myhouseatl Posted November 20, 2024 Posted November 20, 2024 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.
SamBooka Posted November 20, 2024 Posted November 20, 2024 On 11/18/2024 at 9:38 PM, MTB said:  Tried a quick hatchet job using XEdit. This just changes the master name; may not work if the faction id of `On-The-Job' is different in v1.18 compare to the version I had at hand (resume 3.0).  SkyrimChainBeastsS_L_U_T_S.esp 1022 B · 0 downloads thx ill try it
cerebus300 Posted November 25, 2024 Posted November 25, 2024 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. Â
MTB Posted November 25, 2024 Author Posted November 25, 2024 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. Â Â 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. Â
xyzxyz Posted November 25, 2024 Posted November 25, 2024 (edited) I think something with the texture of the ebony mine went wrong. Edited November 25, 2024 by xyzxyz
xyzxyz Posted November 25, 2024 Posted November 25, 2024 Do you know why the sex scenes that are triggered by the ebonite CBs always end early mid animation?
cerebus300 Posted November 26, 2024 Posted November 26, 2024 5 hours ago, MTB said: Â 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. Â Thank you, so much. I'm sure that that is the issue. I will make that change right away. Fingers crossed.
Vampir2005 Posted November 30, 2024 Posted November 30, 2024 Hi @ all, Â I need help with the Quest about Peryite. About this Aspect-thingie.
MTB Posted November 30, 2024 Author Posted November 30, 2024 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? Â
Vampir2005 Posted November 30, 2024 Posted November 30, 2024 6 hours ago, MTB said: Â If you mean it's black-that's intentional, it's ebony. Â Â Â 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. Â Â You'll need to be more specific, e.g. which part of the quest? Hier Specifics: Â The Quest: The Laber of the Dragonborn The Job: Find and Solve the Riddle
MTB Posted December 1, 2024 Author Posted December 1, 2024 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'.      1
pingbi146 Posted December 8, 2024 Posted December 8, 2024 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.
MTB Posted December 8, 2024 Author Posted December 8, 2024 (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 December 8, 2024 by MTB
pingbi146 Posted December 9, 2024 Posted December 9, 2024 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
MTB Posted December 14, 2024 Author Posted December 14, 2024  Little teaser (image) with new items from V0.9.1.  Spoiler  1
xyzxyz Posted December 15, 2024 Posted December 15, 2024 (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 December 15, 2024 by xyzxyz
xyzxyz Posted December 15, 2024 Posted December 15, 2024 (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 December 15, 2024 by xyzxyz
badbat111 Posted December 16, 2024 Posted December 16, 2024 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^^ Â 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
xyzxyz Posted December 16, 2024 Posted December 16, 2024 8 hours ago, badbat111 said: Â 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.
MTB Posted December 19, 2024 Author Posted December 19, 2024 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? Â
xyzxyz Posted December 19, 2024 Posted December 19, 2024 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.
Celedhring Posted December 21, 2024 Posted December 21, 2024 (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. Edited December 21, 2024 by Celedhring
MTB Posted December 22, 2024 Author Posted December 22, 2024 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. Â
MTB Posted December 22, 2024 Author Posted December 22, 2024  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
thor3222 Posted January 1, 2025 Posted January 1, 2025 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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