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Skyrim Chain Beasts


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Posted

 

>riding animations are driving me crazy. Or rather, the lack of them whenever I build using FNIS.

Sorry can't really help with this; just FNIS should do the trick. No idea why it would fail.

All I can advice is to try to clean up the install - some reports from those with similar issues was that it did work after that.

eg

 

and

 

 

Posted
On 9/2/2024 at 3:02 AM, MTB said:

Sorry can't really help with this; just FNIS should do the trick. No idea why it would fail.

 Just a long shot, but is there any chance to adapt the animation to be compatible with DAR/OAR? I admit that I don't know much about how this animation stuff works but I get a feeling that the mods I have installed that utilize those might be overwriting the intended behavior. I'm thinking it would be nice, at least when talking about OAR, to have some kind of in-game control as to the priority of the animation that plays,

Posted
On 9/3/2024 at 5:32 AM, Klados said:

 Just a long shot, but is there any chance to adapt the animation to be compatible with DAR/OAR? I admit that I don't know much about how this animation stuff works but I get a feeling that the mods I have installed that utilize those might be overwriting the intended behavior. I'm thinking it would be nice, at least when talking about OAR, to have some kind of in-game control as to the priority of the animation that plays,


SCB plays custom animations, afaik that should mean they don't get replaced by OAR mods (unless specifically made for SCB).

I've not seen OAR mods that cause issues with SCB, but I've only tried a handful so who knows.

 

I've been experimenting with OAR a bit but have not gotten replacing riding animations to work properly. Should work for the crawling animation, but haven't tested that yet as developing an OAR version of SCB does not seem useful if I cannot get the riding working as well.

Perhaps you can see on the OAR `playing animation log' whether the right anims are playing; should be scb0_mt_... for the crawling (can start that with the test player crawling toggle in MCM>debug), should show if something is overriding that.

 

Posted
On 9/5/2024 at 2:32 AM, MTB said:


Perhaps you can see on the OAR `playing animation log' whether the right anims are playing; should be scb0_mt_... for the crawling (can start that with the test player crawling toggle in MCM>debug), should show if something is overriding that.

 

 

 

Checked it and I got nothing, Just the default walk animation. I have zero idea as to why FNIS is refusing to play the animations despite SCB showing up in the FNIS log. The SCB animations are simply not showing up anywhere in OAR when exclusively using FNIS.

 

I ended up with a compromise by running FNIS for the the mods that don't like Nemesis (mostly stuff I got from east Asian sites that Nemesis can't read due to non-unicode characters), then temporarily deactivating said mods while I run Nemesis and then switching them back on afterwards. Mostly went well with SCB as the crawling and the mobile prison animations worked though the mimic chest still resulted with my character still playing the walking animation while being transported.

Posted
20 hours ago, Klados said:

 

 

Checked it and I got nothing, Just the default walk animation. I have zero idea as to why FNIS is refusing to play the animations despite SCB showing up in the FNIS log. The SCB animations are simply not showing up anywhere in OAR when exclusively using FNIS.

 

I ended up with a compromise by running FNIS for the the mods that don't like Nemesis (mostly stuff I got from east Asian sites that Nemesis can't read due to non-unicode characters), then temporarily deactivating said mods while I run Nemesis and then switching them back on afterwards. Mostly went well with SCB as the crawling and the mobile prison animations worked though the mimic chest still resulted with my character still playing the walking animation while being transported.

 

Really odd, some are working but others are not?  Maybe running into some form of animation limit like maximum number of alternate animation sets. 

 

Realized that if I basically keep the same trick for triggering the custom riding animations they can also be made to work with OAR.  (Before I'd just been trying to replace the whole thing with OAR.)

Created a testing version that is OAR based (but does not clean redundant FNIS files yet. The trick needs FNIS-aa so that is there to stay anyways).   - added to downloads.

Can try it with an existing install; keeping it as a separate mod is recommended. Should work without rerunning FNIS etc.

If it works well, it might enable some more features that are not possible with FNIS alone. 

 

Posted
1 hour ago, xyzxyz said:

I just installed it for LE on a running save and the game CTDs every time when I load a save. Do I need a new char or more files?

image.png.027573cea185d6e225374fa55fd188b2.png

 

This looks like you have the update and the quick fix (you don't need that if you have the update, it's included) but are missing the full file. So full file and then update over top of that.

Posted

Got it to work,

There is an option to stop NPCs from activating traps somewhere, right? Just saw a curious NPC activate on of the mines in riverwood and promptly regretted it^^

Posted
20 hours ago, MTB said:

 

Created a testing version that is OAR based (but does not clean redundant FNIS files yet. The trick needs FNIS-aa so that is there to stay anyways).   - added to downloads.

Can try it with an existing install; keeping it as a separate mod is recommended. Should work without rerunning FNIS etc.

If it works well, it might enable some more features that are not possible with FNIS alone. 

 

 

I tested it, admittedly not in a scientific manner as I practically had all my animations loaded, and did so using the method I previously mentioned. To my surprise, it worked (with just a minor tweaking on my end).

 

I can't say for certain that it solved the underlying issue but this time, since I also had a DAR-based mod running in the form of Regnante Animations (player-only version), all I needed to do was tweak the OAR conditions by making it check that the player is NOT mounted and voila! 

 

There is also the happy side effect that a mod that I previously written off as inherently incompatible with the SCB mounted animations, YY Anim Replacer - Princess Horse Riding, now works lol.

Posted (edited)
9 hours ago, xyzxyz said:

Got it to work,

There is an option to stop NPCs from activating traps somewhere, right? Just saw a curious NPC activate on of the mines in riverwood and promptly regretted it^^

 

> NPC activate

Oh no, stop them before they touch that thing !

 

> option

Yes, under MCM>plugins

Spoiler

The event that you're referring to is `entranced NPC' which has a separate setting in the traps part of the menu.

Note, to stop them:

Spoiler

Simply talking to them will break their trance.

 

 

 

Edited by MTB
Posted
4 hours ago, Klados said:

I tested it, admittedly not in a scientific manner as I practically had all my animations loaded, and did so using the method I previously mentioned. To my surprise, it worked (with just a minor tweaking on my end).

 

I can't say for certain that it solved the underlying issue but this time, since I also had a DAR-based mod running in the form of Regnante Animations (player-only version), all I needed to do was tweak the OAR conditions by making it check that the player is NOT mounted and voila! 

 

There is also the happy side effect that a mod that I previously written off as inherently incompatible with the SCB mounted animations, YY Anim Replacer - Princess Horse Riding, now works lol.

 

Sounds promising; will keep working this out further on the todo list then.

 

Posted

So I used my poor follower to distract the silver chain beast in whiterun but when I return to the mother she still calls me a criminal that was on display and doesn't want to pay me. Huh? I never was bound.

Posted
2 hours ago, xyzxyz said:

So I used my poor follower to distract the silver chain beast in whiterun but when I return to the mother she still calls me a criminal that was on display and doesn't want to pay me. Huh? I never was bound.

 

Perhaps she's confusing you with someone else, like your follower.  To her old eyes anyways, you all look alike.  Or maybe she's just looking for any excuse not to pay you. That milk drinker! If only there was a way to get back at her...

 

Spoiler

I added the option to use your follower later on and did not go back to that conversation to add an alternate greeting for this case. From her motivation it still makes sense though, you're associated with that criminal after all; it's just an even flimsier excuse.
If someone has a good idea for an alternate greeting that she could use in this specific case (that is in keeping with her character and would yield the same end result) I may add it.  Eg:
"Wait, aren't you with that criminal I saw on display. You two in a gang? We don't associate with people like you."

 

 

Posted
16 minutes ago, MTB said:

That milk drinker! If only there was a way to get back at her...

I've seen a few. Do I get the spell to place mines while this quest is still active?

Posted
2 hours ago, xyzxyz said:

I've seen a few. Do I get the spell to place mines while this quest is still active?

 

Spoiler

Unless you were a milk drinker it will remain active until you decide to do something about it.

 

Posted

Is it possible to integrate mods? Is it possible to put the update files and sound files together so I can just download and install them? Thank you.

Posted (edited)

I ran into a problem: Lydia was put into an X-cross by a chain beast but after she got off it and I released her chains she still refuses to move.

When she+beast was crawling I used the spell to attract the beast to me but Lydia still wouldn't move again. And I got her locked up in the cross twice in a row and she still won't move.

Edited by xyzxyz
Posted
On 9/13/2024 at 1:31 PM, xyzxyz said:

Do the chain beasts have any special weakness? I installed the basic version (1. option).

 

Spoiler

The don't like the water.

Spoiler

Well most of them...

 

Spoiler

Other than that no but there is something that can be very helpful.   Requires an event during `Minesweeper' (Beauty and the Chain Beast).

Spoiler

Quest to find it starts on a take down of you or your follower.

 

 

 

17 hours ago, xyzxyz said:

I ran into a problem: Lydia was put into an X-cross by a chain beast but after she got off it and I released her chains she still refuses to move.

When she+beast was crawling I used the spell to attract the beast to me but Lydia still wouldn't move again. And I got her locked up in the cross twice in a row and she still won't move.

 

Try the MCM>status menu, can do a fast forward or a force release if she's mentioned in there yet. 

Or the victim info spell may help to find if any SCB effect is still active.  If neither trying to reset the NPC is all I can think of; (open console click on the NPC, enter  disable  and then  enable .)

 

3 hours ago, xyzxyz said:

Wasn't there a marker for the location of the unstable chain mines? I think I saw some marked in riverwood but now 2 are still missing.

 

Yes they are marked there are (up to) 2 outside of riverwood.

Spoiler

One should be on the your map

Spoiler

Riften ratway

 

The other may be somewhere not covered by your Skyrim map.

Spoiler

Solstheim.

 

 

On 9/12/2024 at 3:16 PM, krkala said:

Is it possible to put the update files and sound files together

 

I had to split the voice file in parts to be able to successfully upload it in the first place, so no.

 

Posted (edited)
50 minutes ago, MTB said:

 

Try the MCM>status menu, can do a fast forward or a force release if she's mentioned in there yet. 

Did that but she still didn't move.

Edited by xyzxyz
Posted (edited)
 


I already spoke with Faralda and got the spell to destroy the mines but her part of the quest is still open. I spoke with her but she has no further dialogue about it. And there is no marker in rifton.
20240914164849_1.thumb.jpg.a05587061afe839fe2fcc24868fb6777.jpg

Edited by xyzxyz
Posted (edited)

 

Objective not completing is a bug.  Thought I fixed it before, did it now (I hope).  Missing marker ; no idea why.

Spoiler

But check the circular room with the tree stump and axe, you should find something familiar there.

 

>didn't move

If previous suggestions do not fix then all I can say is; back to earlier save ... if it's a reproducible thing let me know how to trigger it and I can look into it.

 

Edited by MTB
Posted

Hi am so loving this mod, just a heads up, Nemisis said....

 

WARNING(1027): 32bit hkx file detected. This file is not supported by current skyrim's architecture
File: F:\SteamLibrary\steamapps\common\Skyrim Special Edition\data\meshes\actors\OpenAnimationReplacer\SCB\FMR\character\animations\ZaZAnimationPack\ZazFurnitureExit.hkx  

I quite possibly didnt read something 

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