MTB Posted September 17, 2024 Author Posted September 17, 2024 On 9/16/2024 at 5:44 AM, xyzxyz said: Are the stamina drain attacks based on spells? Could magic resistance protect me?  Well, you could try it ... mwhahaha (evil laugh)  Spoiler Resistances won't help you. It's implemented as an resistance ignoring poison actually. Keeping your distance and/or things that restore stamina (like M.'s gift or the restoration perk for restoring stamina can be useful.)  (As can tweaking difficulty with settings in the MCM.) Oh and avoiding the beasts in the first place of course...if you see something really big it might be time for a tactical retreat ...    On 9/16/2024 at 5:29 PM, brussh said: 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  Thanks for the heads-up. Maybe I put the wrong version? But then why only that one, and not the other two... Still best run it through nifoptimizer or cathedral to be safe ... will look into it when I can.  Â
Jim55 Posted September 18, 2024 Posted September 18, 2024 (edited) OK, this is gonna sound REALLY dumb, but ... how do you play this thing?  I installed it, it planted a mine right behind me and went "learn more about this" while giggling. No other clues, I wandered about, nothing. Fine. I stick my finger in it, chailephants spawn, I one shot them cause I am level God. Quest didn't really move. Fine. Load, spawn chailephants, let them hit me. I get stamina'd, little boxes come and take my shit, we're all having a laugh and I end up tied to a pole after teleporting because the restraints is on the other side of a road indicator and I hit my face on the plaque.  Cool, I guess, let me get my-  Right, so, the beasts are aggroed, i can't go back. All my stuff is gone, I am not a God any more cause it was all in the enchantments, a la Samson, and after I give the elephants a run around I get back to my stuff and, well, no lockpicks.  What is the way to do this? Run to a city, buy a sword, lose it to the metal monster, try again? At high levels you're supposed to have high gear. Which relies on enchantments and smithing. Which relies on smithing gear. Which relies on alchemy gear. Do I play Skyrim again?  Anyway, I cheesed it by leaving a pair of boots and a crossbow that does 9000 damage aside, advanced the quest and now it goes "yeah find someone" and left. NPCs seem to be more worried about dragons, like I tell them how to tend cabbages, Karen.  Do I get a clue? There are mines everywhere and they spawn a not-funny-tier amount of chains. I'm pretty sure this is game design for "not this way, idiot".  Sooooo, what now. Quests wants me to kill the mines, but there is no other source of chains. Roaming chains are off by default and after 3 hours of dungeoning I found all of one mimic chest which is ... less than tough. Do I want to kill the mines? Nothing else spawns.  I can't help but to think I'm missing something. Stamina attacking to bypass level seems cool, getting chained and stuff is also cool, but it feels like there's a part missing. Like once I am bound, I should be left with a lockpick and non aggroed so I can reset? Sneak in, get my stuff, try again? I saw 120 seconds in settings but being downed, animations, the road to the pole, the animations and stuff means beats are basically aggro the second I escape.  How do you play this?  ETA: I've managed to unstick the main quest by randomly scrolling down in my follower dialogue. Edited September 18, 2024 by Jim55 Meep.
brussh Posted September 19, 2024 Posted September 19, 2024 10 hours ago, Jim55 said: OK, this is gonna sound REALLY dumb, but ... how do you play this thing?  I installed it, it planted a mine right behind me and went "learn more about this" while giggling. No other clues, I wandered about, nothing. Fine. I stick my finger in it, chailephants spawn, I one shot them cause I am level God. Quest didn't really move. Fine. Load, spawn chailephants, let them hit me. I get stamina'd, little boxes come and take my shit, we're all having a laugh and I end up tied to a pole after teleporting because the restraints is on the other side of a road indicator and I hit my face on the plaque.  Cool, I guess, let me get my-  Right, so, the beasts are aggroed, i can't go back. All my stuff is gone, I am not a God any more cause it was all in the enchantments, a la Samson, and after I give the elephants a run around I get back to my stuff and, well, no lockpicks.  What is the way to do this? Run to a city, buy a sword, lose it to the metal monster, try again? At high levels you're supposed to have high gear. Which relies on enchantments and smithing. Which relies on smithing gear. Which relies on alchemy gear. Do I play Skyrim again?  Anyway, I cheesed it by leaving a pair of boots and a crossbow that does 9000 damage aside, advanced the quest and now it goes "yeah find someone" and left. NPCs seem to be more worried about dragons, like I tell them how to tend cabbages, Karen.  Do I get a clue? There are mines everywhere and they spawn a not-funny-tier amount of chains. I'm pretty sure this is game design for "not this way, idiot".  Sooooo, what now. Quests wants me to kill the mines, but there is no other source of chains. Roaming chains are off by default and after 3 hours of dungeoning I found all of one mimic chest which is ... less than tough. Do I want to kill the mines? Nothing else spawns.  I can't help but to think I'm missing something. Stamina attacking to bypass level seems cool, getting chained and stuff is also cool, but it feels like there's a part missing. Like once I am bound, I should be left with a lockpick and non aggroed so I can reset? Sneak in, get my stuff, try again? I saw 120 seconds in settings but being downed, animations, the road to the pole, the animations and stuff means beats are basically aggro the second I escape.  How do you play this?  ETA: I've managed to unstick the main quest by randomly scrolling down in my follower dialogue. I was/ am in similar boat, playing about in the mcm settings gave me a better grip of things of what does what and what not. I find it is useful to have a stash of lockpicks and keys stashed in nearby areas where the mines are.
Yoen Posted September 23, 2024 Posted September 23, 2024 (edited) the cbbe bodyslide files arent working, or the uunp ones for that matter, no matter what preset i use or how much i slide the sliders, nothing changes on the model. whats going on? Edited September 23, 2024 by Yoen
MTB Posted September 24, 2024 Author Posted September 24, 2024 On 9/23/2024 at 12:39 PM, Yoen said: the cbbe bodyslide files arent working, or the uunp ones for that matter, no matter what preset i use or how much i slide the sliders, nothing changes on the model. whats going on?  The `armor' is a beast that has a fixed shape that does not change with the body in it. The body slide only enables you to adjust the body shape itself. Most body shapes fit in the beast, though `extreme' shapes can give clipping.  If the body itself does not change (and low and high weight are different) check the name of reference shape (e.g. open the body itself in outfit studio; uunp uses uunp in LE, cbbe uses cbbe in SE but something else in LE...) and check it matches the name in the SCB body slide.  Â
kamithemoon Posted September 25, 2024 Posted September 25, 2024 Trying this in SkyrimVR and so far everything works. I gave myself the summon spell and tested it out on NPCs and the beast stripped them without issue and applied bondage gear. Kinda fun to see =D.  I haven't run into a hostile one yet to see how it works on me though. I'm very curious to see how this interacts with Mihail's Mimics. I don't know what would happen if both mods touched the same chest but chain beasts sound more fun anyways.
MTB Posted September 26, 2024 Author Posted September 26, 2024  Thanks for the report. Would expect that NPC focused should work, good to hear it does.  On 9/25/2024 at 5:28 PM, kamithemoon said: I haven't run into a hostile one yet to see how it works on me though.  The PC movement being AI controlled used to be problematic in VR, but maybe with further development of  IKVR  and things like  IKVR action  it will work now? Would be interested to know.  Not sure how Mihail's Mimics works. The SCB Mimics Mania plugin works by adding a script to the containers. A Base Object Swapper based version may be more compatible...did try to make one a while back and maybe published it?...if so somewhere in the thread? Don't remember. Â
kamithemoon Posted September 27, 2024 Posted September 27, 2024 (edited) 8 hours ago, MTB said: The PC movement being AI controlled used to be problematic in VR, but maybe with further development of  IKVR  and things like  IKVR action  it will work now? Would be interested to know.  Not sure how Mihail's Mimics works. The SCB Mimics Mania plugin works by adding a script to the containers. A Base Object Swapper based version may be more compatible...did try to make one a while back and maybe published it?...if so somewhere in the thread? Don't remember.  Spawned a chain spider to attack me and everything seems to work properly in VR. I was stripped by the little chest guys then cocooned into the spider. The cocoon mesh looks bad in VR with VRIK on but you can turn it off in VRIK's settings in which case the cocoon will look okay but the camera is centered on the spider so you're still looking into your player's avatar which looks horrible. I'd say the best thing to do would be to activate "selfie mode" in VRIK to remove your player body while you're being transferred then you can just watch the spider walk and it'll look like the attached image. With the release of OSEX VR the author said it would be possible to have an out of body experience so you can watch yourself in 3rd person the way it's done in OSEX VR but I wouldn't know how any of that works. Some potential bugs though: 1. After I was defeated by the spider, the slow death music played and the droning would not stop. The entire time the spider transferred me it kept the low droning from the death music and even when I escaped it was still on. 2. The spider attached me to a pole overlooking the 3 standing stones near Riverwood and it wasn't clear what I was supposed to do. Something said press jump to struggle and doing so enough times unattached me to the pole though I still had the pole restraints on. I was able to run to Riverwood at full speed and ask Alvor to get the restraints off but he refused. At which point, the pole restraints disappeared and I was just wearing a collar but had shackles unequiped in my inventory. I'm not sure what's up but I'm guessing I wasn't supposed to break out by jumping and broke the quest? Edited September 27, 2024 by kamithemoon
kamithemoon Posted September 27, 2024 Posted September 27, 2024 After further testing, it seems like the spider works because it moves under it's own power. But the golden dog doesn't work as it can't move me and I'm rooted to the spot. So I guess the ones that you equip won't work well on the player in VR.
Guest Posted September 28, 2024 Posted September 28, 2024 Hi! Â Yesterday I downloaded this mod. Looks awesome so far. Â I disabled NPC activating traps because people said it really messed up towns. Â Manually activated one mine... and everything was messed up... Â Had to reload. Â But later in the golden claw quest I believe I stepped into a trap and had to fight a spider. Â A few questions (just for checking everything is working as intended). Â After the first few hits I lost all my gear and had small animation, but then I could stand and keep fighting with spells. Â So I did until the 3th time I got that small animation. Â From there only punches. Â After the 4th I couldn't fight back at all. Â After the 5th I got captured. Â About a minute later I was able to release myself but I could only fight the spider back with punches (no spells either). Â I was lucky the spider had very few HP remain and I was able to finish it. Â Got the key, was able to retrieve my stuff. Fine. Â (By the way: it was an amazing combat. Nice work!). Â So questions: Â ÂżLossing all stuff on first animation is intended? Â ÂżNot being Abe to cast spells after 3rd animation and after being released from furniture is intended also? Â And: Â Reading a lot in here: people is talking about quests in here. ÂżAny quick tip on how to start? Â Thanks! Â Â Â
MTB Posted September 28, 2024 Author Posted September 28, 2024 (edited) (Post seems to have failed...retrying...)  On 9/27/2024 at 6:45 AM, kamithemoon said: After further testing, it seems like the spider works because it moves under it's own power. But the golden dog doesn't work as it can't move me and I'm rooted to the spot. So I guess the ones that you equip won't work well on the player in VR.  > cocoon mesh looks bad in VR > potential bugs If things basically work I can try to add some workarounds, like an option to not equip the cocoon mesh to the player or many just a thin one that looks better in 1e person. >1. After I was defeated by the spider, the slow death music played and the droning would not stop. The entire time the spider transferred me it kept the low droning from the death music and even when I escaped it was still on. I don't know what you mean by `slow death music/droning'.; something different from the combat music I take it? But seems a bit of a deal breaker if regularly happens and there's no workaround.... After each `take down' or only on the final capture. Did it eventually stop, if so at which point? The mod itself does not add any music so it must be some existing music triggered, by ?? (low stamina/`cower' animation/... no idea). Maybe it gets stuck due to the player being AI controlled at the time. So no idea for a workaround yet. It may be possible to force the music to stop playing but for that you'd likely need to know which music clip it is... >the ones that you equip won't work well Do you have VRIK Actions (https://www.nexusmods.com/skyrimspecialedition/mods/69282) its description says it enables AI controlled player movement. (Apparently it only works if you face in the direction of travel and this mod rotates you so that you're always facing that way...) Moving to the pole after dismounting the spider apparently did work. Have you tried - other mounts? (eg the MP ones). - the `no custom riding animation' setting in the MCM; does that change how the riding looks (for the PC) ?   (If that works better I'll need to make an NPC only option there.) There is a `struggling while traveling' feature that temporarily returns control (at high stamina cost and 5 sec cooldown) by pressing a movement key (Forward/backward/strave/jump) - Not sure how that turns out in VR. There is also a fast-forward option in the MCM which can be used as an `if all else fails' work around for travel issues.  Edit: seems I only managed to save part of the post. >2. The spider attached me to a pole ... Release is purely time based. So far struggling is a cosmetic thing which likely does nothing in VR, better just wait it out. After release should be wearing collar and mask (or whatever else is set in the MCM) with the other in your inventory (wrist, ankle restraints). If Alvor won't help (friendly blacksmith setting in MCM may offer more options ... or not...) Spoiler Find a key; e.g. on a dead beast or in a stripped item box.   Edited September 28, 2024 by MTB
MTB Posted September 28, 2024 Author Posted September 28, 2024 1 hour ago, try again. said: ... and everything was messed up...  So questions:  ¿Lossing all stuff on first animation is intended?  ¿Not being Abe to cast spells after 3rd animation and after being released from furniture is intended also?  And:  Reading a lot in here: people is talking about quests in here. ÂżAny quick tip on how to start?  > Messed up While things can break if its only the `intended chaos' you can `clean up' after a battle (through game play or using the `return gear' option in the MCM>Debug menu).  > questions: Si, Si.  You can adjust things in the MCM, eg only strip on 2nd/last/... takedown. It's the mask that disables spell casting so e.g. for a pure magic wielding char I sometimes swap the mask for the ankle chains in post punishment restraints settings.  >quests Your first encounter should have already triggered the first quest; see your quest log, try talking to people(*) about it but don't lose sleep over it... (You can also check the walk through and/or the user guide if you feel stuck.) Spoiler (*) It may matter whom you talk to. If they won't shut up about dragon killing you need some more action first or to find someone else; e.g. with a different abilities/experience/relation to you.  Â
Guest Posted September 28, 2024 Posted September 28, 2024 1 hour ago, MTB said:  > Messed up While things can break if its only the `intended chaos' you can `clean up' after a battle (through game play or using the `return gear' option in the MCM>Debug menu).  > questions: Si, Si.  You can adjust things in the MCM, eg only strip on 2nd/last/... takedown. It's the mask that disables spell casting so e.g. for a pure magic wielding char I sometimes swap the mask for the ankle chains in post punishment restraints settings.  >quests Your first encounter should have already triggered the first quest; see your quest log, try talking to people(*) about it but don't lose sleep over it... (You can also check the walk through and/or the user guide if you feel stuck.)  Reveal hidden contents (*) It may matter whom you talk to. If they won't shut up about dragon killing you need some more action first or to find someone else; e.g. with a different abilities/experience/relation to you.   Thanks a lot!!!  Also love the answer about "ome9ne with different experience/relation" looks like is a complex mod ;).  Love it. Â
xyzxyz Posted September 28, 2024 Posted September 28, 2024 My game CTDs often when there are many CBs and people involved in a fight like when I destroy a mine.
MTB Posted September 28, 2024 Author Posted September 28, 2024 2 hours ago, xyzxyz said: My game CTDs often when there are many CBs and people involved in a fight like when I destroy a mine. Â If you're not at low level turning down the `number of extra beasts' in the MCM (Gameplay menu I think) can help limit the total number of beasts summoned. Â
kamithemoon Posted September 28, 2024 Posted September 28, 2024 (edited) 7 hours ago, MTB said: > cocoon mesh looks bad in VR > potential bugs If things basically work I can try to add some workarounds, like an option to not equip the cocoon mesh to the player or many just a thin one that looks better in 1e person. >1. After I was defeated by the spider, the slow death music played and the droning would not stop. The entire time the spider transferred me it kept the low droning from the death music and even when I escaped it was still on. I don't know what you mean by `slow death music/droning'.; something different from the combat music I take it? But seems a bit of a deal breaker if regularly happens and there's no workaround.... After each `take down' or only on the final capture. Did it eventually stop, if so at which point? The mod itself does not add any music so it must be some existing music triggered, by ?? (low stamina/`cower' animation/... no idea). Maybe it gets stuck due to the player being AI controlled at the time. So no idea for a workaround yet. It may be possible to force the music to stop playing but for that you'd likely need to know which music clip it is... >the ones that you equip won't work well Do you have VRIK Actions (https://www.nexusmods.com/skyrimspecialedition/mods/69282) its description says it enables AI controlled player movement. (Apparently it only works if you face in the direction of travel and this mod rotates you so that you're always facing that way...) Moving to the pole after dismounting the spider apparently did work. Have you tried - other mounts? (eg the MP ones). - the `no custom riding animation' setting in the MCM; does that change how the riding looks (for the PC) ?   (If that works better I'll need to make an NPC only option there.) There is a `struggling while traveling' feature that temporarily returns control (at high stamina cost and 5 sec cooldown) by pressing a movement key (Forward/backward/strave/jump) - Not sure how that turns out in VR. There is also a fast-forward option in the MCM which can be used as an `if all else fails' work around for travel issues.  Reveal hidden contents Find a key; e.g. on a dead beast or in a stripped item box.  1. The reason why the cocoon mesh looks bad in VR is because VRIK is still trying to map your hand movements to your avatar even while cocooned so your hands will stretch and bend in a way that a human body shouldn't and it will look like an insane escape attempt. The solution, for the most part, is to manually turn off hand tracking in VRIK so your avatar looks as intended. Turning off VRIK tracking though is currently controlled by the MCM and there isn't a hotkey that does it yet, afaik. But there is still the issue that the camera is centered on a weird position on the beast so you're looking inside your avatar. 2. The slow death music thing might be a mod conflict I have to investigate. I have my game set to slow down when knocked down and play a deep groaning sound effect while my character gets back up. But with Chain Beasts, I never actually recovered in the normal way and was instead captured so I guess the trigger to end the sound effect never occurred. I don't actually even know the mod I installed that does this as it was an unintentional thing. 3. I wasn't running VRIK actions at the time as there is still a lot of debate on whether or not it's a good mod to use. But from what I remember, it just turns off VRIK body tracking so you can kind of see regular animations, which I mimicked in the MCM but wasn't able to get the golden dog to walk me. But I'll try again with the mod installed this time. Btw, why do people suggest to turn off NPC interactions and say it will cause chaos in the cities? Does that affect followers? There aren't really any NPCs out in the wilderness that I'd see come across a chain beast but I'd love for them to be hostile to my followers at least and not the townsfolk. Edited September 28, 2024 by kamithemoon
MTB Posted September 28, 2024 Author Posted September 28, 2024 45 minutes ago, kamithemoon said: Btw, why do people suggest to turn off NPC interactions and say it will cause chaos in the cities? Does that affect followers? There aren't really any NPCs out in the wilderness that I'd see come across a chain beast but I'd love for them to be hostile to my followers at least and not the townsfolk.  I think what is commonly suggested is to turn off `NPCs trigger traps' (plugin menu I think), as else there can be hordes of beasts running around in certain (crowded) areas.  Any chain beast activity in towns/cities can cause a bit of chaos (the good kind I'd say ) and some `clean up' (gather keys, release victims, tell others to go get their stuff) may be in order; if you don't like that turning off `NPCs are targets' can be done. There is a separate setting for followers so you can combine Followers are targets with NPCs are not. But this is more of a preference thing I think; temporarily turning it off if running into specific issues is also an option.  > 1. Sounds like removing the cocoon and travel in other beasts not using cocoons would then work fine. > camera is centered on a weird position on the beast so you're looking inside your avatar. I wonder whether that is related to the animation that is playing or maybe the position of the saddle bone; - perhaps try with `alternate riding animations' turned off (debug menu), if that changes things then the animation is relevant... (likely does nothing if you're using the OAR patch). - if not; can try the attached skeleton for the rideable spider, see if that changes the situation. (Note: enabling quick capture (game play menu), choosing a beast (debug menu) and then casting the self-capture test spell (obtain from debug menu) is an easy way to experiment with riding different beasts.)  > 3. I've had a quick look at the code and it seems the movement feature which is separate from that. If it works I can likely incorporate that piece of code in the `SCB travel' quests (which is actually what the VRIK Actions author recommends...).  Apologies for using you as a guinea pig; don't have VR so can't try myself.    AlternateSpiderSkeleton.7z
kamithemoon Posted September 28, 2024 Posted September 28, 2024 (edited) 38 minutes ago, MTB said:  I think what is commonly suggested is to turn off `NPCs trigger traps' (plugin menu I think), as else there can be hordes of beasts running around in certain (crowded) areas.  Any chain beast activity in towns/cities can cause a bit of chaos (the good kind I'd say ) and some `clean up' (gather keys, release victims, tell others to go get their stuff) may be in order; if you don't like that turning off `NPCs are targets' can be done. There is a separate setting for followers so you can combine Followers are targets with NPCs are not. But this is more of a preference thing I think; temporarily turning it off if running into specific issues is also an option.  > 1. Sounds like removing the cocoon and travel in other beasts not using cocoons would then work fine. > camera is centered on a weird position on the beast so you're looking inside your avatar. I wonder whether that is related to the animation that is playing or maybe the position of the saddle bone; - perhaps try with `alternate riding animations' turned off (debug menu), if that changes things then the animation is relevant... (likely does nothing if you're using the OAR patch). - if not; can try the attached skeleton for the rideable spider, see if that changes the situation. (Note: enabling quick capture (game play menu), choosing a beast (debug menu) and then casting the self-capture test spell (obtain from debug menu) is an easy way to experiment with riding different beasts.)  > 3. I've had a quick look at the code and it seems the movement feature which is separate from that. If it works I can likely incorporate that piece of code in the `SCB travel' quests (which is actually what the VRIK Actions author recommends...).  Apologies for using you as a guinea pig; don't have VR so can't try myself.    AlternateSpiderSkeleton.7z 10.72 kB · 0 downloads I'll check it out in a second! Back for another quick report. Also I realized that you have a very robust MCM with a lot of features that I didn't check out earlier. I was summon beasts through console commands when I could have used the MCM =(. Also, the horrible sound effect thing is gone now, so just a weird glitch that resolved itself =D. Tested the chain beast, chain spider, chain prison multiple and single, chain dragon, chain serpent, and chain chopping block. Chain Beast - Doesn't work properly as it cannot move me. However, turning on the MCM setting to have the player pass out after 10 seconds allows the scene to progress as normal. Chain Spider - Works but the camera is centered weirdly and Immersive Kinetics on your hands goes wonky. Chain Prison - Both versions work just fine but it is 1st person so you can only really see out of the bars Chain Dragon - Not sure if it's capture mechanic is working as I couldn't get the beast to focus on me. He's very weak though and was decimated by 3 guards with iron arrows. He's also somewhat incompatible with dragon overhauls as he's affected by Talkative Dragons and Dragons use Thuum. Chain Serpent - Works fine but the snaky movement of the serpent is nausea inducing in VR =( Chain Chopping Block - Works fine Loss of control in VR is very jarring and we unfortunately don't have a 3rd person camera mode to see our avatars captured and a 1st person perspective capture isn't quite as fun. And with the pass out mechanic, I'd say this mod works just fine in VR right now. I'd say though that SexlabVR does have a free camera mode that allows you to look around while your PC is in a scene. If that could be turned on somehow when being restrained by a chain beast, that would be most excellent and allow us to properly see our avatar humbled. But now I'll test out the new spider skeleton and report back. Edited September 28, 2024 by kamithemoon
kamithemoon Posted September 28, 2024 Posted September 28, 2024 51 minutes ago, MTB said: - if not; can try the attached skeleton for the rideable spider, see if that changes the situation. (Note: enabling quick capture (game play menu), choosing a beast (debug menu) and then casting the self-capture test spell (obtain from debug menu) is an easy way to experiment with riding different beasts.)  AlternateSpiderSkeleton.7z 10.72 kB · 1 download I tried the new mesh and it looks like this now, which is Much better then what it looked like before with the camera inside your body. Now I'm just staring at my feet lol. I think the camera is centered on your head in VR so I'd think the best thing to do would be to keep your head up in an animation while contracting the body. But the loss of control is still feels awful in VR so I'm likely just going to turn on the MCM feature to have me pass out in 10 seconds anyways =P. But as is, everything is VR ready so I'm eager to try out the mod!
xyzxyz Posted September 29, 2024 Posted September 29, 2024 (edited) Why are women using strap-ons on men in every animation during the wedding? Edited September 29, 2024 by xyzxyz
MTB Posted September 29, 2024 Author Posted September 29, 2024 2 hours ago, xyzxyz said: Why are women using strap-ons on men in every animation during the wedding?  Never once seen that happen. This mod just calls: SexLab.QuickStart( victim, partner ) where victim is the one captured by the chain beast and by default this is the `passive position' in the animation. So if male is getting captured and then matched with female partner then it might happen...If I remember correctly there are settings (or a mod?) that prevents this. If a female is captured and taken to a male partner it should not be happening. Â
xyzxyz Posted September 29, 2024 Posted September 29, 2024 7 minutes ago, MTB said:  Never once seen that happen. This mod just calls: SexLab.QuickStart( victim, partner ) where victim is the one captured by the chain beast and by default this is the `passive position' in the animation. So if male is getting captured and then matched with female partner then it might happen...If I remember correctly there are settings (or a mod?) that prevents this. If a female is captured and taken to a male partner it should not be happening.  Could disabling male captives prevent this?
MTB Posted September 29, 2024 Author Posted September 29, 2024 23 hours ago, kamithemoon said: But as is, everything is VR ready so I'm eager to try out the mod!  Thanks for all the testing and feedback. I'll just put down as basically VR compatible but only if using to option to quickly time out the travel in the MCM option (until a clear `how to do AI controlled PC movement with 3e person view in VR' description emerges / you run into game-breaking issues.) Â
MTB Posted September 29, 2024 Author Posted September 29, 2024 5 minutes ago, xyzxyz said: Could disabling male captives prevent this? Likely.  While I think there is a general setting/mod that does that in general...you could also try the attached script; extract to data/scripts/ ; that will swap the positions if male-female .  SwapPositions.7z
badbat111 Posted September 30, 2024 Posted September 30, 2024 some reason the mailbox doesnt have attach files any more so i couldnt post the 2 pics the mobile beast when set to pheromone and a guard is the target the beast gets stuck due to the walls it cant even get to the guards at the gate
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