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Skyrim Chain Beasts


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Posted
14 hours ago, MTB said:

You do have the strangest glitches...

Did you build both versions; the basic and a ribcage (with or without gem)?  As the NPCs and PC indeed use the same meshes, the only thing I can think of that the NPCs happen to be using the one armor and the PC the other one.  If that's not it...nope no idea.

 

I actually had this problem once before.  I ended up just replacing the .nif's in the mod as well as building it.  I'll do the same here...

There are only a couple loverslab mods that I love.  This is one of them.  Thanks for bringing it to SE.

Posted

I've been having some problems with the large beasts outside of Whiterun. It seems like there are always 2-6 of these roaming around in front of Whiterun and there are always people fighting them. It is like a constant mini-war going on outside of the city. It also messes up so many other elements because there is combat going on all the time. The carriage driver is often away from the carriage as he runs off to either fight the chain beasts or runs away from them. I can't talk to many of the characters because they are in battle mode. Is there a way to move these things somewhere far enough away from the city gates so that they aren't messing with everything around Whiterun? I have started using the "kill" command just to clear them out so that I can get things done, but I have to do that most of the time that leave or enter Whiterun.

 

Posted
6 hours ago, cerebus300 said:

I've been having some problems with the large beasts outside of Whiterun. It seems like there are always 2-6 of these roaming around in front of Whiterun and there are always people fighting them. It is like a constant mini-war going on outside of the city. It also messes up so many other elements because there is combat going on all the time. The carriage driver is often away from the carriage as he runs off to either fight the chain beasts or runs away from them. I can't talk to many of the characters because they are in battle mode. Is there a way to move these things somewhere far enough away from the city gates so that they aren't messing with everything around Whiterun? I have started using the "kill" command just to clear them out so that I can get things done, but I have to do that most of the time that leave or enter Whiterun.

 

 

Haven't really encountered that myself, but maybe due to NPCs triggering traps; you could disable NPCs triggering (standard) traps and the `entranced NPCs' in the Plugin menu to see if that prevents them from coming back.

 

Posted
5 hours ago, MTB said:

 

Haven't really encountered that myself, but maybe due to NPCs triggering traps; you could disable NPCs triggering (standard) traps and the `entranced NPCs' in the Plugin menu to see if that prevents them from coming back.

 

Thank you, so much. I'm sure that that is the issue. I will make that change right away. Fingers crossed.

Posted
On 11/25/2024 at 10:07 PM, xyzxyz said:

I think something with the texture of the ebony mine went wrong

 

If you mean it's black-that's intentional, it's ebony.

 

On 11/25/2024 at 10:58 PM, xyzxyz said:

Do you know why the sex scenes that are triggered by the ebonite CBs always end early mid animation?

 

Spoiler

They don't trigger sex scenes - unless you've activated the `pheromone' outcome. But then they are no different from any other `pheromone' beast; no idea why it would be different.

 

5 hours ago, Vampir2005 said:

I need help with the Quest about Peryite. About this Aspect-thingie.

 

You'll need to be more specific, e.g. which part of the quest?

 

Posted
6 hours ago, MTB said:

 

If you mean it's black-that's intentional, it's ebony.

 

 

  Reveal hidden contents

They don't trigger sex scenes - unless you've activated the `pheromone' outcome. But then they are no different from any other `pheromone' beast; no idea why it would be different.

 

 

You'll need to be more specific, e.g. which part of the quest?

Hier Specifics:

 

The Quest:

The Laber of the Dragonborn

The Job:

Find and Solve the Riddle

Posted
8 hours ago, Vampir2005 said:

Hier Specifics:

 

The Quest:

The Laber of the Dragonborn

The Job:

Find and Solve the Riddle

 

Spoiler

So you've completed enough tasks to reveal the aspect.

At this point (a multi-level spoiler with how to find step-by-step):  

Spoiler

(All these discovery steps are optional, you can head straight to the destination once you know where it is...)

Talk to the lore master to get a first hint on how to proceed.

Spoiler

Talk to some farmers.  They will mention a hold (if you're not already in it) and a town (if you're not already in it).  Go to that town.

Spoiler

In Rorickstead talk to a specific farmer, or the inn keeper to learn whom to talk to, who will mention a specific person.

Spoiler

Visit Lund's hut.  The skeevers have been busy moving hay around; they've uncovered a cellar entry outside the hut.

Enter to find the `Riddle'.

 

 

 

 

 

Posted

I escaped the pillory [Which did have a separate "No animations" problem, which I care less about.] but now anytime I move around I get the "Don't touch that" popup in the top left, can't find anything in debug to fix this, is there any way to get this gone without reverting?

I have rolling autosaves installed, and the save before this event has long since been overwritten.

Posted (edited)
12 hours ago, pingbi146 said:

I escaped the pillory [Which did have a separate "No animations" problem, which I care less about.] but now anytime I move around I get the "Don't touch that" popup in the top left, can't find anything in debug to fix this, is there any way to get this gone without reverting?

I have rolling autosaves installed, and the save before this event has long since been overwritten.

 

It's the (player) alias on the `Use Device' Quest that handles this. 

Check the PC is not in that quest anymore on the Status menu in the MCM, use force-release (in the pop-up menu when you click on the actor in the status menu) if listed there.

Else you can try `rebooting' that quest

- check no one is currently in the capture system (MCM>Status Menu - force release them if needed) then open the console and type:  stopquest SCB_UseDeviceMultipleQuest

- give it a moment, check the problem is gone

- restart the quest: startquest SCB_UseDeviceMultipleQuest

- (optional) run:  sqv SCB_UseDeviceMultipleQuest   to check quest is running again.

 

Edited by MTB
Posted
3 hours ago, MTB said:

 

It's the (player) alias on the `Use Device' Quest that handles this. 

Check the PC is not in that quest anymore on the Status menu in the MCM, use force-release (in the pop-up menu when you click on the actor in the status menu) if listed there.

Else you can try `rebooting' that quest

- check no one is currently in the capture system (MCM>Status Menu - force release them if needed) then open the console and type:  stopquest SCB_UseDeviceMultipleQuest

- give it a moment, check the problem is gone

- restart the quest: startquest SCB_UseDeviceMultipleQuest

- (optional) run:  sqv SCB_UseDeviceMultipleQuest   to check quest is running again.

 

This worked like a charm, thanks love

Posted (edited)

Pheromone beasts keep attacking NPCs in sex animation and so cause the animation to end too early. Why do they keep attacking?

Also could you block oral animations for the pheromone sex? The girls are wearing a big mask after all^^

Edited by xyzxyz
Posted (edited)

How is this luster spell working? When an NPC lusts after another (you look restless) can I actually bring them together when they are hit by the pheromone spell?

Edited by xyzxyz
Posted
11 hours ago, xyzxyz said:

Pheromone beasts keep attacking NPCs in sex animation and so cause the animation to end too early. Why do they keep attacking?

Also could you block oral animations for the pheromone sex? The girls are wearing a big mask after all^^

 

sounds like you lowered your target timer the option for punishment time it cloaks target so they wont be hit attacked by beasts until that timer expires for example if set to 60 seconds the target wont be attacked by beasts for 60 seconds if you set it to 30 seconds victem wont be attacked until 30 seconds have past i think the timer triggers after beast lets go of victem

Posted
8 hours ago, badbat111 said:

 

sounds like you lowered your target timer the option for punishment time it cloaks target so they wont be hit attacked by beasts until that timer expires for example if set to 60 seconds the target wont be attacked by beasts for 60 seconds if you set it to 30 seconds victem wont be attacked until 30 seconds have past i think the timer triggers after beast lets go of victem

That is set to 60 seconds. But it often takes a while for NPCs under the pheromone effect to get to their partner. Especially in buildings.

Posted
On 12/15/2024 at 6:33 PM, xyzxyz said:

How is this luster spell working? When an NPC lusts after another (you look restless) can I actually bring them together when they are hit by the pheromone spell?

 

Spoiler

No, the beasts will choose among all available partners, so you need to be lucky. Can try to not have many other options around if possible.

You can keep trying and multiple outcomes are possible; any outcome that involves either the luster or the lusted-after will be considered a `success', with of course the desired match counting as the `best' possible result.

 

 

On 12/16/2024 at 1:13 PM, xyzxyz said:

That is set to 60 seconds. But it often takes a while for NPCs under the pheromone effect to get to their partner. Especially in buildings.

 

As badbat111 noted, this timer only starts after release; so in this case when they reach their partner and the animation is called (5 sec after that to be precise). 

Both count as captives until then, so should be left alone.  Does this happen in the W.a.W. quest / everywhere, only in specific places?

 

Posted
12 minutes ago, MTB said:

As badbat111 noted, this timer only starts after release; so in this case when they reach their partner and the animation is called (5 sec after that to be precise). 

Both count as captives until then, so should be left alone.  Does this happen in the W.a.W. quest / everywhere, only in specific places?

Happens everywhere and outside of quests.

Posted (edited)

I'm having this issue with the chain beast chain harness "thinning" my character's CBBE shape.    Armored picture is my PC's normal CBBE shape.  As you can see the harness doesn't reflect my character's actual CBBE shape and has dark red slashes across the hip bones.   I ran Batch Build with morphs ticked on.  

UPDATE: Fixed the issue. I had to right click the little .nif line just about the Batch Build. 

Version is 0.9 upgraded from 0.83 a while back.  No body distortion in the harness in 0.83. 

Normal CBBE SCB.png

SCB1.jpg

Edited by Celedhring
Posted
On 12/19/2024 at 10:22 PM, xyzxyz said:

Happens everywhere and outside of quests.

 

If it even happens in a controlled environment like in the WaW quest then all my theories about what could happen go out the window.  I have no idea.  Maybe some mod conflict with a combat overhaul or AI overhaul that you have installed?  Severe script lag making the updates to factions etc. not take effect (on time)?    As I have no idea about the cause and I'm not able to reproduce, I'm not sure what to do about it.

 

Posted

 

Finally managed to upload the updated voices files, but had to split them into two part for that to work.

As the elevenlabs based lines in AndrewLRG's pack are in general higher quality than the lines I've generated with XVASynth, I've removed any duplicate lines.  If anyone wants those original lines for any reason, they are attached here.

SkyrimChainBeasts-Voices-Redundant.7z

  • 2 weeks later...
Posted

Got around to trying out this mod! very cool! between this and TNTR dungeons feel fresh and scary!

Is there a way to get your keys to work with unforgiving devices? the one thing I am running into is the chain beast keys are basically unusable with UD. It would be great if there was a patch that replaced those with restraint/chastity/piercing keys instead.

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