jgmrequel Posted December 31, 2025 Posted December 31, 2025 I do not see SkyrimChainBeastsDDCV in the available downloads. Is this no longer supported? If it is, where can I find the esp?
AnonymousUser27 Posted January 1 Posted January 1 On 12/30/2025 at 5:00 PM, MTB said: 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. SkyrimChainBeasts-TestEsm.7z 193.4 kB · 1 download This works well! It completely fixes the problem of the animation cycle running on summons that are unaffected by chain beasts, and it dispels all the common summons. For summons that have dispel resistance (boneman, ash spawn, chain beast) it doesn't dispel them and instead does a quick stun. That isn't that much of an issue to me since the problem of running the animation cycle is still fixed.
MTB Posted January 1 Author Posted January 1 On 12/31/2025 at 4:53 AM, jgmrequel said: I do not see SkyrimChainBeastsDDCV in the available downloads. Is this no longer supported? If it is, where can I find the esp? This simple plugin should still work with any version of SCB (it's mostly a mesh replacer, with a small tweak to prevent missing hands/feet). I've cleaned it up a bit and reuploaded in the file section.
MTB Posted January 1 Author Posted January 1 9 hours ago, AnonymousUser27 said: This works well! It completely fixes the problem of the animation cycle running on summons that are unaffected by chain beasts, and it dispels all the common summons. For summons that have dispel resistance (boneman, ash spawn, chain beast) it doesn't dispel them and instead does a quick stun. That isn't that much of an issue to me since the problem of running the animation cycle is still fixed. Thanks for the feedback. I'll try to update it to turn undead and integrate (better handling of non-npc actors has been on the TODO list for a while); now thinking the best way to do that is to have it replace the `stripping', so when it reaches a point where it used to try stripping it would now do a dispel/turn instead (seems more balanced than having it dispel on a single hit...). Will need testing whether it works properly eg on leveled list characters, mod added actors, etc. (do they have the right keywords), etc.
jgmrequel Posted January 2 Posted January 2 18 hours ago, MTB said: This simple plugin should still work with any version of SCB (it's mostly a mesh replacer, with a small tweak to prevent missing hands/feet). I've cleaned it up a bit and reuploaded in the file section. Thanks!
MTB Posted January 3 Author Posted January 3 (edited) Previous updates, moved here to keep the main page manageable: v0.9.9 Spoiler [Added] possible interaction with NPCs in furniture. Spoiler Encourage them to struggle by using the speed whip. Can always use the skip menu to get one, through gameplay it becomes available once the player has a specific ability or has started a specific quest: Spoiler Can summon a chain beast or `dream quest' active You'll get a hint on where to get it in one track of that quest. Otherwise consider: Spoiler The whip is a slaver's tool, do you know a vendor that would be willing to sell anything, including things a slaver would buy? [Changed] Coding of NPC stripping. Aims to prevent occasional item loss from followers reported at times of heavy script load. Effects item count; now `strip count' is item(type)s checked (rather than actually removed) and is counted separately for both stripping phases So if set, this means anywhere from none up to 2*strip count item(type)s may be removed. [Added] MCM option to attempt to `clean' the player Remove from SCB quests and factions. Likely far from complete, but might allow to recover from certain broken situations. [Fixed] If left at default the minimum bounty for bounty hunter beasts should now update from -1 (disabled) to `1000' after completing `Beasts of Chain' (discovery quest) as intended. Integration [Changed] `How to transport' conversation option of the collector (Trophy Hunter quest) now gives a slightly more substantial hint that is tailored to whether or not you already have a related spell. [Added] An unfortunate adventurer left a hint and some useful items in a certain cellar (Labors of the DB quest). [Added] Work around for those with unsupported perk overhauls. Removes perk requirements for advancement in quests. (Currently only `dark mine, dark mind'.) Controlled by new debug option in MCM. v0.9.8QF [Fixed] MCM display `victim duration' showed incorrectly when set to 0. Integration [Fixed] Lots of follower related issues with the PIT quest, some for other NPC fights. [Added] Follower will take up a spot to watch unless fighting themselves (in current/most recent fight). [Changed] Moved (first two) fans aside a bit to leave a gap for the player to watch from. Seems to only affect new games not existing saves, even if arena never visited. [Changed] Moved `Klymer manor' a bit up the road and to the other side to address conflicts with other mods changing the area. Made a patch for `bath house' before but that still had some issues with other mod changing the are and was not carried over in the main file, hopefully the current location works well. Some small changes to make quest work on this location. v0.9.8 Spoiler [Added] Entering/Exiting a device will now send out a mod event (SCB_EnterDevice/SCB_ExitDevice) Sender is the victim, numeric argument their slot(index) in the SCB_UseDeviceMultipleQuest (for exiting that slot will no longer be valid but maybe useful for matching events). [Changed] Now that voicing is available, removed forced subtitles from NPC lines said when leaving device. [Added] Expanded in furniture interaction with the PC: Can happen repeatedly, and if sufficient time is left other actions than `tighten restraint' may happen. MCM settings to configure. Note you can change these settings at any time; changes take effect on the next potential visit. If you've enabled `lock MCM settings on capture' be sure not to set these too strictly e.g. recommended not to set Max Visits to unlimited (0). Testing with 60sec +100% of tighten and fresh character - finally managed, but it takes a while and you shouldn't miss any struggling-QTE. `Play with' is early WIP, to be worked out or replaced... Also note that interval is (potential) start time to (potential) start time so includes the time the interaction scene (if any) is playing. [Changed] Reordered MCM other gameplay settings a bit to keep them organized with the new settings. [Added] Getting hit while in furniture gives a small adrenaline boost. (Player only) Recover a tiny bit of stamina when hit while locked in a device; helps with struggling. [Added] Some additional achievements related to the aspect quests Should now again cover each obtainable aspects in some form (be it the quest towards it, obtaining the reward power or using said power) with some having multiple. [Changed] Reordered the Quest Achievements a bit (order is now: Intro quests, Main quest loop related (including reward/followup), then power count and finally Side quests). Integration [Added] Several Enhancements to the Arena (PIT) quest. [Added] can now also loose fights in the arena. If fully captured, it ends the fight (counts as loss, no base reward), instead of continuing again when released from the device. [Added] Conversation options with Pit Master that explains links Aspect MD and PIT quests. [Added] Audience reactions (Cheers) differ based on what happened. [Fixed] Punishment failure if non-standard punishment is enabled (eg take to simple slavery/cage). Lost pit fights now always lead to time in the XCross. [Added] Interaction while in the furniture. A Fan is upset he lost money on his bet and thinks the fighter did not try hard enough during the fight, so he'll motivate them to do better next time. Applies to NPC and PC on loss. It will take some time for him to get down there so escape quickly to avoid his wrath (as much as possible). [Added] Your follower will come to the arena with you if they are in the cave when you activate the entry portal. Only 1 follower supported; closest one will be taken. Must have the vanilla `currentfollowerfaction'. [Added] Your follower can fight a round in the arena (if they are a valid target). If they win they earn a small payout. [Added] A rumor to the Lore Master pointing you to the PIT if you've dealt with Asp.of MD using another track. v0.9.7 Spoiler [Added] Post Punishment activity for NPCs They will say a line after getting out of the furniture. (Tried to get them to play an idle as well but that refuses to work...) [Fixed] Mobile prison base strength. Set to `WMP0' equivalent base strength as intended. (Was set at `full strength' making basically untouchable at lower levels.) Integration [Added] Built-in basic Ordinator compatibility will change required perks in one of the quests from Conjuration Novice, Apprentice and Adept into Conjuration Mastery rank 1,2 and Altromancy respectively objective text will not reflect this change i.e. will still refer to the vanilla perk names. [Changed] how trap settings work Can choose Player, Follower, NPC as potential trigger and whether the trigger has to be a target. (In addition to `vanilla restrictions' as before.) [Added] New Area with repeatable activities, also used as an alternate track for the MD Aspect quest Can be completed even if neither male nor female NPCs are targets or when the involved NPCs are no longer available. Spoiler Win a tournament then talk to arena master. WIP; Spoiler Note: NPC fights currently only work if female NPCs are a target. Planned additions; way to end a fight/tournament early (eg on full capture). Non-Player fights target validity check & other NPCs. Betting. Explanation `source' MB Aspect quest conversation. Marker may not appear if you've already completed/advanced too far in the quest. To find `the source' you then need to go to: Spoiler a door in the mountain just off the stairs that lead up to the shrine of MD (in the mountains above Stonehill). [Fixed] Aspect of Noc. quest A box could fail to appear in the final step, fall back mechanism added as a work around. (Different from the failed attempted fix posted in the support thread earlier.) DB [Changed] Beast in the wild enabled by default v0.9.6 Spoiler [Changed] Default values have been revamped. Aims to improve new player experience and limit the `gotcha' moments (well at least the unintended kind). Won't affect existing saves and loading saved settings will override these new defaults. Changes: Spoiler Capture @ stamina: low percentage (20%). (Already implemented in previous version, old: medium level fixed value.) Max Extra Beasts: 5 (down from 10 for some crowd control at higher levels) Max Lock level (still at 100 but can now be set higher, up to 250) Small chance to unlock box on touch, (10%, up from 0%) but only if free (unchanged) Max player travel time to 300 (down from unlimited) Min pheromone events in related quest: 6 (down from 10) Small amount of magic (regen) damage from the collar (10(1) up from 0(0)) Beast in the Wild: enabled (old: disabled) Bounty hunting beasts: Start appearing if you have a high bounty (>1000) but only after completing the discovery quest Traps default to player activated only (rather than any valid target) Alternatives for some unchanged settings: Kept Key Strength at unlimited, while I often play with it at 1, this may be better for a beginning player. post punishment devices; have kept as is, though I often swap mask to legs if playing a magic focused character. Random capture default is kept a 0; more a feature for experienced players. [Changed] Smoother fast forwarding on `player max travel time' exceeded. The narrator explaining + message box is replaced by a visual effect. Immersion! [Changed] Moved the `statue spell' from the MCM debug menu to the MCM skip menu as there is a gameplay path to obtain it. Now this option also gives the related destatue spell. [Added] Mimic surprise change When a mimic is activated there is a chance it will be able to surprise you when activating them and get a hit in before you can react (50/50 by default). Looting becomes especially risky if combined with `critical hit' chance... [Changed] Displayed message when activating a box to better reflect `unlock on touch' settings. When free but unlucky it still displayed `seal on unfree touch'. [Added] Basic Ordinator compatibility for Dark mine - Dark mind quest If you have Ordinator installed the perks required at different points in the quest are changed from conjuration novice, apprentice, adept to: Conjuration Mastery Rank 1, 2 and Altromancy respectively (though quest text will not change to reflect this). (Untested) Integration [Added] The Aspect of V. quest now has a reward power. Talk to LM after having handed in the tome as for any reward power. Spoiler Brings your `main box' (the one that had the most gear in it) to you and will also collect the gear from any other player boxes in this box. [Changed] The WaW quest scroll protection no longer confiscated by beasts & returned if used at the wrong time. [Fixed] Honeyside balcony. A certain something should no longer by floating in the air if the thing it is supposed to be lying on is not there yet. MM [Changed] Mimic surprice change also applies for the mania mimics. [Changed] built in safeguard against certain type of mod conflict. Other mods can break some MM assumptions; coding changed to avoid these assumptions. Solves user reported issue likely causes by a mod conflict, maybe with autoloot and/or DEC. DOM [Added] New plugin similar to the PAHE one that sends a captive to DOM instead. v0.9.5 Spoiler [Added] Beasts have a chance of scoring a `critical hit' which causes capture, even if stamina is not drained. Set chance to 0 (default) to disable. [Changed] `Capture at stamina level' can now be set to an exact value rather than only a level. If `use percentage' is set the number is a percentage of the actor's max stamina, else it's a fixed value. [Changed] Renamed player obtainable spells/powers to make them easier to find in the spell list. All powers and game-play obtainable spells now have the word `Chain' in their name. (Maybe not all debug spells.) Set filter to find the spells of this mod (afaik only vanilla spell that will match `chain' is chain lighting). [Added] Custom inventory art for (some of) the CB spells/powers. [Fixed] The max level in Chainzoologist achievement becoming unreachable if you progressed in the Dark mine, Dark mind quest. [Changed] Reorganized the achievement page a bit and added a `plugin not installed' notification for plugins that you do not have. [Fixed] Removed extra space in translation file that prevented Aspect of N. achievement highlight text from appearing. [Fixed] Flaw in FNIS file caused certain pillory anim not to play. Integration [Changed] Tweaked Aspect of Mer. quest. Changed the beast that is summoned to a recently added type that is appropriate in this context. Reformulated objectives on quest to - adjust to above change, - clarify it's a specific mine, not any mine. [Added] Fire management task to Caged-Quest Ensure there's enough firewood to keep the fire going at all times. [Changed] Excluded creatures from being detected as followers in the caged-quest. [Fixed] Objective to talk to LM not completing when you do so in `Labors of the DB'. [Changed] More things count as completed `tasks' in the Labors of DB quest Triggering a mimic now also counts as `triggering a trap' for the `tasks' quest. Several aspect quest related achievements now count as completed tasks. [Fixed] Objective `aspect of ...' not appearing when it makes sense for some aspect quests. [Changed] Aspect of V. quest will complete once you hand in the tome. Before it stayed open so you could easily try the other path as well. Now use `re-examine aspect' if you want to try the other path. [Changed] Rune's quest will now also start when you ask about aspect of Noc. He will have a job for you as soon as you can talk to him, instead of first needing to talk to him about his name. [Changed] `Entranced victims' should no longer follow you if you move into another area or when they get to far from the mine. There was already a timeout, but if you e.g. fast travelled they would follow you to your new location. That should no longer happen (player moving to new area or being too far from mine should stop the move to player package) - but hard to test. Mimic Mania [Changed] Small script change to prevent unresponsive containers that would need to be fixed with the cleaner spell. i.e. incorporated the MM quick fix published before. [Changed] Added some extra log entries. v0.9.4 Spoiler [Fixed] In the `Beauty and the Chain beast' (Minesweeper) quest the target markers would disappear under some circumstances. (after the first mine was destroyed after the weaken spell is learned). [Changed] For the minesweeper (beauty and the chain beast) quest; tried to clarify some text and added some `hints' in the form of additional objectives. [Changed] Some MCM highlight text to improve clarity. [Added] When in the device, an interaction scene may play. For now only: a nasty character may be summoned who will tighten the device, increasing your time in it. More options being considered - feel free to leave suggestions. MCM setting for chance it happens. (Will likely be replaced once more interaction options appear. Not saved to config file.) [Changed] Event sequences added to in-device struggling. Multiple successful struggling events (press correct button for event) in a row will: decrease the time between events, increase their effectiveness (in reducing time in device), but also reduce the stamina gained by the success. and increase stamina cost for failing an event (press wrong button or before event). Missing an event (not pressing either button) will reset the sequence. [Added] Sound effects for the player in-device struggle player will sigh after a failed (as in not yet out of device) struggle. quick-time-events in the struggle: Green - vibe, Red - Belt slap(s). Especially useful if you cannot see the visual effect (furniture with bugged camera, VR ?). Integration [Changed] Made triggering start of main quest TJH easier. Progress in Beauty and the chain beast + read any scb (spell)book, like the one founds on spiders, mobile prisons, in the ratway or arcanium. Next time a capture happens or some other notable SCB event the quest will trigger and you will get a note once the courier finds you. [Added] Help in solving the initial TJH riddle. Talk to a friend to get help. (Not yet voiced - may add some voice type restrictions on who will give you the hints to keep this manageable.) [Fixed] In recent versions traps no longer worked on the player if vanilla restrictions were active. (Regression) On existing games the fix will only work in areas where the player has not been for a while. (OnCellAttach needs to run on the trap.) [Added] extra phase/line in the `entranced NPC' scene that explains why they run to the player. Help, something is wrong, can't think straight. Those lights can't see anything but those lights, the lights, THE LIGHTS! Can't resist, must TOUCH ! (the actual line is shorter...) Then heads to the lights (mine). Also added a `not in combat' (for both NPC and player) requirement to starting the quest, but not sure it's working. V0.9.3 Spoiler [Changed] Struggling in device is now a simple mini game rather than just chance based. Hide contents Struggling costs stamina but makes time count down faster. Auto stops after 30 seconds or when you run low on stamina. L/R shift or L-attack/R-attack at right time loosens locks and restores stamina (but pressing the wrong button/at wrong time with costs stamina). [Changed] Split furniture time settings into Player (`Escape difficulty') and NPCs (`Duration') settings. Raised default value for Player to account for the mini-game. [Added] New types of beast Sack and book mimics. [Fixed] Missing text entry for new MCM setting. [Changed] Updated some MCM translation files. Added user provided Chinese translation, updated (machine translation) German translation, added new texts untranslated to other Latin alphabet languages. Integration [Changed] Revamped the `Herding' minigame; now has progressive difficulty levels. Each level introduces new difficulties. Hide contents Novice (starting level): Possible panics. A Paniced captive quickly rushes forward instead of turning. While panicked they won't trigger the end-zone, but you need to distinguish them from misses. (If they just keep going without speeding up, you likely missed them. Stop them before they reach the end-zone!) Apprentice level introduces random turns; herded captives occationally change directions by themselves and they never seem to do so in your advantage... Adept level adds random speed-ups and makes turns more frequent. Expert levels adds a score clock (if no scoring event happened the last 30 seconds, the field shrinks) and makes speed-ups and turns more frequent. Master level reduces the `captureable' periods (also more frequent but less so than the decrease in duration) and further increases speed-ups and turns. Madness level adds random field shrinks and further increases speed-ups and turns. Mini-game TIPS/Hints: Hide contents TIP(1): The speed whip is required, but another object is extermely useful as well. You'll get it when the game starts if you're carrying a specific item. Kill and loot a chain spider to get one (or two actually) before sleeping. TIP(2): Hiting the victims does not end `the capture period', but your not able to see the gloden glow anymore as it's hidden by the purple glow. You'll need to estimate whether it is still active when the victim reaches right area. TIP(3): You can use the speedwhip to release captives from devices early. TIP(4): Some of the aspect powers may be used to your advantage. Shadowed victims give a bonus instead of triggering a field shrink when entering end-zones. A dominated victim can be commanded and sent to their device at any time. The beast distraction/self sacrifice spell...hey what kind of slaver are you, freeing victims ?! [Added] A new (help) mini quest. (Based on user suggestion.) Hide contents Visit the nightgate inn area after completing the intro quest. [Added] A few new mimic traps MimicMania [Added] New type of object that can be a mimic. Hide contents LargeSack (including `flat' variants). [Changed] Cleaning; removed some duplicate forms. Changes in v0.9.2 Spoiler Added] A new spell, related to spell added in v091 [Fixed] Iron Chain Serpent using Silver rideable version Integration [Added] New quest Spoiler Aspect quest for Hircine (alternate route to the unfinised spy-hunter sequence). With corresponding reward, guess what... DB [Added] Required setting to make the new spell also work for DB specific beasts. Changes in v0.9.1 Spoiler [Changed] The player release mechanism Added support for - showing remaining punishment time, - changing the remaining time during punishment Changing MCM punishment time now effects current punishments as well (but only for the player). Used this to implement a very basic response to struggling which may now reduce or slightly increases the punishment time for the player. [Added] Statuettes, with a spell to make them. Casting the spell on a beast corpse will turn it into a little statue. Have some ideas, but for now they are just decorations and you have to get the spell from the debug menu. Known issues; no way to obtain the chain serpent statuette (other than AddItemMenu or similar) as the chain serpent doesn't leave behind a corpse, only a pile of ice. [Fixed] Missing text entries in the MCM setting. (resulting in $SCB_... texts) [Changed] Updated some MCM setting descriptions to clarify how things work. Integration [Added] A new (help) mini quest. (Based on user suggestion.) Visit the nightgate inn area after completing the intro quest (Beasts of Chain). The inn keeper may have a rumor if you didn't already agreed to help. Changes in v0.9.0 Spoiler [Added] MCM option to disallow hostile actors for the Pheromone quest. [Changed] Interaction text for `mines' changed to `touch it' (Like the dragon ones already had.) Hides what it actually does so it doesn't spoil the surprise as none of you know what it does right [Added] New type of trap Hide contents Metal version of the pressure plate. [Changed] The escort player captives option should now work will all player captives (not just first 5). The intended escort (follower/friend) must have a speed whip for the conversation option to appear. [Added] New Difficulty configuration option: Health bonus. Bonus (or penalty) to starting health, configurable separately per group of beasts; tiny beasts ( Fish, Crab, Fox, walking chains, ... ), small beasts ( Chain beasts, ... ), medium beasts ( spiders, serpents ),large beasts ( Mobile prison(mammoth), Floating cage(Netch) ), huge beasts ( Dragons ) Note that the crab based mimics fall under the tiny category, even if they are actually quite big, this is because its based on the race. Dropping the `Weaker Mobile Prison' plugins now that this setting is available. (Though it does not impact the starting level.) Integration [Added] A mod-appropriate way to find some useful info for the MB aspect quest. Hide contents Capture a vampire or thrall and question them, they may have heard a rumor that will allow you to pin point which of the locations actually contains the tome. [Changed] The way (standard) traps are managed. Saves a step in adding new traps and, more importantly, allows plugins (=anything with SkyrimChainBeasts.esm as a master) to add traps that will be managed by the trap laying mechanism. If you wish to use one of the standard triggers for a trap that should NOT be managed by the default trap mechanism you should set the actor-owner of the trap to `PLAYER' or make a copy of the activator and use that instead. Creating a summon point (place where the beasts will appear when the trap is triggered): Place SCB_MineMarker for an invisible summon point or an SCB_Mine(Silver,Royal,Spider,Ebony,Pheromone,Dragon(Gold,Rust,Silver)). Choose the one that gives the looks you want - you can change what it summons through the properties on scb_summonsscript: actorTypes (give at least one): beasts to summon. quantity (default to 1): how many of each to summon. Negative = scale with player; -1 = extra beast per 5/1 levels, -2 per 5/2 levels, etc. BeastRank determines capture outcome; 0 (default), 15,16 (always pheromone), with 16 `temporary' beast that dissapears after one punishment. crimeFaction (default none): triggering summon point is a crime with this faction. Alternatively you can make any object reference a summon point by putting the SCB_SummonScript on it. You'll just need to fill a few more properties as follows: Start with autofill all, then fill SCB_Settings and SCB_logger with SCB_initQuest (the only available option) and fill SCB_BeastFaction with SCB_BeastTypeFaction. Add at least one entry to actorTypes. It's good to have Zaz Furniture around for the beast to take their victim to. Adding a trap; place a trigger; one of the plate traps. Set it to initially disabled. Actually any activator can be a trigger. Add its baseobject to SCB_INT_TrapTypesList to let SCB manage it. Affects ALL activators of this type! Add the trigger to `activate parent' list on any summon point you want it to trigger. [Added] A few traps. DB [Added] A few traps. [Changed] applied health bonus (see above) to floating cages. For older updates see: Edited January 3 by MTB
LizDragon Posted January 17 Posted January 17 (edited) If anyone wants an easier time with the Riddle, I have 3/4. Spoiler Leftmost box: collar 2nd box: mask 3rd box: ??? 4th box: the Riddle Me This note I can't figure out #3. It appears it may be somewhat random?? Edited January 17 by LizDragon New knowledge
MTB Posted January 17 Author Posted January 17 (edited) 4 hours ago, LizDragon said: If anyone wants an easier time with the Riddle, I have 3/4. Reveal hidden contents Leftmost box: collar 2nd box: mask 3rd box: ??? 4th box: the Riddle Me This note I can't figure out #3. It appears it may be somewhat random?? It is indeed random in the sense that it's generated when the related point in the quest is reached (aspect revealed, area accessible). So others players / new play through / save from before that point will have a different combination. Tip Spoiler If you completely empty a box it will still remember the last thing that was in it. Spoiler If you've not got similar items with you, this may be needed because the same item type may occur multiple times in a combination. Edit: Tip2 Spoiler If you know some for sure but are hunting for the rest, you could put something you know is wrong (as in does not occur in the combination at all, assuming you've found such a thing of course) in all the boxes you already know until you also know the others. A bit more work as you have to swap out the correct ones and swap them back in at the end, but it should save you some battles. or at least make them easier. So I guess its a choice of which `labor' you prefer... Edited January 17 by MTB
LizDragon Posted January 17 Posted January 17 I've tried pretty much everything I've got. The chainbeast key, the metal melting book, wrist and ankle irons, heck, even Chainbreaker. And I know it's not a mask or collar either, I've tried those, too.
MTB Posted January 17 Author Posted January 17 58 minutes ago, LizDragon said: I've tried pretty much everything I've got. The chainbeast key, the metal melting book, wrist and ankle irons, heck, even Chainbreaker. And I know it's not a mask or collar either, I've tried those, too. Spoiler There's four possibilities for each box (and you've named them all): K(ey), B(ook), M(ask), and C(hain/collar). The box will show which entry it recognizes when you close it. (If there are multiple ones in a box it will choose one, if there's nothing in the box it will keep the value from last time you closed it.) So if you're certain the other three are correct (3B i.e. steel beast with gem with only change: different things recognized in the remaining box) then one of those 4 should do it. If those conditions are met but none of the four options work: Spoiler check the code using the console (debug/cheat): Spoiler sqv SCB_INT_Tasks find the variable named code, it should have 4 values there, one for each box. Mapping to decode the code: Spoiler 1=K, 2=M, 3=B, 4=C
LizDragon Posted January 17 Posted January 17 Ah, okay. I tried moving the mask into the missing one and that finally solved it, thank you for your help. On another note, could I have a hint on the Nocturnal aspect? Does "infiltrate the Thieves' Guild" mean complete the quest line, or find something in the 'Flagon or guild area?
MTB Posted January 17 Author Posted January 17 2 hours ago, LizDragon said: Ah, okay. I tried moving the mask into the missing one and that finally solved it, thank you for your help. On another note, could I have a hint on the Nocturnal aspect? Does "infiltrate the Thieves' Guild" mean complete the quest line, or find something in the 'Flagon or guild area? Spoiler You need access to the guild area (not just the Flagon) so you can talk to someone there. Spoiler Rune, he'll have something for you to do after talking about his name.
LizDragon Posted January 23 Posted January 23 Okay, I've gotten frustrated enough to ask. I'm lost on the Mehrunes Dragon and Mephala aspects. I've started "Ambition of Mine", and am trying to figure out the source. And I have no clue what location has "a lot of chain spiders".
badbat111 Posted January 24 Posted January 24 3 hours ago, LizDragon said: Okay, I've gotten frustrated enough to ask. I'm lost on the Mehrunes Dragon and Mephala aspects. I've started "Ambition of Mine", and am trying to figure out the source. And I have no clue what location has "a lot of chain spiders". shor stone mine is spider mine kill normal spiders first then wait a few days you get a letter from the blacksmith saying they returned go in there chainspiders
LizDragon Posted January 24 Posted January 24 48 minutes ago, badbat111 said: shor stone mine is spider mine kill normal spiders first then wait a few days you get a letter from the blacksmith saying they returned go in there chainspiders Awesome, thank you!
xyzxyz Posted February 14 Posted February 14 What is the strongest chain beast we can get in the mephala ebony mine quest? best I got (in a previous version) is a golden gemed chain beast (the dog).
xyzxyz Posted February 14 Posted February 14 I'm curious what happened in the 4th screenshot with Alvor. I don't think they got hit by the pheromones.
woahnamalam Posted February 15 Posted February 15 (edited) So I did the Shor Stone Mine quest near the beginning of my playthrough, both normal and chain. Loremaster asked me to go to a place with alot of spiders to find Mephalas aspect, I assume its there? if so where I cant find it any chest. edit: talked to the original quest giver Edited February 15 by woahnamalam
badbat111 Posted February 16 Posted February 16 16 hours ago, woahnamalam said: So I did the Shor Stone Mine quest near the beginning of my playthrough, both normal and chain. Loremaster asked me to go to a place with alot of spiders to find Mephalas aspect, I assume its there? if so where I cant find it any chest. edit: talked to the original quest giver you kill all chain spiders then return to the blacksmith and talk to him he will give you the aspect book
MTB Posted February 16 Author Posted February 16 On 2/14/2026 at 6:35 PM, xyzxyz said: What is the strongest chain beast we can get in the mephala ebony mine quest? best I got (in a previous version) is a golden gemed chain beast (the dog). You can go stronger. Spoiler But you'll need persistence and conjuration perk(s), starting with novice conjuration. (You can turn this requirement off in the MCM in the latest version. The perks that is, not the persistence...) On 2/14/2026 at 7:24 PM, xyzxyz said: I'm curious what happened in the 4th screenshot with Alvor. I don't think they got hit by the pheromones. Nope, that's something else. Spoiler In some cases you can seduce a backsmith into helping you out of your chains. (If their partner is not too close.) Forgotten what the exact requirement are. `Friendly blacksmiths' setting may help. 1
woahnamalam Posted February 16 Posted February 16 Next question, how does the chain teleport spell work. I cast the waypoint then cast the other spell and nothing, tried it will riding various creatures as well, always blank.
MTB Posted February 17 Author Posted February 17 13 hours ago, woahnamalam said: Next question, how does the chain teleport spell work. I cast the waypoint then cast the other spell and nothing, tried it will riding various creatures as well, always blank. You need to be riding indeed, and then cast the spell. If you don't have a riding overhaul that allows casting though, that might not work. Try setting a teleport key in MCM (>Debug menu I think) and using that.
woahnamalam Posted February 20 Posted February 20 2 more questions 1. Spoiler I have discovered the arena, yet the quest marker is still 'find the gold mine?' what triggers that to finish? 2. Spoiler I cannot find the Mehrunes Dagon quest, old man hasnt mentioned it, done mine mine mine a few times (it never seems to complete)
MTB Posted February 22 Author Posted February 22 On 2/20/2026 at 11:29 PM, woahnamalam said: 2 more questions 1. Reveal hidden contents I have discovered the arena, yet the quest marker is still 'find the gold mine?' what triggers that to finish? 2. Reveal hidden contents I cannot find the Mehrunes Dagon quest, old man hasnt mentioned it, done mine mine mine a few times (it never seems to complete) 2. There's a walkthrough for this quest in the blog, please check that first. (Ambition of Mine) Spoiler 1. Not sure what you mean, which quest is that objective from ? There is an objective `find the source of the mine' in the quest above. If that's the one you mean, perhaps try talking to pit boss about that after you've experience what the place is about.
Toedy Posted February 28 Posted February 28 Oldrim: Been away for a while and think I updated everything correctly. However, when I get captured by a dog, I walk instead of crawl. Also with alt animation active and riding a chain mammoth, my ass is level with the base of the cage and my feet dangle. What have I done wrong/missed. And yes, I have run FNIS.
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