F0xii Posted January 3, 2025 Posted January 3, 2025 (edited) I don't know if you take mimic suggestions or if it makes sense for the mod, but I would love to see a sack/large sack mimic in this mod since I don't think there is one already? Edited January 3, 2025 by F0xii
MTB Posted January 3, 2025 Author Posted January 3, 2025 (edited) On 1/1/2025 at 8:24 PM, thor3222 said: 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. Thanks. UD is based on DD, while SCB is based on ZAP and a custom devices management system. It would be easy to have the beasts (also) drop DD keys, but making SCB use DD restraints and/or keys would be a major redesign. On 1/3/2025 at 3:15 AM, F0xii said: I don't know if you take mimic suggestions or if it makes sense for the mod, but I would love to see a sack/large sack mimic in this mod since I don't think there is one already? Should be doable. Edit: Sneak preview Spoiler Edited January 6, 2025 by MTB
xyzxyz Posted January 6, 2025 Posted January 6, 2025 Maybe 13 beasts are a bit too many in Ironbraker Bane? They overrun the entire city.
MTB Posted January 6, 2025 Author Posted January 6, 2025 12 hours ago, xyzxyz said: Maybe 13 beasts are a bit too many in Ironbraker Bane? They overrun the entire city. Probably mine with level-based nr of beasts. Lower Max Beasts setting (MCM>Gameplay) to limit nr of beasts summoned at higher player levels.
xyzxyz Posted January 6, 2025 Posted January 6, 2025 10 minutes ago, MTB said: Probably mine with level-based nr of beasts. Lower Max Beasts setting (MCM>Gameplay) to limit nr of beasts summoned at higher player levels. I'm lvl 38 and the max beast setting is 10 so it shouldn't be as many as 13.
MTB Posted January 6, 2025 Author Posted January 6, 2025 1 minute ago, xyzxyz said: I'm lvl 38 and the max beast setting is 10 so it shouldn't be as many as 13. For some faster scaling mines the maximum may already be reached by then. The max beast setting controls the number of `extra' beasts beyond what is summoned at player level 1. Reduce it to eg 5 and this mine will be limited to 8 beasts total. 1
Celedhring Posted January 9, 2025 Posted January 9, 2025 THere's not much information on the Pheromones Quest in the mod's documentation. What exactly does pheromone beasts do? And what starts the quest? And what do the MCM settings for pheromone beasts do particularly selecting the PC as a "partner" does it mean the PC is in the victim role or not as the MCM wording is pretty unclear.
badbat111 Posted January 9, 2025 Posted January 9, 2025 4 hours ago, Celedhring said: THere's not much information on the Pheromones Quest in the mod's documentation. What exactly does pheromone beasts do? And what starts the quest? And what do the MCM settings for pheromone beasts do particularly selecting the PC as a "partner" does it mean the PC is in the victim role or not as the MCM wording is pretty unclear. pheromone beasts start from what a wedding quest they capture the victem and take them to a npc to have sex the victem in the beast will have a purple glow
MTB Posted January 12, 2025 Author Posted January 12, 2025 On 1/9/2025 at 7:01 AM, Celedhring said: does it mean the PC is in the victim role or not To add to what badbat111 already said: after progressing in the WaW quest ( to start: Spoiler After starting TJH ask about `hints without direct link'. ) the meaning of these settings should be clearer; before that these settings don't really matter. Spoiler There is a Victim/Captive and a Partner. Prefer PC as partner makes them the partner for more of the captives.
Werstak_XD Posted January 14, 2025 Posted January 14, 2025 Module dependencies not yet implemented I play with SE mods and monsters doesnt have a model.
MTB Posted January 15, 2025 Author Posted January 15, 2025 On 1/14/2025 at 12:24 PM, Werstak_XD said: Module dependencies not yet implemented I play with SE mods and monsters doesnt have a model. Question unclear. But all dependencies exist for SE. Just make sure to use: The SE version of this mod: Of Sexlab: And ZAP: (and of course SKSE: https://skse.silverlock.org/)
Scautura Posted January 19, 2025 Posted January 19, 2025 (edited) Speaking of SE, is 0.92 available for SE, or does the LE version work with it (I haven't checked the contents, so right now I'm asking before leaping)? After downloading and looking, I'm going with "may work if run through CAO, but I'll wait for a better answer." Edited January 19, 2025 by Scautura
MTB Posted January 20, 2025 Author Posted January 20, 2025 7 hours ago, Scautura said: Speaking of SE, is 0.92 available for SE, or does the LE version work with it (I haven't checked the contents, so right now I'm asking before leaping)? After downloading and looking, I'm going with "may work if run through CAO, but I'll wait for a better answer." No not yet, an SE version is planned with the next update again. (An OAR version of the new mechanisms was needed first. Have that now, but there are still new NPCs, animations, meshes, etc. that all need conversion steps and two branches to test and pack up so it's a bit more work than usual.) If running OAR based you should definitely wait for that update. Would also recommend waiting if using FNIS based, but a careful CAO pass may do the trick in that case.
Mysfle Posted January 21, 2025 Posted January 21, 2025 My companions don't seem to be getting their gear back after it is stolen by chain beasts, but the chests are said to be theirs not mine. Is there something I have to do to get them to pick up their stuff?
MTB Posted January 21, 2025 Author Posted January 21, 2025 (edited) 1 hour ago, Mysfle said: My companions don't seem to be getting their gear back after it is stolen by chain beasts, but the chests are said to be theirs not mine. Is there something I have to do to get them to pick up their stuff? For any NPCs, including followers: Spoiler `captives' (wearing restraints) - release them (`let me get you out of that' - requires a chain beast key) and they'll go looking for their stuff. only stripped - just tell them; `you should recover your gear'. Edited January 21, 2025 by MTB
Allen Harris Posted January 23, 2025 Posted January 23, 2025 Question: I got captured by a chain beast in the wilderness and taken to one of the outlying villages then locked in furniture. But the townspeople attacked and killed the beasts and I couldn't struggle and never got freed. Is that normal?
Ionenschatten Posted February 28, 2025 Posted February 28, 2025 How does this mod work? I've observed some shenanigans with NPCs and hordes raidingg villages but so far, I've not managed to get it to work Currently got myself get caught in a mimic intentionally but now, i cann either leave it nor does it take me anywhere. I can ride it aorund like a very bad mount that freezes for like 5 seconds every 4 seconds or so.
MTB Posted February 28, 2025 Author Posted February 28, 2025 13 hours ago, Ionenschatten said: How does this mod work? I've observed some shenanigans with NPCs and hordes raidingg villages but so far, I've not managed to get it to work Currently got myself get caught in a mimic intentionally but now, i cann either leave it nor does it take me anywhere. I can ride it aorund like a very bad mount that freezes for like 5 seconds every 4 seconds or so. It's supposed to take you somewhere (MCM>Status>(PC)>Where am I going can show you where). Maybe Skyrim is having trouble pathing to the destination? You could try using fast forward (in same menu). > ride it If captured, you can take control but at high stamina cost and with cooldown (this is mainly so you can get around obstacles you may get stuck on in `controlled' mode). (There is a `not-controlled' mount version as well...) Spoiler Loot a dead chain spider... You should also have the first quest active by now...
Ionenschatten Posted March 1, 2025 Posted March 1, 2025 On 2/28/2025 at 4:56 PM, MTB said: You should also have the first quest active by now... Yes! I'm on Beauty and a Chainbeast rn. I don't know how, tho. A suggestion: Rename the mod in the MCM from "skyrim chainbeasts" to "chainbeasts" A lot of mods have "skyrim" in it for no apparent reason in the MCM. I get that they have the tag outside of skyrim to show they're for skyrim, but in the mcm it just messed up the order of mods if every mod has "skyrim" in front of it. 😄
MTB Posted March 7, 2025 Author Posted March 7, 2025 (edited) On 3/1/2025 at 8:48 PM, Ionenschatten said: Yes! I'm on Beauty and a Chainbeast rn. I don't know how, tho. A suggestion: Rename the mod in the MCM from "skyrim chainbeasts" to "chainbeasts" A lot of mods have "skyrim" in it for no apparent reason in the MCM. I get that they have the tag outside of skyrim to show they're for skyrim, but in the mcm it just messed up the order of mods if every mod has "skyrim" in front of it. 😄 Actually, if ALL of them start with Skyrim then the order remains the same I prefer to keep it as is & match the name of the mod (and not create problems for updates). If you'd like to have another name, its easy to change e.g. using xedit. (Load SkyrimChainBeasts.esm, go to quests, Adjust the string property of the SCB_MCMScript script that currently reads "Skyrim Chain Beasts" on the SCB_InitQuest quest.) (Only use it on new/fresh games; not sure what will happen if you change it on an existing save but likely nothing good...) >I don't know how, tho. To get some random encounters: On plugin menu in MCM: Could enable `beast in the wild' , Disable `vanilla restrictions' on the `standard traps' (there is a bug making that will be fixed in next version in which traps may not work on player if vanilla restriction is active.) If those don't help the quest along, do as it says in the quest description; go `investigate' - talk to people, look for rumors, visit places. Spoiler Riverwood is a good place to visit. `Investigate' (eg try touching...) what you find. Wait, you're on B&CB already - then: Try to talk to people about your goal. If they'll only yap about dragons then try someone who is more friendly or invested (having been targeted by the beasts themselves), or more knowledgeable (if you've done the former then you should know what I mean by that). That should set you on the path. Edited March 7, 2025 by MTB 1
Siev Posted March 9, 2025 Posted March 9, 2025 Is there a way to make people stop running up to touch my character with SkyrimChainbeastsIntegraion.esp enabled? and if not, is it safe to remove it mid playthrough?
MTB Posted March 9, 2025 Author Posted March 9, 2025 19 hours ago, Siev said: Is there a way to make people stop running up to touch my character with SkyrimChainbeastsIntegraion.esp enabled? and if not, is it safe to remove it mid playthrough? Disable `entranced NPCs' under traps in the MCM>Plugin menu. (Note they are not actually coming to touch you, they run to you for help but it's too late already, they're entranced by something nearby, which they will go to next... the latest update adds another line to this interaction to clarify this...).
badbat111 Posted March 12, 2025 Posted March 12, 2025 i recorded the bar i mentioned in pm as you can see it puts bar back to 0 when exiting the skyrimchainbeast mcm i see the site changed i cant attach the video on its own had to zip it mcm bar resets to 0.zip
Dendriah Posted March 13, 2025 Posted March 13, 2025 curious question is there only 1 bodyslide setting for all chain beast stuff? or am i missing somethiing i want to make sure cause i added this and did the bodyslide but wasnt sure
MTB Posted March 15, 2025 Author Posted March 15, 2025 On 3/12/2025 at 4:00 AM, badbat111 said: i recorded the bar i mentioned in pm as you can see it puts bar back to 0 when exiting the skyrimchainbeast mcm i see the site changed i cant attach the video on its own had to zip it mcm bar resets to 0.zip 41.95 MB · 2 downloads I suspect there may be an old version of SCB_initScript.pex floating around, You can confirm in the console by checking if the variable punishmentDurationP exists on the SCB_InitScript script on SCB_InitQuest (open console, sqv SCB_InitQuest, pageup till you find punishmentDuration if punishmentDurationP is not right there in the next line than this confirms it. Check your MO2 / what ever you use folders to look for an old version of that file, Ensure the file from 093full (25-1-2025) is used.) I've attached a recent copy of this file just in case the file in the archive is an old one; but then everyone should be having this problem,.. SCB_InitScript.7z
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now