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Skyrim Chain Beasts


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Posted

Wow! Just finding my way round this mod, even at lvl 100 and something this scares the bejeezus out of me, pretty sure I am going to to be having nightmares about it soon. So well executed, Thanks a lot and for the installation directions. All very well thought out.  We have come a long way from the tomb raider nude patch in the 90's 🙂

Posted
8 hours ago, MTB said:

 

There's actually a basic version of that there already. Might need some beefing up to actually have impact.

  Reveal hidden contents

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.

 

 

thats wierd the bounty hunting beasts dont go for me the walking ankles do but they dont take to prison they just clamp on then nothing happens

Posted

So I'm having trouble getting the crawl/carry anims to work. It used to work for me in the past, but now their not. I am using eldenrim custom combat 3rd person animds, does that make a difference? ive ran both nemesis and fnis, as well as building in bodyslide, but all the beasts still keep my upright. Help?

Posted

Partial voiceover for Skyrim Chain Beasts (main mod and "SkyrimChainBeastsIntegration.esp") version 0.8.4. using ElevenLabs voice generator (a.k.a AI voice). Should work on both LE and SE/AE.

 

Voice for ChainBeasts 0.8.4 Version 1.0.7z

 

Examples:

 

 

P.S. All of my voiceovers will be moved to a separate topic later on for easier access.

Posted
On 6/30/2024 at 12:20 AM, badbat111 said:

 

thats wierd the bounty hunting beasts dont go for me the walking ankles do but they dont take to prison they just clamp on then nothing happens

 

For all bur the walking chain ones you do need to be a valid target to begin with, it's only the outcome on capture that may be different. Could see if I can make them criminal pc targeting like the walking chains.

 

On 7/2/2024 at 8:21 AM, Kali_Tavon said:

I can't seem to get the crawling animation to work. I've tried rerunning FNIS multiple times and reinstalling the mod. I'm on the most recent version of the Legacy Edition mod. Help would be apricated if this was already solved and I just couldn't find the solution. 

 

Occasional reports of net getting anims to work, only issue with the mod specifically was that in some versions I messed up with the behavior file.

I've put some things to try below, from other reports I've not heard back other specific issues to check for/solutions.

B.t.w. how are they `not working'; eg walking to destination after a capture / riding with `horse-back' instead of custom animation ? 

 

1 hour ago, ElderlyPapersIXGuy said:

So I'm having trouble getting the crawl/carry anims to work. It used to work for me in the past, but now their not. I am using eldenrim custom combat 3rd person animds, does that make a difference? ive ran both nemesis and fnis, as well as building in bodyslide, but all the beasts still keep my upright. Help?

 

Basic checks - installed both full version and update correct version for your game. Ensure `custom riding animations' are allowed (MCM>Debug).

Pre game checks; check FNIS output; no errors/warnings - 2 idles and 30something aa's (alternate movement animations added)? (numbers could be different, working purely from memory).

If errors:  Try regenerating the behavior file (FNIS for modders), or, if using SE: try the updated behavior file posted on the previous page; reported to work.

If no errors:

In game tests: select `test crawling' in the MCM - healing fx plays and player goes into crawl-if latter does not happen there is still issues is with anims but I don't know what it could be.

> custom combat 3rd person anim

Depends on how it works, but likely it should not interfere with the clawing test if done outside of combat, so if that works but not during actual capture than that may be a possible cause to investigate. However, I would not expect it to interact, unless there are too many alternate animation sets in total; I remember reading in FNIS docs that there is a rather low hard limit on those. (SCB adds 5 or so of these sets to enable crawling and riding custom animations.)

 

That's all I can think of trying atm.

 

Posted (edited)
4 hours ago, AndrewLRG said:

 

Excellent!

That first example...a line that always bothered me, never could get it to come out right with XVASynth, best I could do, also serves as comparison for others (edit - if it actually plays, does not seem to work for me. Attachment seems to be there but not playable/downloadable. No idea why) :

 

 

Edit:  Added link to the pack on the main page to make it easy to find. 

>P.S. All of my voiceovers will be moved to a separate topic later on for easier access.

Will update the link once it's moved to the new topic.

 

Edited by MTB
Posted
13 hours ago, MTB said:

Edit:  Added link to the pack on the main page to make it easy to find. 

>P.S. All of my voiceovers will be moved to a separate topic later on for easier access.

Will update the link once it's moved to the new topic.

 

Thank you! :) 

Posted

So....  I've been an LLL (Lovers Lab Lurker, lol! ;)) for quite a while but figured that I should get a little more active after all this time...

 

I'd like to share my love and appreciation for this amazing mod!  I'm playing on the latest AE version of Skyrim and I can honestly say that if you follow all the installation instructions and make sure to meet all dependencies then this mod will easily work with AE, no problems what so ever. Just make sure to carefuly check the hidden contents and focus on version 0.8.3: so the full version first and then the update afterwards.

 

When I first played with this mod I only focussed on the lewd part of it: eventually getting caught, moved to a devious device and then being put on display. In my current, more balanced, run I'm actually following the quest line and having a blast!

 

My team of 'misfits' were going to the western tower to look for the dragon, but instead we got met with the worst threat to all women of Skyrim: the dreaded prison spider :P  Of course I tried to fight it, but one by one we got stripped, tied up and hauled away. Eventually I ran out to the western tower all tied up, and that eventually resulted in Meridith getting her share of chains as well :P

 

For me this is one of those mods that should always be part of a lewd Skyrim playthough. The extra threats (I actually got tricked by a fake chest and anvil!), the way you can free both yourself but also your followers or other female randomsby handing them keys and of course the quest ;) 

 

Now, if you'll excuse me... I just got the banish spell but still need to figure out how it works. I was expecting a projectile, but it behaves as a stoneflesh spell.

Posted
On 6/29/2024 at 5:13 PM, brussh said:

Wow! Just finding my way round this mod, even at lvl 100 and something this scares the bejeezus out of me, pretty sure I am going to to be having nightmares about it soon. So well executed, Thanks a lot and for the installation directions. All very well thought out.  We have come a long way from the tomb raider nude patch in the 90's 🙂

 

On 7/12/2024 at 5:43 AM, ZenMaster3D said:

I'd like to share my love and appreciation for this amazing mod!  I'm playing on the latest AE version of Skyrim and I can honestly say that if you follow all the installation instructions and make sure to meet all dependencies then this mod will easily work with AE, no problems what so ever. Just make sure to carefuly check the hidden contents and focus on version 0.8.3: so the full version first and then the update afterwards.

...

Now, if you'll excuse me... I just got the banish spell but still need to figure out how it works. I was expecting a projectile, but it behaves as a stoneflesh spell.

 

 

Thanks for the nice words on the mod (also to all others who commented before), very motivating to hear about the mod being enjoyed and how.

>banish spell

Spoiler

Than one is specifically for the beast resurrected with the corresponding power. Thus there is only one possible target; no need for a direction/target for the spell.

 

 

On 7/10/2024 at 3:55 AM, Kali_Tavon said:

The way it doesn't work is I'll get captured but then my character will just stand up and walk to the destination. 

Double check with the `test crawling' spell (preferably on new game), but yes that sounds like an animation related issue.

The crawling thing is a rather simple `alternate movement animations' set.  As I cannot reproduce the issue and it works for most all I can think of trying is: Check animations installed, no FNIS errors/warnings about it and the other items mentioned in the previous post, other reasons not specific to this mod - check general animation issues, maybe mod conflicts - perhaps too many alternate animations, can't think of anything else that would make the test crawling fail...


 

Posted

Can you release a version that doesn't require various upgrade patches? I was confused by a lot of content in the download list

Posted (edited)
6 hours ago, krkala said:

Can you release a version that doesn't require various upgrade patches? I was confused by a lot of content in the download list

 

To get going you only need 2 files (full+latest update for your game version), even if the file list may look a bit messy,

All others files add more features, options, documentation. Just ignore them or check the install instructions and `what files to download' to know what they do.

 

Edited by MTB
Posted
On 7/13/2024 at 4:37 PM, MTB said:

 

 

Thanks for the nice words on the mod (also to all others who commented before), very motivating to hear about the mod being enjoyed and how.

>banish spell

  Reveal hidden contents

Than one is specifically for the beast resurrected with the corresponding power. Thus there is only one possible target; no need for a direction/target for the spell.

 

Ey MTB,

 

Appreciate the feedback, thanks!  By the way... in the mean time I've learned that you can be quite the troll sometimes ;)   No, that's not meant as an insult, but, uhm.. I tried the first banish spell I've learned in Riverwood. First we had chainbeast issues but over time managed to contain it, my followers even managed to get all their gear back (seriously: one of my favorite features of the mod: helping out your followers and them sometimes helping you out).

 

But then... I discovered the truth behind that first spell, lol!   Always fun to cast that in the neck of time with several chainbeasts going after you ;)

 

You know you have a situation on your hands when you even see naked (male) guards running around! 😆

Posted
8 hours ago, Kohlrem said:

Any idea what might cause the MCM menu to not appear at all?

i know if you use se mod thats 171000 on le it wont apear on le mcm menu if your on le try tesvedit and check the number it might be you have 171000 rather that 170000

Posted
On 7/15/2024 at 5:12 AM, ZenMaster3D said:

I tried the first banish spell I've learned in Riverwood

 

Aha that one, you mean

Spoiler

the one for the mines, one of the first spells you encounter.  Thought  you were talking about another spell. Ignore that comment.

 

On 7/15/2024 at 5:12 AM, ZenMaster3D said:

troll

well at least you didn't call me a horker :)   (no offense meant to horkers of course...)

 

On 7/17/2024 at 1:48 AM, Kohlrem said:

Any idea what might cause the MCM menu to not appear at all?

On 7/17/2024 at 10:46 AM, badbat111 said:

i know if you use se mod thats 171000 on le it wont apear on le mcm menu if your on le try tesvedit and check the number it might be you have 171000 rather that 170000

Thanks for the feedback, but I don't think it applies here; SCB is developed on LE then converted to SE rather than the other way around.

 

If you got your basics right; followed the install instructions, used the right version for your game then this is most likely not an issue specific to this mod (even if this mod's pages are the only ones not appearing). Try searching for general `MCM menu not appearing' issues and solutions.

 

  • 2 weeks later...
Posted

Is there a way to make chain beasts not attack npcs other then followers?  I have mods that add world events and as funny as it was at first, having a whole bunch of npcs getting naked and attacking really breaks the ai.  The chain beasts just end up standing still while guards and patrols attack them because they are trying to grab people and are being interrupted but because they were the mammoth types it just became a cluster fuck.

Posted
6 hours ago, Alenin said:

Is there a way to make chain beasts not attack npcs other then followers?  I have mods that add world events and as funny as it was at first, having a whole bunch of npcs getting naked and attacking really breaks the ai.  The chain beasts just end up standing still while guards and patrols attack them because they are trying to grab people and are being interrupted but because they were the mammoth types it just became a cluster fuck.

 

Who is targeted is the first set of options in MCM>Gameplay:   Untick boxes for male/female, and set PC and Follower to `Yes'. 

NPC other than follower will no longer be captured. They will also not be targeted, provided they don't `start it', (e.g. if they are your friend/ally and have a help friend/ally AI they may come and help you...).

 

  • 3 weeks later...
Posted

Is there a way to reduce how often the mines respawn chain beasts? I'm not taking about the 5 Unstable Mines related to the "Beauty and the Chain Beast" quest. Just the normal, already rusty looking ones that spawn randomly in the world, like the ones behind the buildings in Riverwood or the Large Chain Beast Mind near Whiterun Stables.

Spoiler

ScreenShot2.png.5d37d665be1a0d4fa976e53967fe8a6d.png

 

Every time I clear the area of chain beasts another wave spawns almost immediately. It makes the nearby areas unusable since its constantly under attack. The worst offender is Markarth/Cidna Mine where the entire city is under constant chaos.

 

I tried using the Weaken/Destroy a Mine method like in the "Beauty and the Chain Beast" quest, but they are unaffected. Attacking the mines directly also doesn't do anything. I'm still pretty early into the mod so I don't know if there will be a way to manage these down the line, but as someone who isn't focusing on the mod's quests and activities and just doing bits and pieces of it as I playthrough the game, it's getting very annoying and I'm basically avoiding those areas until I can do something about the mines.

 

If they are meant to be permanent, that's fine. I just want to be able to use the areas facilities for 24 - 48 hours without being disturbed after I clear the chain beasts.

 

Playing on SE 1.5.97 with Mod v0.85

Posted
9 hours ago, Lucci213 said:

Is there a way to reduce how often the mines respawn chain beasts? I'm not taking about the 5 Unstable Mines related to the "Beauty and the Chain Beast" quest. Just the normal, already rusty looking ones that spawn randomly in the world, like the ones behind the buildings in Riverwood or the Large Chain Beast Mind near Whiterun Stables.

  Reveal hidden contents

ScreenShot2.png.5d37d665be1a0d4fa976e53967fe8a6d.png

 

Every time I clear the area of chain beasts another wave spawns almost immediately. It makes the nearby areas unusable since its constantly under attack. The worst offender is Markarth/Cidna Mine where the entire city is under constant chaos.

 

I tried using the Weaken/Destroy a Mine method like in the "Beauty and the Chain Beast" quest, but they are unaffected. Attacking the mines directly also doesn't do anything. I'm still pretty early into the mod so I don't know if there will be a way to manage these down the line, but as someone who isn't focusing on the mod's quests and activities and just doing bits and pieces of it as I playthrough the game, it's getting very annoying and I'm basically avoiding those areas until I can do something about the mines.

 

If they are meant to be permanent, that's fine. I just want to be able to use the areas facilities for 24 - 48 hours without being disturbed after I clear the chain beasts.

 

Playing on SE 1.5.97 with Mod v0.85

 

Some suggested settings and notes on the mechanisms:

Spoiler

Those mines are indeed permanent; no (game play) way to get rid of them.  However, they do not trigger by themselves; only by touch or by a trap.  You can turn off `NPCs trigger traps' under MCM>plugins>traps section. (eg: Turn off valid target, turn on player.)
You may also want to turn off the `entranced NPCs' trap in the same MCM section (and/or to install the 0.8.6 update as it fixes that trap triggering more often than intended.)

With those settings, basically the only way new beasts should appear inside e.g. Markarth is if you step on a trap yourself.

Trigger by trap has a cool down (24h if I remember correctly) but that is after last trigger, not after you clear the beasts. Trigger by touch only has a few seconds cool down.

 

Posted
9 hours ago, MTB said:
  • they do not trigger by themselves; only by touch or by a trap
  • step on a trap yourself.

Can you elaborate on this? What is "Touch" and what is "Trap"

I assume "Touch" is approaching the mines and pressing "Activate". But what about "Trap" ? Is it proximity detection? A hidden pressure plate? Activating any of the mimic traps which causes the mine to spawn chain beasts?

 

9 hours ago, MTB said:

You can turn off `NPCs trigger traps' under MCM>plugins>traps section. (eg: Turn off valid target, turn on player.)
You may also want to turn off the `entranced NPCs' trap in the same MCM section (and/or to install the 0.8.6 update as it fixes that trap triggering more often than intended.)

I already had the Traps set to only trigger with the Player, but they were still constantly spawning.

I'll try the 0.8.6 update and see if that helps.

 

Thanks

Posted
10 hours ago, Lucci213 said:

Can you elaborate on this? What is "Touch" and what is "Trap"

I assume "Touch" is approaching the mines and pressing "Activate". But what about "Trap" ? Is it proximity detection? A hidden pressure plate? Activating any of the mimic traps which causes the mine to spawn chain beasts?

 

I already had the Traps set to only trigger with the Player, but they were still constantly spawning.

I'll try the 0.8.6 update and see if that helps.

 

Thanks

 

i think mtb means pressure plates as traps ie they spawn enemys

Posted
On 2/27/2024 at 12:22 PM, MTB said:

 

No 3BA specific bodyslide that I know off, but the CBBE ones may work with 3BA body as well. If not, just swapping the reference body in outfit studio should do the trick.

I tried this and it completely broke it.  The body worked but the chains are all broken up and missing parts.

Posted (edited)
On 8/21/2024 at 5:57 AM, Alenin said:

I tried this and it completely broke it.  The body worked but the chains are all broken up and missing parts.

 

Do you mean swapping the reference body?  Just tried it and works fine for me. (Tested on a rather messy SE setup...)

Just two things to look out for: (1) Don't mess with the weights (unlike a typically conversion).  (2) Keep the order of the meshes the same (to avoid texture issues).  So delete old reference, add new, restore mesh order if needed.  Nothing else.


Detailed Step by Step:

 

Spoiler
  1. Open in outfit studio
    • Select the outfit to convert in Bodyslide ( SCB Crawler / SCB Ribbed Crawler )
    • Click the `open current project in outfit studio' button (2e one to the right of the outfit/body drop-down)
  2. Note the order of the meshes
    • meshes panel at top right; CBBE, Dress01, Plug  I think
  3. Delete the old reference body
    • Click on CBBE in the meshes panel, press delete, choose yes
  4. Load the new reference body
    • File > Load Reference
    • From Template:  CBBE 3BA Body   (Merge: sliders not ticked; Zaps can be ticked.), Click OK.
    • No need to mess with weights, that will just break things. Just load the reference, nothing else.
  5. Ensure the meshes order is the same as before for Dress01 and, if present, Plug.
    • Drag 3BA to first position (moves to position below where you drop so for first drop on SCB ...)
    • Drag Dress01 to second position, and Plug to third.
    • All other elements after that, for them order does not matter.
  6. Save.
    • Files > Save Project As:
    • BodySlide
      • Display Name: choose new one eg SCB ... 3BA,
      • Output File Name: Leave as is (SCB_Crawler0...), Output Data Path: Leave as is (meshes\SCB)
      • Low/High Weight Output: ticked.
    • Project
      • Slider Set File: choose a new one eg:  ...\data\CalienteTools\BodySlide\SliderSets\SCB_3BA_Crawlers.osp
      • Shape Data Folder: Leave as is (SCB)
      • Shape Date File: Leave as is (SCB_CBBE_....nif)   Edit: Actually here you may want to use a new one eg SCB_3BA....nif to just create a separate conversion and keep the original in tact.
      • Copy reference shape into output: ticked
    • Click Save.
  7. Build.
    • Exit Outfit Studio.  
    • Back in Bodyslide choose the outfit you just created in the Outfit/Body drop-down, may have to restart Bodyslide for it to show.
    • Choose your preferred preset then press Build.

To test in game:  add crawler (eg with addmenuitem or similar) and equip, use a gold (or silver/rusty) one so you can check the textures.
If the crawler is not gold (but eg the plug is) then you've not put the meshes in the right order (step 5)

 

 

Edited by MTB
added note in the step-by-step
  • 2 weeks later...
Posted

The riding animations are driving me crazy. Or rather, the lack of them whenever I build using FNIS. For some reason, the riding animations work when I build using Nemesis though admittedly there is a screw up on my part since I didn't know that one is supposed to make a separate output mod for Nemesis. I can't recall why I installed Nemesis in the first place but it was the only thing that allowed me to see the custom riding animations at the cost of screwing up the 3rd person animations of Skyrim Spear Mechanic (a DAR-based mod). On the flip side, FNIS, for some reason, fixes the 3rd person spear animations but causes my character to play the walking animation whenever they get captured and are being moved by chain beasts. Tried using Pandora since I've heard it can replace both Nemesis and FNIS and the latest build now supports ZaZ animations but the result was that it combined my problems with both engines instead lol.

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