "The gem vibrates" )
endif

 

I assumed that because we send the event to a player reference, I can just get a different player ref and listen to it, but HalloHallo in the snippet below is never called

 

 

 

Edit: I also tried it in a script that extends a quest and it seems to have no effect either.

 

 

SendModEvent (https://www.creationkit.com/index.php?title=SendModEvent) sends a `standard' event with 3 parameters, of which two have a default value so you don't see them in the code above.  The system then adds the sender as well as a form argument.  To receive such events you need to have a call back function that matches those parameters or it won't work, see https://www.creationkit.com/index.php?title=RegisterForModEvent_-_Form

 

So, in short, you need to use  (edit 2 - corrected from Function to Event, needs to be an event).

 

Event HalloHallo(string eventName, string strArg, float numArg, Form sender)
    Debug.MessageBox("SCB Vibrate")

EndEvent

 

Edit: BTW you need to listen in the Form/Alias/ActiveMagicEffect where you want to receive the event, not in the sender (playerRef which is an actor that does not know the `hallohallo' event so will ignore it).

 

You'll want to change:

    playerRef.RegisterForModEvent("SCB_VibeEvent", "HalloHallo")
 
To simply:
    RegisterForModEvent("SCB_VibeEvent", "HalloHallo")
 
So the event on this ref-alias gets called.
 
Edited by MTB
Posted (edited)
25 minutes ago, MTB said:

 

SendModEvent (https://www.creationkit.com/index.php?title=SendModEvent) sends a `standard' event with 3 parameters, of which two have a default value so you don't see them in the code above.  The system then adds the sender as well as a form argument.  To receive such events you need to have a call back function that matches those parameters or it won't work, see https://www.creationkit.com/index.php?title=RegisterForModEvent_-_Form

 

So, in short, you need to use  (edit 2 - corrected from Function to Event, needs to be an event).

 

Event HalloHallo(string eventName, string strArg, float numArg, Form sender)
    Debug.MessageBox("SCB Vibrate")

EndEvent

 

 

Thank you for the thorough explanation!

 

So my question was really that dumb after all, I literally just forgot to specify the params

 

Quote

Edit: BTW you need to listen in the Form/Alias/ActiveMagicEffect where you want to receive the event, not in the sender (playerRef which is an actor that does not know the `hallohallo' event so will ignore it).

 

You'll want to change:

    playerRef.RegisterForModEvent("SCB_VibeEvent", "HalloHallo")
 
To simply:
    RegisterForModEvent("SCB_VibeEvent", "HalloHallo")
 
So the event on this ref-alias gets called.

 

Yes, I usually did it like that, but because the event wasn't called I tried all kinds of stuff. It was the kind of thing where your error is really simple and dumb, but you go on complex tangents trying to fix it because you miss the obvious. 

 

Edited by gerroth
Posted

Sorry to bother again, and maybe I'm working with false assumptions, but the event handler still wouldn't be called (even with verifiably working event handlers) and the issue drove me nuts, so I tried to recompile SCB_VibeEvent.psc with some logging to see whats going on.

 

But once I recompiled the file and replaced it in the skyrim folder, event handling suddenly worked.

 

So then I compared the decompiled SCB_VibeEvent.pex in SkyrimChainBeasts-V070Full-SE.7z with the one I build locally, and I noticed that the packaged version does not seem to call the event handler (see diff)

 

Anyways, if I replace SCB_VibeEvent.pex with my self-build file it seems to work. Could it be that the packaged source is differing from the packaged .pex files? I don't know if this difference was intended, so I'm posting this FYI in case it wasn't 

 

image.png.8816741b716e6d8cb4f7d75045fe09be.png

Posted

I'm a bit confused about the Beauty and the Chains quest. I read the dream journal, and it seems to be pointing me towards the Temple of Meridia, is this correct? Do I need to find the Beacon before I can continue the quest line?

Posted
2 hours ago, MysticDaedra said:

I'm a bit confused about the Beauty and the Chains quest. I read the dream journal, and it seems to be pointing me towards the Temple of Meridia, is this correct? Do I need to find the Beacon before I can continue the quest line?

 

Spoiler

Your not wrong, but jumping the gun a bit.  But remember that location for later.  (You won't need the beacon for this quest.)

 

For starters;   Try talking to a friend, or someone who has been targeted by the beasts before.

That should give you a first hint.

Spoiler

They'll point out the mine is conjuring stuff, so maybe talk to a conjurer.

Talking to a mage with sufficient conjuration skill (or already having sufficient skill yourself) will get you a next hint, from which point your patch should be clear...

 

 

Posted
3 hours ago, MTB said:

 

  Hide contents

Your not wrong, but jumping the gun a bit.  But remember that location for later.  (You won't need the beacon for this quest.)

 

For starters;   Try talking to a friend, or someone who has been targeted by the beasts before.

That should give you a first hint.

  Hide contents

They'll point out the mine is conjuring stuff, so maybe talk to a conjurer.

Talking to a mage with sufficient conjuration skill (or already having sufficient skill yourself) will get you a next hint, from which point your patch should be clear...

 

 

Thanks! I guess I was just a mite impatient, and I didn't notice the extra dialogue with my follower, but I see it now. :)

Posted

Hi,

 

i have a little Problem with the Version 070 

Fnis give following Error Message : ">>Warnung: \character\behaviors\FNIS_SkyrimChainBeasts_Behavior.hkx not Skyrim compatible<<"

 

is there a fix ?

 

Cu

Posted
1 hour ago, Vampir2005 said:

Hi,

 

i have a little Problem with the Version 070 

Fnis give following Error Message : ">>Warnung: \character\behaviors\FNIS_SkyrimChainBeasts_Behavior.hkx not Skyrim compatible<<"

 

is there a fix ?

 

Cu

 

Are you sure you're using the right file for your version of Skyrim  (V070-SE and QF for SE/AE or V070-LE (no QF) for oldrim/LE) ?  If so, which version is that?

 

Posted
2 hours ago, MTB said:

 

Are you sure you're using the right file for your version of Skyrim  (V070-SE and QF for SE/AE or V070-LE (no QF) for oldrim/LE) ?  If so, which version is that?

 

Hi,

yeah from my hype for all the new things i have used the qf version. 

I use Oldrim i.e. Legendary Edition.

 

One question what mod disables the Menu function?

 

Cu.

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