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Skyrim Chain Beasts


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Posted (edited)

Would it be possible to not choose bandits as partners for pheromone CB victims? Poor Marry was send up to White River Watch and got killed there.

The mine was placed right infront of their "house".

Edited by xyzxyz
Posted
On 9/30/2024 at 3:42 AM, badbat111 said:

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

Skyrim 30_09_2024 02_29_17.png

Skyrim 30_09_2024 02_29_29.png

Something like this happens quite often.

 

A chest in Mortal was unable to leave the burned house so I was able to burn it from outside.

 

Just for testing reloaded and let him capture me. He was unable to leave the room for reaching the furniture, so I had to reload.

 

I believe the side of the beasts might be an issue in lot of circumstances.

Posted (edited)

 

Strange, post seems to have disappeared...trying again.

 

On 9/30/2024 at 1:42 AM, badbat111 said:

beast gets stuck

 

4 hours ago, try again. said:

Something like this happens quite often.

 

Sometimes vanilla mechanism kicks in teleporting a bit further if cannot get to a location. 

Besides that the mod offers several options if stuck; reloading should not be needed:

- Use `struggling'(*) to get around obstacles (may need to lower stamina cost in MCM>Debug if dealing with very large obstacles)

- Use fast forward to skip (part of) the travel (jumps to destination or next way point if there is one).  (MCM>Status menu)

- Use force release to end capture on the spot, skipping any (further) punishment, beast will disappear. (MCM>Status menu).

 

(*) = pressing movement keys will give temporary control at high stamina cost and with a 5sec cooldown.

 

On 9/30/2024 at 1:26 PM, xyzxyz said:

not choose bandits as partners for pheromone CB victims?

 

Can look into a `not hostile to player' condition.

 

On 9/30/2024 at 1:20 PM, xyzxyz said:

The spider cocoon often stays on the victims while they are bound to a pillory or cross. Is that intended?

 

Nope, should be removed when dismounting (script lag?)

 

Edited by MTB
Posted
1 hour ago, badbat111 said:

i tryed taking control theres no clear way for it to get up even with player helping it

 

It's almost like they don't want to have mammoth sized metal monsters running around their city.  Go figure.

If it was a Golem I could shrink it fit through a door with a chisel and a lot of nerve but alas.  Guess you'll have to resort to fast forwarding.

 

Posted
31 minutes ago, MTB said:

 

It's almost like they don't want to have mammoth sized metal monsters running around their city.  Go figure.

If it was a Golem I could shrink it fit through a door with a chisel and a lot of nerve but alas.  Guess you'll have to resort to fast forwarding.

 

how about removing 1 yoke from each leg would that work due to it would reduce its hight ?

Posted
On 10/1/2024 at 6:16 PM, MTB said:

 

Strange, post seems to have disappeared...trying again.

 

 

 

Sometimes vanilla mechanism kicks in teleporting a bit further if cannot get to a location. 

Besides that the mod offers several options if stuck; reloading should not be needed:

- Use `struggling'(*) to get around obstacles (may need to lower stamina cost in MCM>Debug if dealing with very large obstacles)

- Use fast forward to skip (part of) the travel (jumps to destination or next way point if there is one).  (MCM>Status menu)

- Use force release to end capture on the spot, skipping any (further) punishment, beast will disappear. (MCM>Status menu).

 

(*) = pressing movement keys will give temporary control at high stamina cost and with a 5sec cooldown.

 

 

Can look into a `not hostile to player' condition.

 

 

Nope, should be removed when dismounting (script lag?)

 

Thanks for the tips!

Posted (edited)

One of my modded followers M'rissi never gets hit by the pheromon effect. All she gets is the fear effect. Any idea why?

Edited by xyzxyz
Posted (edited)

When I steal the stone for Rune undetected many CBs spawn. After a while every citizen and guard in solitude attack me although I have no bounty. Why?

The castle dour gards are permanently hostil as soon as I walk up there. The city people even help me in the fight.

Edited by xyzxyz
Posted (edited)
On 10/9/2024 at 5:59 PM, xyzxyz said:

One of my modded followers M'rissi never gets hit by the pheromon effect. All she gets is the fear effect. Any idea why?

 

Custom race, register it as capturable using the spell in the debug menu.

 

9 hours ago, xyzxyz said:

When I steal the stone for Rune undetected many CBs spawn. After a while every citizen and guard in solitude attack me although I have no bounty. Why?

The castle dour gards are permanently hostil as soo as I walk up there. The city people even help me in the fight.

 

No idea, maybe you accidentally hit a chicken?  Try whether the `calm' spell in de DEBUG menu fixes it.

 

7 hours ago, xyzxyz said:

Could you add a anti-CB spell similar to the sword? My mage builds need a better weapon too.

 

Ideas on how what it should do ?  (Note that the vanilla, healing restores stamina as well perk may be useful.)

 

Edited by MTB
Posted
2 hours ago, MTB said:

 

No idea, maybe you accidentally hit a chicken?  Try whether the `calm' spell in de DEBUG menu fixes it.

Setting my bounty to 0 helped. I hadn't hit anything. Strangely the regular city guard had no bounty on me. It was just the guys in the castle.

Posted
2 hours ago, MTB said:

 

Ideas on how what it should do ?  (Note that the vanilla, healing restores stamina as well perk may be useful.)

Maybe a spell that does damage and steals stamina like the sword?

  • 3 weeks later...
Posted

Finally got a chance to really play around with this in VR and I love it!  Triggered my first mine in town and had fun just running around and leading the chain beasts to the women around town for funsies.

 

Question, would it be possible to make men non hostile towards the chain beasts?  It would be kind of funny if during a chain beast attack, men just kind of laugh or applaud.

Posted
On 10/27/2024 at 1:02 AM, kamithemoon said:

Finally got a chance to really play around with this in VR and I love it!  Triggered my first mine in town and had fun just running around and leading the chain beasts to the women around town for funsies.

 

Question, would it be possible to make men non hostile towards the chain beasts?  It would be kind of funny if during a chain beast attack, men just kind of laugh or applaud.

 

Yes and no; non-targets are already non-hostile. However, if the NPC has `help friends' / `help allies' set in their AI tab then they will do just that.

 

13 hours ago, Ewura said:

Hello. I use SE, and am a bit confused on what should I download. I presume I need all of these files?

image.png.14a522ebc3bf41700b68b24d5b25d70c.png

 

Assuming you are using Open Animation Replacer (OAR) and want the synthesized voices, yes. 

Unless you're also using the improved (partial) Voice pack by AndrewLRG you'll want the voices-086Update as well else you'll be missing a few lines.

 

Posted (edited)

xEdit dound these errors in SkyrimChainBeasts.esm (SE):

 

[00:00] Checking for Errors in [35] SkyrimChainBeasts.esm
[00:00] [INFO:35025E31] ('I think I could make a spell if I could study one of those keys that destroy chainbeast bindings.' in GRUP Topic Children of SCB_MineSweeperQuest_B1T1 "I'm trying to rid Skyrim of beast summoning mines." [DIAL:35025E2D])
[00:00]     INFO \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [35003899] <Error: Could not be resolved>
[00:00] SCB_FollowCBP [PACK:35055FFF]
[00:00]     PACK \ Package Data \ Data Input Values \ Value \ PTDA - Target \ Target Data \ Target -> <Warning: Quest Alias not found in "SCB_CapturedByPlayerQuest "Player Captured" [QUST:3502D562]">
[00:00] SCB_FollowCBPDUPLICATE001 [PACK:35056000]
[00:00]     PACK \ Package Data \ Data Input Values \ Value \ PTDA - Target \ Target Data \ Target -> <Warning: Quest Alias not found in "SCB_CapturedByPlayerQuest "Player Captured" [QUST:3502D562]">
[00:00] SCB_FollowCBPDUPLICATE002 [PACK:35056001]
[00:00]     PACK \ Package Data \ Data Input Values \ Value \ PTDA - Target \ Target Data \ Target -> <Warning: Quest Alias not found in "SCB_CapturedByPlayerQuest "Player Captured" [QUST:3502D562]">
[00:00] SCB_FollowCBPDUPLICATE003 [PACK:35056002]
[00:00]     PACK \ Package Data \ Data Input Values \ Value \ PTDA - Target \ Target Data \ Target -> <Warning: Quest Alias not found in "SCB_CapturedByPlayerQuest "Player Captured" [QUST:3502D562]">
[00:00] SCB_FollowCBPDUPLICATE004 [PACK:35056003]
[00:00]     PACK \ Package Data \ Data Input Values \ Value \ PTDA - Target \ Target Data \ Target -> <Warning: Quest Alias not found in "SCB_CapturedByPlayerQuest "Player Captured" [QUST:3502D562]">
[00:00] SCB_FollowCBPDUPLICATE005 [PACK:35056004]
[00:00]     PACK \ Package Data \ Data Input Values \ Value \ PTDA - Target \ Target Data \ Target -> <Warning: Quest Alias not found in "SCB_CapturedByPlayerQuest "Player Captured" [QUST:3502D562]">

Edited by Ewura
Posted (edited)

Which dialogue option do I need to make a captive inside a beast follow me (bounty hunter quest)? The beast (with red) always brings her back into the cave.

The beast was summoned by me but it stays forever on her now.
 

 


I'm stuck at this. She has no dialogues anymore
image.thumb.jpeg.e6e6b0f4ebf4988245c68aebee42b479.jpeg.

Edited by xyzxyz
Posted
21 hours ago, xyzxyz said:

Which dialogue option do I need to make a captive inside a beast follow me (bounty hunter quest)? The beast (with red) always brings her back into the cave.

The beast was summoned by me but it stays forever on her now.

 

Spoiler

You should not need a dialog option; the default is to follow the player after capture. So just walking to Jack should do the trick.  Is something overriding her AI?

Check the status menu; is Red mentioned under `player captures', and if so what is the `destination' (see with `where am I going'; should be player).

 

Posted (edited)
On 10/29/2024 at 4:21 PM, Ewura said:

xEdit dound these errors in SkyrimChainBeasts.esm (SE):

 

Edit: All are harmless; none of those properties are used. (But I've updated them so next version won't have the warnings.)

 

Edited by MTB
Posted (edited)
2 hours ago, MTB said:

 

  Hide contents

You should not need a dialog option; the default is to follow the player after capture. So just walking to Jack should do the trick.  Is something overriding her AI?

Check the status menu; is Red mentioned under `player captures', and if so what is the `destination' (see with `where am I going'; should be player).

 

 


image.thumb.jpeg.9fedb4a5a93c116a7d00cc11f09e9848.jpegimage.thumb.jpeg.7e94a8d763020b63d52de3fc830faa4b.jpegShe is doing a lot of mining for someone crawling to a punishing device... There is a cross in the cave but that is not her destination. She always crawls to that chair in the hidden part of the cave. Using "Fast Forward" always brings her back to that corrudum ore vein in the cave or she cooks. Basically normal friendly AI behaviour but while beeing in a beast.

Reset does nothing and when I force free her she just stays there as a friendly NPC.
 

Edited by xyzxyz
Posted
On 10/31/2024 at 8:22 PM, xyzxyz said:

It worked perfectly when I tried it again. No idea what happened because I did exactly the same thing.

 

Ah, Skyrim.... anyways, good that it works now.

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