badbat111 Posted April 27, 2024 Posted April 27, 2024 i just noticed theres a update downloading it now
badbat111 Posted April 27, 2024 Posted April 27, 2024 skyrim chainbeast 83 le 10 hours ago is giving me a error Sorry! File not found same as the voices https://www.loverslab.com/files/file/5279-skyrim-chain-beasts/?do=download&r=1928788&confirm=1&t=1&csrfKey=d820740f5f6b61bf3427e7187a66c2e2
palracz Posted April 28, 2024 Posted April 28, 2024 Hi same FNIS error from SE version. I use only SCB V080full és SCB V081Update.
MTB Posted April 28, 2024 Author Posted April 28, 2024 (edited) On 4/27/2024 at 9:57 PM, badbat111 said: File not found Looks like the latest uploads failed. Description edits also seem not to have synced to the thread. Edit: Retried upload and added an SE version as well. On 4/28/2024 at 6:33 AM, palracz said: FNIS error Make sure correct file is being used, see previous page: Edit: Or, if you're sure you've got the right version installed, regenerating the behavior file yourself with FNIS for authors is also an option indeed. Edited May 3, 2024 by MTB
palracz Posted April 30, 2024 Posted April 30, 2024 I made a new FNIS behavior file for SE, it's working for me FNIS_SkyrimChainBeasts_Behavior.hkx 1
Amatum Posted May 8, 2024 Posted May 8, 2024 What is the name I can find the bodyslide files under, please? I'm hoping this fixes the issue I had where I rode a beast and the game crashed. First time using this mod, so I'm not entirely sure.
DonQuiWho Posted May 26, 2024 Posted May 26, 2024 @MTB Hi Using 0.80full + 0.8.3update, with mimics esp enabled Any idea why almost all the barrels in (at least) Riften are unable to be opened, and showing that they were last modified by this mod? It makes the PC's life much more difficult when requiring keydrops from other mods that place them in barrels LOL I did try using the debug 'unmimic/clean container etc' spell (for want of a better description), but that made no difference at all that I can see Any help would be welcome, as I really would rather keep Mimics active as a fun game challenge than have to deactivate them just because they seemed to become an overarching impedimentary nuisance. Otherwise, the mod still seems to do what it says on the tin, and has become even more fun over the years. Just need to add a little bit of spice to the PC's trips to pillories - a la Prison I realise that adding that might disrupt the massed town fights, but it could be done by a slight change in that when the PC is placed there, calm down everything till the business is done, and restart the grand punch up when the release happens Whatever, hope the observation on the mimic issue helps, anyway And if I've missed something, point me in the right direction, pls! DQW
whotheknow Posted May 27, 2024 Posted May 27, 2024 "Reading SkyrimChainBeasts >>Warning: Inconsistent mod SkyrimChainBeasts. Number of animations differs between FNIS List (2) and corresponding behavior file (0)<< V?.? ... ChAnims:87(85) CTD:2,1% pOpt:0,0% NOTE: SkyrimChainBeasts uses outdated behavior file (may invalidate CTD Load calculation) Can somebody help?
MTB Posted May 28, 2024 Author Posted May 28, 2024 21 hours ago, whotheknow said: "Reading SkyrimChainBeasts >>Warning: Inconsistent mod SkyrimChainBeasts. Number of animations differs between FNIS List (2) and corresponding behavior file (0)<< V?.? ... ChAnims:87(85) CTD:2,1% pOpt:0,0% NOTE: SkyrimChainBeasts uses outdated behavior file (may invalidate CTD Load calculation) Can somebody help? First check your using the correct version (SE I assume), if that's the case, try the behavior file posted by palracz a few posts above or run FNIS for modders for SCB to regenerate that file yourself.
MTB Posted May 28, 2024 Author Posted May 28, 2024 On 5/26/2024 at 12:35 PM, DonQuiWho said: @MTB Hi Using 0.80full + 0.8.3update, with mimics esp enabled Any idea why almost all the barrels in (at least) Riften are unable to be opened, and showing that they were last modified by this mod? It makes the PC's life much more difficult when requiring keydrops from other mods that place them in barrels LOL I did try using the debug 'unmimic/clean container etc' spell (for want of a better description), but that made no difference at all that I can see Any help would be welcome, as I really would rather keep Mimics active as a fun game challenge than have to deactivate them just because they seemed to become an overarching impedimentary nuisance. Otherwise, the mod still seems to do what it says on the tin, and has become even more fun over the years. Just need to add a little bit of spice to the PC's trips to pillories - a la Prison I realise that adding that might disrupt the massed town fights, but it could be done by a slight change in that when the PC is placed there, calm down everything till the business is done, and restart the grand punch up when the release happens Whatever, hope the observation on the mimic issue helps, anyway And if I've missed something, point me in the right direction, pls! DQW MM changes barrels to make them potential mimics, script added that runs on entering the cell and when activating, so normal to see MM as last mod that `changed' them. (Does not necessarily mean its the one causing the issue but maybe a mod conflict is involved; my guess would be with an other mods that also try to do things with the barrel when you activate it (like place some keys in some...)) . What does the uncleaner spell say (notifications); `Cleaned barrel/chest/...' or `No mimic script on barrel/chest/...' ? or nothing at all ? What mod are you using that may have on-activate scripts - eg adds random stuff like key drops/devious events when activating a barrel; DCL?
MTB Posted May 28, 2024 Author Posted May 28, 2024 On 5/8/2024 at 12:05 PM, Amatum said: What is the name I can find the bodyslide files under, please? I'm hoping this fixes the issue I had where I rode a beast and the game crashed. First time using this mod, so I'm not entirely sure. They start with SCB, (2 `outfits', 2 options for one). (Likely too late and seems unlikely to be related to the crash but here's the answer non the less.)
whotheknow Posted May 29, 2024 Posted May 29, 2024 16 hours ago, MTB said: First check your using the correct version (SE I assume), if that's the case, try the behavior file posted by palracz a few posts above or run FNIS for modders for SCB to regenerate that file yourself. What should i doo with the behavior file ? put it in the mod manager ? idk
MTB Posted May 29, 2024 Author Posted May 29, 2024 (edited) 8 hours ago, whotheknow said: What should i doo with the behavior file ? put it in the mod manager ? idk Replace the file (FNIS_SkyrimChainBeasts_Behavior.hkx) in data/meshes/actors/character/behaviors/ eg if using MO2 you open the SCB mod (double click) then browse to the dir above and right click - open in explorer, move your downloaded file there... Edited May 29, 2024 by MTB corrected path as indicated by brololo
brololo Posted May 29, 2024 Posted May 29, 2024 38 minutes ago, MTB said: Replace the file (FNIS_SkyrimChainBeasts_Behavior.hkx) in data/meshes/actors/behaviors/ eg if using MO2 you open the SCB mod (double click) then browse to the dir above and right click - open in explorer, move your downloaded file there... you forgot that it is in the character folder under actor there is the behavior file but i can confirm that did fix the mod for me the new file 1
DonQuiWho Posted May 29, 2024 Posted May 29, 2024 23 hours ago, MTB said: MM changes barrels to make them potential mimics, script added that runs on entering the cell and when activating, so normal to see MM as last mod that `changed' them. (Does not necessarily mean its the one causing the issue but maybe a mod conflict is involved; my guess would be with an other mods that also try to do things with the barrel when you activate it (like place some keys in some...)) . What does the uncleaner spell say (notifications); `Cleaned barrel/chest/...' or `No mimic script on barrel/chest/...' ? or nothing at all ? What mod are you using that may have on-activate scripts - eg adds random stuff like key drops/devious events when activating a barrel; DCL? Hi Thanks for the quick reply Right now I'm not able to access the game, but as soon as I can I'll try out what you have said and let you know whatever detail I can come up with OTTOTH, IIRC, mods running in that game that might have an impact are Cursed Loot Deviously Enchanted Chests Egg Factory38-64bit SXL Harvesting Adventures
AndrewLRG Posted May 29, 2024 Posted May 29, 2024 Hi! Could you please publish source code (.psc) for the latest version for LE? If it's posible. SkyrimChainBeasts-V083-LE.7z doesn't seem to have them.
MTB Posted May 29, 2024 Author Posted May 29, 2024 (edited) On 5/29/2024 at 8:13 PM, AndrewLRG said: Hi! Could you please publish source code (.psc) for the latest version for LE? If it's posible. SkyrimChainBeasts-V083-LE.7z doesn't seem to have them. Attached should contain the scripts added/altered by V083. SCB_V083-LE-Scripts.7z And now also updated for V084. SCB_V084-LE-Scripts.7z Edited June 8, 2024 by MTB added scripts for v084 as well 1
Amatum Posted May 30, 2024 Posted May 30, 2024 On 5/28/2024 at 3:31 PM, MTB said: They start with SCB, (2 `outfits', 2 options for one). (Likely too late and seems unlikely to be related to the crash but here's the answer non the less.) Thanks! I got it to stop crashing, but I appreciate the answer. 🎶
AndrewLRG Posted June 6, 2024 Posted June 6, 2024 On 5/29/2024 at 9:24 PM, MTB said: Attached should contain the scripts added/altered by V083. SCB_V083-LE-Scripts.7z 61.81 kB · 1 download Thank you! I've done several minor tweaks for the previous version to better fit my playstyle and now can transfer them to the latest version of Chain Beasts. On the sidenote, I'm making a voiceover for Chain Beasts and stumbled upon a topic that I don't fully understand the concept of. Could you please expain it, when you have some time? The topic is question belongs to 'SCB_INT_SpyHunter' quest; Topic EditorID: 'SCB_INT_SpyHunterDV2B1T1' in branch 'SCB_INT_SpyHunterDV2B1'. Spoiler! Spoiler "You're timing is perfect. We did and I could really use your help. We figured out how they communicate and found a new spy has come to Skyrim to spy on Windhelm. That is too risky so we faked an order from Red to stop to investigate strange devices in Riverwood. I need you to intercept." I don't understand the 3rd line. Specifically "to stop to investigate". Does it mean "we faked an order to stop investigation of strange devices in Riverwood" or "we faked an order to investigate strange devices in Riverwood"?
MTB Posted June 6, 2024 Author Posted June 6, 2024 3 hours ago, AndrewLRG said: The topic is question belongs to 'SCB_INT_SpyHunter' quest; Topic EditorID: 'SCB_INT_SpyHunterDV2B1T1' in branch 'SCB_INT_SpyHunterDV2B1'. This is part of an WIP (well more concept not so much in progress really...) extension to the Hunt for Red quest. It's not reachable so you can simply ignore it. But if you want to know what the idea/concept/plan behind it is (spoiler-obviously): Spoiler Here you're returning to the investigator and asking if there are any updates, who then gives this response. It will lead to another one of the Spies that will be encountered in Riverwood who, on (fake) orders from Red is trying to figure out what these mines are. All this would only happen if you correctly identified the location of the 2e spy, else the quest would evolve differently.
AndrewLRG Posted June 6, 2024 Posted June 6, 2024 38 minutes ago, MTB said: This is part of an WIP (well more concept not so much in progress really...) extension to the Hunt for Red quest. It's not reachable so you can simply ignore it. But if you want to know what the idea/concept/plan behind it is (spoiler-obviously): Thank you for reply! I'll skip this dialogue branch then.
Celedhring Posted June 9, 2024 Posted June 9, 2024 (edited) Reporting same problem as post On 5/27/2024 at 5:04 PM, whotheknow said: "Reading SkyrimChainBeasts >>Warning: Inconsistent mod SkyrimChainBeasts. Number of animations differs between FNIS List (2) and corresponding behavior file (0)<< V?.? ... ChAnims:87(85) CTD:2,1% pOpt:0,0% NOTE: SkyrimChainBeasts uses outdated behavior file (may invalidate CTD Load calculation) Can somebody help? This is my cut and paste from FNIS after updating to v0.80 SE Full with the 0.083 SE update. Reading SkyrimChainBeasts >>Warning: Inconsistent mod SkyrimChainBeasts. Number of animations differs between FNIS List (2) and corresponding behavior file (0)<< V?.? ... ChAnims:87(85) CTD:2.1% pOpt:0.0% NOTE: SkyrimChainBeasts uses outdated behavior file (may invalidate CTD Load calculation) Dropping in palracz's file a few posts above eliminated the error message but waiting to see how SCB works after that. Edited June 9, 2024 by Celedhring
badbat111 Posted June 29, 2024 Posted June 29, 2024 (edited) idea the bounty beast could you make it so bounty beasts spawn in wild if player has a bounty they hunt the player maybe have a group of them so the player cant kill all to quickly if they capture the player in the wilds they would do a crawl back to the hold with the bounty while turning pheromone during the trip when it detects npc once sex act finnished the bounty beast would be reequipped and crawl to the hold i liked the bounty hunter feature from pop but some reason my character when it arives to the prison in pop it just stands there no guard interaction either so i end up locked in a script that didnt trigger waiting didnt help either wouldnt mobile prison beasts be ideal for that ? Edited June 29, 2024 by badbat111
MTB Posted June 29, 2024 Author Posted June 29, 2024 3 hours ago, badbat111 said: idea the bounty beast could you make it so bounty beasts spawn in wild if player has a bounty they hunt the player maybe have a group of them so the player cant kill all to quickly if they capture the player in the wilds they would do a crawl back to the hold with the bounty while turning pheromone during the trip when it detects npc once sex act finnished the bounty beast would be reequipped and crawl to the hold i liked the bounty hunter feature from pop but some reason my character when it arives to the prison in pop it just stands there no guard interaction either so i end up locked in a script that didnt trigger waiting didnt help either wouldnt mobile prison beasts be ideal for that ? There's actually a basic version of that there already. Might need some beefing up to actually have impact. Spoiler If you have a high enough bounty (setting in MCM) in the current hold, law enforcement beasts may trigger which if they capture you will take you to jail (again if bounty high enough, MCM setting). The beasts at the blue palace are also law enforcement beasts so will also do this by default. But the randomly summoned ones are likely to weak to actually capture the player unless they have other help. Also there is no `fun along they way' present, which might be a nice feature in general rather than just for this outcome, but there's no support for that atm, would need some redesign/expansion of core parts for that to be possible.
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