MTB Posted October 25, 2025 Author Posted October 25, 2025 9 hours ago, YuFeng said: @MTB There seems to be an error in the dialog topic of the SCB_MineSweeperQuest_B1T1 in the SkyrimChainBeasts.esm: [INFO:25025E31] ('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:25025E2D]) INFO \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [25003899] <Error: Could not be resolved> There also is one in the SkyrimChainBeastsIntegration.esp. In the SCB_INT_Core quest inside the traplist. The one with the 74 array objects: SCB_INT_Core "Core of SCB Integration" [QUST:C9000D62] QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #43 \ Object v2 \ FormID -> [C901450A] <Error: Could not be resolved> Thanks for the report. Should be harmless (no longer existing/no longer used properties) but I've cleaned them for the next version.
cerebus300 Posted October 25, 2025 Posted October 25, 2025 Anyone have suggestions for the Peryite quest. I found the altar with the four puzzle boxes in the basement of the farmhouse, but I can't figure out the puzzle at all. There are no clues, much less items around to try to put them in order. I've looked all over the place, but there is no clue as to what items or even kind of items can be used. I have checked back with the the Loremaster over and over, but he just says the same things and doesn't offer any clues. I've done as many books as I can find, so this is my bottleneck. I'm sure I'm missing something that gives me a clue for what items go into the boxes.
YuFeng Posted October 25, 2025 Posted October 25, 2025 6 hours ago, MTB said: Thanks for the report. Should be harmless (no longer existing/no longer used properties) but I've cleaned them for the next version. Thank you. Even if harmless, cleaning up is best and reduces the unnecessary strain on the game.
MTB Posted October 26, 2025 Author Posted October 26, 2025 (edited) On 10/25/2025 at 3:42 PM, cerebus300 said: Anyone have suggestions for the Peryite quest. I found the altar with the four puzzle boxes in the basement of the farmhouse, but I can't figure out the puzzle at all. There are no clues, much less items around to try to put them in order. I've looked all over the place, but there is no clue as to what items or even kind of items can be used. I have checked back with the the Loremaster over and over, but he just says the same things and doesn't offer any clues. I've done as many books as I can find, so this is my bottleneck. I'm sure I'm missing something that gives me a clue for what items go into the boxes. >items Not much of an offering if they're already lying there, you'll have to bring them. Given it's an aspect of chain beasts you're looking for, it's items related to them, do you have any of those you can try? You'll see something happen after you close a box if you've put in a meaningful item... Spoiler Put something meaningful in each box and pull the trigger. Then the real puzzle starts... List of meaningful items: Spoiler C - a restraint (collar, cuffs) M - a mask K - a key B - a book/tome For each chain beast ones only of course. Note you can remove an item after it has been registered in case you want to have the same in multiple boxes but do not have enough of that item along. Edited October 26, 2025 by MTB
BuryTheLight Posted October 26, 2025 Posted October 26, 2025 I'd like to make a suggestion: Another way to get enslaved. When you're locked up in furniture, optionally add a customizable chance a slaver comes and actually enslaves you (either SD or Simple Slavery). I find it weird how the slaver interacts with you in furniture, but doesn't actually enslave you.
badbat111 Posted October 27, 2025 Posted October 27, 2025 12 hours ago, BuryTheLight said: I'd like to make a suggestion: Another way to get enslaved. When you're locked up in furniture, optionally add a customizable chance a slaver comes and actually enslaves you (either SD or Simple Slavery). I find it weird how the slaver interacts with you in furniture, but doesn't actually enslave you. maybe a option to trigger the captured event ?
MTB Posted October 30, 2025 Author Posted October 30, 2025 On 10/26/2025 at 10:08 PM, BuryTheLight said: I'd like to make a suggestion: Another way to get enslaved. When you're locked up in furniture, optionally add a customizable chance a slaver comes and actually enslaves you (either SD or Simple Slavery). I find it weird how the slaver interacts with you in furniture, but doesn't actually enslave you. On 10/27/2025 at 10:23 AM, badbat111 said: maybe a option to trigger the captured event ? Have considered such an option, but doing so properly is quite tricky so I've not implementing that yet. Spoiler So far the structure only supports relatively simple interactions. SS and caged (assuming that is meant by the `capture event') are already outcomes so could just have them walk up to you and say `enslaved now', then forward to that outcome, but with proper I mean something like eg: - you have a change to struggle, but if you miss too many QTEs you're in trouble, (requires very precise timing though). - have it depend on your location and who is around; during the day in the middle of town with guards and followers maybe not while if alone in the wilderness at night... so might come, but likely going to be a while (until I figure out how to do at least some of these or I give up and go for something simpler...)
cerebus300 Posted October 31, 2025 Posted October 31, 2025 Argh! Okay another question on the Pyrite (sp?) quest. Added the items and the order is obviously wrong. My journal entry gives some information that I assume is supposed to be a clue as to how many I have right? Maybe? I guess? But, I don't understand the code at all. It shows the order of items and then followed by "Bl:x Wh:x" I have no idea what I'm looking at. All I can assume is that it stands for black and white, but that doesn't make any sense in relation to anything with these puzzle boxes or the items put into them. So what does Bl and Wh refer to and how is does it give me any information for this puzzle? Without getting answers here, there is no way I would ever solve this puzzle. More information needs to be fed into the clues within the game or I can't see many people being able to figure this one out. Like there is nothing to suggest what the items should be, and this Bl/Wh has no referent that I can think of, which makes the numbers next to it meaningless.
MTB Posted October 31, 2025 Author Posted October 31, 2025 1 hour ago, cerebus300 said: it stands for black and white, Spoiler That is correct. 1 hour ago, cerebus300 said: I don't understand the code Remember the LM's hint...eg what does he say in his first line, something that is a bit oddly formulated? Spoiler ...pick my MASTER MIND. Look that up if needed, then you'll know what black and white means here.
cerebus300 Posted November 2, 2025 Posted November 2, 2025 On 10/31/2025 at 3:33 PM, MTB said: Hide contents That is correct. Remember the LM's hint...eg what does he say in his first line, something that is a bit oddly formulated? Hide contents ...pick my MASTER MIND. Look that up if needed, then you'll know what black and white means here. Thanks for trying to help. I'm not getting anywhere with this. I went back and talked to the lore master, but the first line doesn't mean anything to me, especially in terms of black and white. I'm missing something pretty crucial, I guess. I haven't been able to figure out any of the steps of this quest so far, except where the actual site is. I don't know what to look up or where to look "MASTER MIND" to get it to make any sense. I'm just stupid and can't figure this out. What am I missing? And what does black and white have to do with this puzzle? Sorry for being such a pain, but I just can't make any progress on this one quest. Nothing is clicking for me.
MTB Posted November 2, 2025 Author Posted November 2, 2025 1 hour ago, cerebus300 said: where to look "MASTER MIND" Spoiler https://en.wikipedia.org/wiki/Mastermind_(board_game)
cerebus300 Posted November 5, 2025 Posted November 5, 2025 On 11/2/2025 at 4:01 PM, MTB said: Reveal hidden contents https://en.wikipedia.org/wiki/Mastermind_(board_game) Okay, Managed to get through it. I had to go learn the rules of the game and find an online version to practice with, to learn the strategies and then finally came back to complete the quest. My recommendation is to eliminate the riddle part from the Lore Master, as it requires players to go outside of the game to research something that has nothing to do with the videogame itself, which is really counter-intuitive and requires that the player has knowledge of this particular board game. I'm a board game nerd and have a collection of 300-400 board games, but I have never heard of Mastermind, much less played it. So, the requirement of external knowledge unrelated to Skyrim and the requirement to look for the information outside of Skyrim can stop players in their tracks as far as proceeding on the quests (like me). I would recommend having a book or scroll in the room, or have the Lore Master provide the player one as a result of a dialogue thread. The book can explain the rules and what the black and white numbers mean. That said, I did like the puzzle itself, and I found myself enjoying my plays of the online games based on Mastermind. Just cut out the unnecessary search for the rules of the puzzle. Also, thanks for continuing to add to the mod. This has been in my mod load for Skyrim since it originally came out, even during its really buggy time early on. I know the newer stuff is kind of in beta mode, so hopefully my problems and suggestions can be helpful in making it smoother for later versions of the mod. One last issue. When I went back to finish the puzzle, my clues from the previous two attempts had been replaced with "dummy object 1" (see picture). I had to come back here to look at my picture to see what the clues were.
AnonymousUser27 Posted November 10, 2025 Posted November 10, 2025 Is there an option to turn off the locking mechanism for when a chainbeast locks you in a random zaz furniture? I rather like the Devious Framework implementation of locking furniture, mainly 1. Entering zaz furniture briefly locks it and 2. While inside furniture npcs have a chance to interact with you, locking it and activating the "game.". These mods conflict with each other, so when one unlocks the furniture it breaks the other system. I understand if the locking mechanism is important in a future quest I haven't got to yet, but if it's just a punishment for getting caught I would love it if I could be able to turn it off and on, maybe a button right next to the timer slider in the MCM.
MTB Posted November 12, 2025 Author Posted November 12, 2025 On 11/5/2025 at 8:17 PM, cerebus300 said: One last issue. When I went back to finish the puzzle, my clues from the previous two attempts had been replaced with "dummy object 1" (see picture). I had to come back here to look at my picture to see what the clues were Able to reproduce, seems this needs a maintenance function to preserve after closing and restarting the game. Will add in next version. On 11/10/2025 at 8:31 PM, AnonymousUser27 said: Is there an option to turn off the locking mechanism for when a chainbeast locks you in a random zaz furniture? Spoiler Place victim in furniture is the default outcome of capture, and a fall-back in case other options are not available in certain scenarios. You can attempt to avoid this outcome for the PC by setting alternate outcomes (eg simple slavery/caged/pheromone) as always occurring or player as not as a target. Which should work for the most part. Though some quests might not be available with these settings. The escape mechanism and interactions are woven into this quest, a careful combination between device, victim and quest scripts, effects and timers to achieve the current setup. Halting it `in the middle' which would be needed to `turn off the locking mechanism' is likely not feasible. Can't find an `exclude/busy' mechanism in DF that can be set/called by other mods, so also see no way of making a patch.
badbat111 Posted November 26, 2025 Posted November 26, 2025 whats the fun option do the guy after extending the time says about having fun but nothing happens he stands still not doing anything you know the guy who extends the timer in mcm i lowered whip to 0 and fun option to 100% but nothing happened
MTB Posted November 26, 2025 Author Posted November 26, 2025 7 hours ago, badbat111 said: whats the fun option do the guy after extending the time says about having fun but nothing happens he stands still not doing anything you know the guy who extends the timer in mcm i lowered whip to 0 and fun option to 100% but nothing happened That option is just a placeholder, does not really do anything yet. (Maybe run up to and point or something like that.)
McLovin3 Posted December 4, 2025 Posted December 4, 2025 So an idea popped into my head about something for the WIP Pit Arena that I thought I'd share if you were interested in An NPC on NPC betting mode but the NPCs have only 2 things in their arsenal 1: Summon Chainbeast spell (I'm guessing it'll have to be strictly the basic Dog/Wolf one) 2: A special non-concentration spell that deals 1 or 0 Health damage but does low to moderate Stamina damage to assist the Chainbeast (So preferably an Ice type spell). The Spell may possibly need extra damage to Chainbeasts or maybe even Magicka drain to the opponent depending on how these fights turn out. Part of me really hopes if you'd like to implement this idea for a way for the player to bet on not the winner but the loser. And if the selection of NPCs is chosen from a random generated non-unique list and you win the loser bet, you can humiliate or enslave the loser with the PAH/DoM integration But the extra effort for these extra ideas and doing this in such a limited space with the Unused Windhelm Arena, this little enslaver betting dream of mine may not be a reality For the Ebony Mine Quest, are the other phases working yet or am I experiencing issues? While I have yet to fully do it legitimately (trying to find a good mod Player Castle or something with a lot of friend NPCs as some farming area) Trying to advance it with MCM Skip past Golden Gem Basic Dog/Wolf Chainbeast or setstage command doesn't do anything Sometimes the Quest Skip is greyed out depending on what my conjuration was before I hit the Large Step skip. I do have the Vokrii perk integration and am using Vokriinator Black and I believe I have the necessary perks I eventually wound up using console command for the spiders, and I've been loving them btw.
badbat111 Posted December 4, 2025 Posted December 4, 2025 8 hours ago, McLovin3 said: So an idea popped into my head about something for the WIP Pit Arena that I thought I'd share if you were interested in An NPC on NPC betting mode but the NPCs have only 2 things in their arsenal 1: Summon Chainbeast spell (I'm guessing it'll have to be strictly the basic Dog/Wolf one) 2: A special non-concentration spell that deals 1 or 0 Health damage but does low to moderate Stamina damage to assist the Chainbeast (So preferably an Ice type spell). The Spell may possibly need extra damage to Chainbeasts or maybe even Magicka drain to the opponent depending on how these fights turn out. Part of me really hopes if you'd like to implement this idea for a way for the player to bet on not the winner but the loser. And if the selection of NPCs is chosen from a random generated non-unique list and you win the loser bet, you can humiliate or enslave the loser with the PAH/DoM integration But the extra effort for these extra ideas and doing this in such a limited space with the Unused Windhelm Arena, this little enslaver betting dream of mine may not be a reality For the Ebony Mine Quest, are the other phases working yet or am I experiencing issues? While I have yet to fully do it legitimately (trying to find a good mod Player Castle or something with a lot of friend NPCs as some farming area) Trying to advance it with MCM Skip past Golden Gem Basic Dog/Wolf Chainbeast or setstage command doesn't do anything Sometimes the Quest Skip is greyed out depending on what my conjuration was before I hit the Large Step skip. I do have the Vokrii perk integration and am using Vokriinator Black and I believe I have the necessary perks I eventually wound up using console command for the spiders, and I've been loving them btw. maybe have npc use pheromone beast spell ? so loser gets fucked more than 1 way XD
MTB Posted December 5, 2025 Author Posted December 5, 2025 On 12/4/2025 at 5:02 AM, McLovin3 said: Vokrii perk integration and am using Vokriinator Black Vokriinator Black is not a supported overhaul, it needs to be specifically the supported esp (eg Vokrii.esp) with the same form number for the perk, even if VB defines it's own version of the Vokrii perks, they won't be recognized as such. I've made a general work around in v099 for any unsupported overhaul. Uploading new version was not working but just uploading the patch seems to have worked now. (Set stage should work; after reaching final form of a beast, getstage SCB_INT_EbonyQuest (or something like that) to get current stage, if ends in 5 add 5 and do setstage, if ends in 0 add 10. May not give a beast right away but should on the next capture, allowing you to continue with the next beast.) On 12/4/2025 at 5:02 AM, McLovin3 said: NPC on NPC betting mode I've been considering alternate modes or things to bet on (with multiple fighters eg last standing/first take down, etc.) not this one specifically, but it keep it in mind when I circle back to this quest. On 12/4/2025 at 1:18 PM, badbat111 said: use pheromone beast That brings the victim to the selected partner, while here it should likely be the other way around. (The small hallway is not really suitable, but in the arena itself.., tricky to do impressively if its the PC.) But will also keep in mind. 1
Ilcivil Posted December 8, 2025 Posted December 8, 2025 How do I get to the arena if I use "why only I do all the work" with loremaster for the MD aspect?
MTB Posted December 9, 2025 Author Posted December 9, 2025 23 hours ago, Ilcivil said: How do I get to the arena if I use "why only I do all the work" with loremaster for the MD aspect? Spoiler It's unlocked by the MD aspect quest so if you `skipped' that, talk to LM and ask to reexamine this aspect. Advance to the point that `find the source' (see the walkthrough if needed) objective is displayed and follow that lead.
badbat111 Posted December 28, 2025 Posted December 28, 2025 (edited) i just found a bug the slaver ran upto the player in the device a npc got grabbed by a chainbeast and made the slaver become purple glow for pheromone target but the slaver ran back to his portal and the npc was stuck on all fours at the portal spot Edited December 28, 2025 by badbat111
AnonymousUser27 Posted December 30, 2025 Posted December 30, 2025 I play a magic user all the time, and a lot of it is summoning. The animals/atronachs that I summon are unaffected by the chain beasts, but it still plays the stripping -> summon chain crab -> create lockbox animation cycle. Is there a way to make chain beasts dispel summoned creatures? It might not fix non-summon animal companions, but it would make my gameplay of chain beasts a little smoother, since they are the ones that cause the problem most often.
xyzxyz Posted December 30, 2025 Posted December 30, 2025 How much sex happens in this mod? I only recall the pheromone quest.
MTB Posted December 30, 2025 Author Posted December 30, 2025 On 12/28/2025 at 12:50 PM, badbat111 said: i just found a bug the slaver ran upto the player in the device a npc got grabbed by a chainbeast and made the slaver become purple glow for pheromone target but the slaver ran back to his portal and the npc was stuck on all fours at the portal spot I've added a `busy' mark to the slaver so should not be selected as pheremone target anymore. Btw you can fix this in the Status menu, victim should be listed there, click on their name and choose `force release'. 9 hours ago, AnonymousUser27 said: I play a magic user all the time, and a lot of it is summoning. The animals/atronachs that I summon are unaffected by the chain beasts, but it still plays the stripping -> summon chain crab -> create lockbox animation cycle. Is there a way to make chain beasts dispel summoned creatures? It might not fix non-summon animal companions, but it would make my gameplay of chain beasts a little smoother, since they are the ones that cause the problem most often. Looks like that quite easy to add actually. Try-out the attached esm (replacement for 0.9.9 LE version) it should have a hit by a beast (not e.g. a spit chain only contact hit) banish summoned deadra(includes familiar,atronachs). If that works as intended I'll have to see how to use it; eg add some conditions like a percentage or mcm option to control it, ensure all cases covered etc. 1 hour ago, xyzxyz said: How much sex happens in this mod? I only recall the pheromone quest. Spoiler Besides the pheromone beasts, which are used in two quests and may become a general outcome (after the first of those quests) with percentage set in MCM, not much. Only one quest involves lots of it. Spoiler Caged quest A few opportunities to choose to convince by `seducing' (having sex). Spoiler E.g. One branch of Soshal-Klymer follow-up quest. Blacksmith aid (some conditions may apply for option to be available). Besides that walking around naked could lead other mods to take action, dangerously nude comes to mind. (Initially there was none which is why this mod is in the adult not in the `sexlab' category.) SkyrimChainBeasts-TestEsm.7z
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