ck2modfan Posted November 22, 2023 Posted November 22, 2023 (edited) Just to spice things up a bit, if give special enemy NPCs the summon mine spell would that trigger chainbeasts that would hunt player during combat? Â Already gave the summon chainbeast spell. Problem is that it lasts limited time (yes, can extend duration). But if caster is killed, so is chainbeast. Looking for permanent summons versus conjured. Also when conjured beasts go away so do their keys. Edited November 22, 2023 by ck2modfan
badbat111 Posted December 7, 2023 Posted December 7, 2023 (edited) On 11/22/2023 at 3:42 PM, ck2modfan said: Just to spice things up a bit, if give special enemy NPCs the summon mine spell would that trigger chainbeasts that would hunt player during combat? Â mmm a nice idea maybe have a pheromone beast hunt in mcm like how mimics but once in a while pheromone beasts would spawn all over the place the quest could be called night of the living feast or something like that Edited December 7, 2023 by badbat111
badbat111 Posted December 23, 2023 Posted December 23, 2023 are you able to make detection runes ? it would make it more harder for player to break into houses if houses had runes that would activate at set time periods like for example 9pm to 8am sort of like burgler alarms but instead it would trigger a chainbeast takedown and escorted to jail unless you had a diffrent punishment in mind
TheVolcanoGodess Posted December 25, 2023 Posted December 25, 2023 Could chain beasts also get other NPCs or is it only a player thing?
rjn Posted December 26, 2023 Posted December 26, 2023 15 hours ago, TheVolcanoGodess said: Could chain beasts also get other NPCs or is it only a player thing? Yes, in the Settings you can select who is attacked and what gender to attack. I always also select for males to be attacked then you get more help in the battles with beasts. 1
MasterOfBeings Posted January 14, 2024 Posted January 14, 2024 (edited) Hi, i just found this mod and it looks cool so i tried to install it. The mod seems to be working, but when i look at the mcm i get this. Assistance would be appreciated.  Edited January 14, 2024 by MasterOfBeings
MTB Posted January 14, 2024 Author Posted January 14, 2024 6 hours ago, MasterOfBeings said: Hi, i just found this mod and it looks cool so i tried to install it. The mod seems to be working, but when i look at the mcm i get this. Assistance would be appreciated.   An error detection mechanism has triggered; Added to debug empty MCM pages issues. The MCM page is being called using its direct name (Gameplay) instead of its translation key ($SCB_Gameplay). I can't imagine how that is happening as those names have not been used since version 5.0. Maybe some more info could shed some light; e.g. -I assume that is happening for all the pages in the menu? -Is this on a new game or and existing one, if the later, have you also tested on a new game? - What happens if you remove the translation files (data/interface/translations/SkyrimChainBeast*); do the page names in the menu names change to $SCB_Gameplay etc.? /alternatively; in game-if you look at the properties of the SCB_InitQuest in the console sqv scb_initQuest (will give a long list of script and properties) under SCB_MCMSCript part there should be a list menunames, is it [$SCB_Gameplay, $SCB_Skip, $SCB_Debug, etc.] or [Gameplay,Skip, etc.] - Does it show the logo before selecting a page? - Versions ? (Game, SCB, SkyUI), mod manager, installed SCB options.  Â
MTB Posted January 14, 2024 Author Posted January 14, 2024 On 12/23/2023 at 10:19 AM, badbat111 said: are you able to make detection runes ? it would make it more harder for player to break into houses if houses had runes that would activate at set time periods like for example 9pm to 8am sort of like burgler alarms but instead it would trigger a chainbeast takedown and escorted to jail unless you had a diffrent punishment in mind  >detection rune. You mean like the lightning trap ones that go off if you get too close? Looked at them when I first worked on traps, I remember them being tricky - they work with projectiles and those need to hit someone before a spell/effect is called, so not like the plate traps where one can just catch the activate event (by an activate parent) to then run the desired code... So in short, no I don't really know how to make custom detection runes . Â
MTB Posted January 14, 2024 Author Posted January 14, 2024 On 11/22/2023 at 3:42 PM, ck2modfan said: Just to spice things up a bit, if give special enemy NPCs the summon mine spell would that trigger chainbeasts that would hunt player during combat?  Already gave the summon chainbeast spell. Problem is that it lasts limited time (yes, can extend duration). But if caster is killed, so is chainbeast. Looking for permanent summons versus conjured. Also when conjured beasts go away so do their keys.  But then they would need to trigger the mines as well... tricky to integrate into combat; could have a quest which ... gave me an idea...you'll see.  Or it would need to be like a self-activating/destroying mine or like a rune that gets triggered just be getting close... Also, they would go after the casters as well if those are valid targets... but I guess that's just the cost of doing business, all magic has its price and such.  > their keys Ah an ulterior motive shows up   1
MasterOfBeings Posted January 14, 2024 Posted January 14, 2024 47 minutes ago, MTB said:  An error detection mechanism has triggered; Added to debug empty MCM pages issues. The MCM page is being called using its direct name (Gameplay) instead of its translation key ($SCB_Gameplay). I can't imagine how that is happening as those names have not been used since version 5.0. Maybe some more info could shed some light; e.g. -I assume that is happening for all the pages in the menu? -Is this on a new game or and existing one, if the later, have you also tested on a new game? - What happens if you remove the translation files (data/interface/translations/SkyrimChainBeast*); do the page names in the menu names change to $SCB_Gameplay etc.? /alternatively; in game-if you look at the properties of the SCB_InitQuest in the console sqv scb_initQuest (will give a long list of script and properties) under SCB_MCMSCript part there should be a list menunames, is it [$SCB_Gameplay, $SCB_Skip, $SCB_Debug, etc.] or [Gameplay,Skip, etc.] - Does it show the logo before selecting a page? - Versions ? (Game, SCB, SkyUI), mod manager, installed SCB options.   Ok, so: -Yes all pages show the same error. -existing game, i just launched a new game and it seems to be working (i'm about to start a new game anyway so the issue isn't as important anymore) -the quest is running and updating as events happen -it shows the logo - Skyrim is at SE (not the recent update but the one before),skyUI5.2se, MO2 2.4.4, SCB 7.0
MTB Posted January 15, 2024 Author Posted January 15, 2024 On 1/14/2024 at 9:23 PM, MasterOfBeings said: Ok, so: -Yes all pages show the same error. -existing game, i just launched a new game and it seems to be working (i'm about to start a new game anyway so the issue isn't as important anymore) -the quest is running and updating as events happen -it shows the logo - Skyrim is at SE (not the recent update but the one before),skyUI5.2se, MO2 2.4.4, SCB 7.0   Thanks for the info. Good to know that it does work for a new game. Don't see any reason yet why it would not work on an existing save that did not have an earlier version installed but at least that narrows it down.  btw; BAD should be after DB (If you use the eslified version that will happen automatically) or else it won't change the beasts that DB adds..(why does that even work; DB should be a master for BAD). Â
MasterOfBeings Posted January 15, 2024 Posted January 15, 2024 Hello again. I'm enjoying this mod so I though to just give some feedback/ bug report to help along. First - at Fort Greymoor, beasts were taking victims to this spot where they entered furniture poses, but there is no furniture to see or interact with. I've seen furniture outside Whiterun. Â Second (this is probably more my fault) - The mask is showing a different model when attached to my character as to others. I'm assuming that is is related to my custom race. Is there a way to make it show the normal mask? Default mask for custom race is on. Kitsune custom race. I suggest maybe an additional option in the custom race options to tell the mod which mask model to use?
MTB Posted January 16, 2024 Author Posted January 16, 2024 17 hours ago, MasterOfBeings said: Second (this is probably more my fault) - The mask is showing a different model when attached to my character as to others. I'm assuming that is is related to my custom race. Is there a way to make it show the normal mask? Default mask for custom race is on. Kitsune custom race. I suggest maybe an additional option in the custom race options to tell the mod which mask model to use?  Add the player's race to the list of allowed custom races. There's an entry for that in the MCM. Together with the default mask for custom races that should do the trick.  17 hours ago, MasterOfBeings said: First - at Fort Greymoor, beasts were taking victims to this spot where they entered furniture poses, but there is no furniture to see or interact with. I've seen furniture outside Whiterun.  The beasts can chain up their victims in lots of places (invisible furniture). This is indeed one of those places. Upon entering the hidden furniture, chains should be added that chain the victim to the wall/pole/etc. (If the chains do not show up, perhaps check your ZAZ install as this is just an invisible version of an existing zaz-pole -eg does the Zaz chain-pose pole in Riverwood work normally?). Â
MasterOfBeings Posted January 16, 2024 Posted January 16, 2024 Ah, i see. You need to toggle default mask, then add custom race. thanks for the help.
crococat Posted January 21, 2024 Posted January 21, 2024 Tried to upgrage from 070 to 08. In SE all is ok. But in LE have T-pose and no usual FNIS warnings about number of animations at game start. When running FNIS there is no reports about SCB, it just passed as other mods, and all is as usualy. Reinstall mod to ensure it is LE version, run FNIS and again T-pose and no usual warnings. Install 070 again, run FNIS and it is ok now as it was before update trying. Has anyone same result? Think there is something wrong in animation files. 1
MTB Posted January 21, 2024 Author Posted January 21, 2024 (edited) 3 hours ago, crococat said: Tried to upgrage from 070 to 08. In SE all is ok. But in LE have T-pose and no usual FNIS warnings about number of animations at game start. When running FNIS there is no reports about SCB, it just passed as other mods, and all is as usualy. Reinstall mod to ensure it is LE version, run FNIS and again T-pose and no usual warnings. Install 070 again, run FNIS and it is ok now as it was before update trying. Has anyone same result? Think there is something wrong in animation files.  Thanks for the report, will have a look. If I remember correctly, the animation files should be exactly the same as in v070.  Edit: The animation files are the same but the behavior file is different, maybe I messed that one up. Please try copying the file: FNIS_SkyrimChainBeasts_Behavior.hkx From the folder : \data\meshes\actors\character\behaviors of v070 over to v080 to see if that solves the issue.  Edited January 21, 2024 by MTB
crococat Posted January 21, 2024 Posted January 21, 2024 1 hour ago, MTB said:  Thanks for the report, will have a look. If I remember correctly, the animation files should be exactly the same as in v070.  Edit: The animation files are the same but the behavior file is different, maybe I messed that one up. Please try copying the file: FNIS_SkyrimChainBeasts_Behavior.hkx From the folder : \data\meshes\actors\character\behaviors of v070 over to v080 to see if that solves the issue.  Yes, this solves problem. Installed 080LE, copied the only one behavior file from 070, run FNIS and in game all is ok with animations.
MTB Posted January 21, 2024 Author Posted January 21, 2024 1 hour ago, crococat said: Yes, this solves problem. Installed 080LE, copied the only one behavior file from 070, run FNIS and in game all is ok with animations. Â Thanks, uploaded this solution as a quick fix for others with the same problem.
tickticktickbooom Posted January 22, 2024 Posted January 22, 2024 2 hours ago, Ferbodroid said: New Voice - missing second archive Yeah, that's what I'm getting, too.
MTB Posted January 22, 2024 Author Posted January 22, 2024 13 hours ago, Ferbodroid said: New Voice - missing second archive  11 hours ago, tickticktickbooom said: Yeah, that's what I'm getting, too.  Looks like upload of that part failed. Re uploaded. 1
MasterOfBeings Posted January 25, 2024 Posted January 25, 2024 So, just checking if this is intended or not: Â What happens is I loot a container, contain turns into mimic and the container respawns at the same time. I kill mimic and the mimic corpse remains. I go to loot container and it turns into a mimic and container respawns again. I can spawn unlimited mimics this way. Not sure if this is intended or is this the difference between mimic traps and mimic mania?
MTB Posted January 26, 2024 Author Posted January 26, 2024 21 hours ago, MasterOfBeings said: So, just checking if this is intended or not:  What happens is I loot a container, contain turns into mimic and the container respawns at the same time. I kill mimic and the mimic corpse remains. I go to loot container and it turns into a mimic and container respawns again. I can spawn unlimited mimics this way. Not sure if this is intended or is this the difference between mimic traps and mimic mania?  No that is not supposed to happen. The container should either not reappear at all - beast body remains (added mimic trap) or only once the mimic is defeated - beast body turns back into a (passive, no longer mimic summoning) container (mimic mania replacer). Happening for all containers/a specific one (if so which one?), can you tell whether it's a trap or mania one (eg try the cleaner spell-should not affect trap ones-or disable the mimic traps; does it disappear(after a few moments) ), still on 0.7 or on 0.8 ? Â
MasterOfBeings Posted January 28, 2024 Posted January 28, 2024 On 1/26/2024 at 5:29 PM, MTB said:  No that is not supposed to happen. The container should either not reappear at all - beast body remains (added mimic trap) or only once the mimic is defeated - beast body turns back into a (passive, no longer mimic summoning) container (mimic mania replacer). Happening for all containers/a specific one (if so which one?), can you tell whether it's a trap or mania one (eg try the cleaner spell-should not affect trap ones-or disable the mimic traps; does it disappear(after a few moments) ), still on 0.7 or on 0.8 ?  Its happening to a few random containers. Cleaner spell does nothing. still on 0.7 (didn't realise there was a new update).
xyzxyz Posted February 6, 2024 Posted February 6, 2024 (edited) Any idea why some NPCs like M'rissi (you may know the mod) are immune to pheromone beasts? they get stripped but no chains or "purple" sex effects ever happen. Edited February 7, 2024 by xyzxyz
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