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Skyrim Chain Beasts


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Posted
7 hours ago, Hanshurtig11 said:

About the quest. I can actualy "kill" or destroy the mines with a weapon with a single hit (or arrow). Why should i use magic ?

Another thing, might it be possible to remove inventory items only when you really got chaught by a beast, not allready on the first hit ?

That might not leave that many chest laying around. And you have a chance to defeat a beast, cause you have your weapon still. regards

 

Edit: Well, seems when hit by weapon, they are still there.. but transform to wooden buckets *g*

 

I had a real WTF, followed by learning moment there - had never tried attacking the mines and in my noobness I did not know about destructible objects and destruction states... So not some intended Easter egg or something, probably something present in the base object I copied to create the mines from back when I started.  Now I finally see how hitting an object with a spell can be used - script the OnHit events. Figured not possible as OnEffectStart for magic-effect only takes actors ... opens up some new interesting possibilities.

 

>might it be possible to remove inventory items only when you really got chaught by a beast, not allready on the first hit ?

Currently there are multiple capture states, rational is that the chain beast strategy is to: first remove main threat (the gear), then make difficult to get away, then take control.

You can simulate this alternate approach somewhat by enabling quick capture: then the multiple stages are replaced by a single one. Lowering the stamina damage done by a beast (difficulty setting) so capture takes longer can then replace multiple capture rounds...

(I should probably lower the stamina level at which beast capture as now its sort of single hit with most NPCs...)

I also use the strip-boxes in equipping the restraints so not sure it is easy to add this approach as an option. May try if I can think of an easy way to do it (but has low priority for me).

 

 

Posted
On 1/19/2019 at 8:51 PM, donttouchmethere said:

Are there more random approaches planned later?

Like random mines that trigger if you get close or random spawns or like DCL traps?

Or even hidden mines (or just invisible ones).

Atm it feels like I have to get willfully into trouble instead of some suprise attacks.

 

nevertheless I like there your mod is going.

Links to SS+ or worse are always welcome^^

 

>Atm it feels like I have to get willfully into trouble instead of some suprise attacks.

Indeed. This is intentional and somewhat in line with the original.  Allows players to control when they want to play around with CBs as they can be a bit disruptive to normal play.

(The quest is there to give at least some motivation as to why you would go and mess with the mines, but still you control entirely when that happens.)

 

>Are there more random approaches planned later?

Sure, though I'd like to keep them mostly optional - so either in the form of a plugin (like eg the wilds plugin) or easy to disable with MCM options.

 

>Links to SS+

Is there (if you enable in MCM).

>or worse

Working on one quest (preview present) ... at the moment it is definitely `worse' than SS+, but not in the way you meant ;) 

 

Posted
1 hour ago, MTB said:

Working on one quest (preview present) ... at the moment it is definitely `worse' than SS+, but not in the way you meant ;) 

?

it remains exciting

just waiting for the right moment to let your mod bring havok over my skyrim... AGAIN ??️?️⛓️

 

(yes saw the link to SS+ already, thx for that!)

Posted
On 1/18/2019 at 1:47 PM, MTB said:

Thanks for reporting - added a note to the download page.  I'll see if I can find a work around - First I'll try adding the SexLabNoStrip to the crawlers, perhaps that will help - I just checked and I've only added that to the restraints, not the crawlers.

Edit: have checked Milk Addict code and seems to be checking for SexLabNoStrip in it main `onEquip' method so this may indeed be the keyword to use.  I've attached a version with this keyword (esm only, simple replace v0.2.1 esm).  If someone could check whether this solves the issue that would be great. (I don't have Milk Economy etc. installed.)

 

SkyrimChainBeasts-v021+potentialfix-esmonly.7z

Didn't work Milk Addict is still stripping the armor. Is the keyword on both the inventory and rendered item?

  • 2 weeks later...
Posted
On 1/24/2019 at 7:34 PM, jbezorg said:

Didn't work Milk Addict is still stripping the armor. Is the keyword on both the inventory and rendered item?

I don't think I understand the question; the crawler is not a devious device (I think those may use multiple forms) - it just uses a single form which has the keyword attached - that form has an inventory and world model but those are just nifs, so no keywords there.

Can you explain in more detail when / how the stripping is happening; then maybe, if I manage to find some time, I can try looking at the code again to see what is causing it.

Posted

SkyrimChainBeastsPAH (REQUIRES: Paradise Halls and SkyrimChainBeasts v0.2.1 or newer)

  • Small plugin linking to Paradise Halls (see v0.2.1 change log).

? you mean I can let chainbeast hunt and guard slaves?

this will come in handy ?

Posted
5 minutes ago, donttouchmethere said:

SkyrimChainBeastsPAH (REQUIRES: Paradise Halls and SkyrimChainBeasts v0.2.1 or newer)

  • Small plugin linking to Paradise Halls (see v0.2.1 change log).

? you mean I can let chainbeast hunt and guard slaves?

this will come in handy ?

Hunt yes; summon beast, capture victim they will follow and you can enslave.  Guard no - at least not yet.

Posted
20 hours ago, MTB said:

I don't think I understand the question; the crawler is not a devious device (I think those may use multiple forms) - it just uses a single form which has the keyword attached - that form has an inventory and world model but those are just nifs, so no keywords there.

Can you explain in more detail when / how the stripping is happening; then maybe, if I manage to find some time, I can try looking at the code again to see what is causing it.

The armor gets equipped and immediately stripped with the message "Your breasts are too large to fit into your armor".
 

I don't see Sexlab as a requirement for this mod. How did you add the "sexlabnostrip" keyword to the armor? As just a keyword in your own mod?


Milk addict is using a keyword property and not checking for a string. It lists Sexlab as a requirement so I assume the SexlabNoStrip property in the MA script is  pointing to the keyword resource in Sexlab. A "SexlabNoStrip" keyword from any other mod won't match. "akBaseObject.HasKeyword(SexlabNoStrip)" doesn't care about what the reference is named by the programmer. The property points to a thing of the keyword type. If the armor does not also have that same thing of keyword type it passes the "!akBaseObject.HasKeyword(SexlabNoStrip)" check.

Looking at MA's code it seems the best solution is to get rid of the armor heavy, light, and cloths keywords.
"(akBaseObject.HasKeyword(ArmorHeavy) || akBaseObject.HasKeyword(ArmorLight)) && .. " would fail the armor check and "akBaseObject.HasKeyword(ArmorClothing) && ... " would fail the clothing check and it would skip processing.

But I would keep your "sexlabnostrip" if you added it in your mod for other mods that do look for the string and not the reference from Sexlab.

Keyword Property SexlabNoStrip Auto

;; ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


		If Math.LogicalAnd((akBaseObject as Armor).GetSlotMask(), 4) == 4 && akBaseObject != _MA_TornClothes
			;Debug.messagebox(WornObject.GetEnchantment(PlayerRef, 0, 4))
			If akBaseObject != EquipToIgnore
				ObjectReference ArmorObjRef
				If akReference == None && !akBaseObject.HasKeyword(SexlabNoStrip) ; Get a reference
					ArmorObjRef = PlayerRef.DropObject(akBaseObject, 1)
					PlayerRef.AddItem(ArmorObjRef, 1, abSilent = true)
					EquipToIgnore = akBaseObject
					;PlayerRef.EquipItem(akBaseObject, abPreventRemoval = false, abSilent = true)
					PlayerRef.EquipItemEx(akBaseObject, 0, preventUnequip = false, equipSound = false)
				Else 
					ArmorObjRef = akReference
				EndIf
				Debug.Trace("_MA_: Equip - akReference: " + ArmorObjRef)
				CurrentlyEquippedArmor = ArmorObjRef
				ProcessArmor(akBaseObject, ArmorObjRef)
			Else
				EquipToIgnore = None
			EndIf
		EndIf

;; ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


		; Armor
		If (akBaseObject.HasKeyword(ArmorHeavy) || akBaseObject.HasKeyword(ArmorLight)) && !akBaseObject.HasKeyword(SexlabNoStrip) && Menu.ArmorCapacityUnits > -1
			If CurrentMilk > Menu.ArmorCapacityUnits
				If (CurrentMilk/MilkMax) * 100.0 > Menu.ArmorCapacity
					Debug.Notification("Your breasts are too large to fit into your armor")
					PlayerRef.UnEquipItem(akBaseObject)
				EndIf
			EndIf
		
		; Clothing
		ElseIf akBaseObject.HasKeyword(ArmorClothing) && !akBaseObject.HasKeyword(SexlabNoStrip) && Menu.ClothesLimitUnits > -1

 

Posted
1 hour ago, jbezorg said:

I don't see Sexlab as a requirement for this mod. How did you add the "sexlabnostrip" keyword to the armor? As just a keyword in your own mod?

I used the Sexlab keyword.

Zaz is a requirement and Sexlab is a requirement of Zaz so it is a requirement, just not explicitly mentioned.

 

1 hour ago, jbezorg said:

Looking at MA's code it seems the best solution is to get rid of the armor heavy, light, and cloths keywords.

I've tried removing them but most of them did not have this to begin with; only some restraints related to the chain spider had that.

But you mentioned crawler...those never had those keywords.

The check should definitely fail but that is the only place that that message is generated in the scripts so it must be passing the check...

Must be a version management issue; I just double checked the v0.2.1 and it does have armor but does not have sexlabnostrip on at least some of the crawlers.

I'll try to put together a new test version but my latest file (with corrected keywords) has some more changes (slowly working towards a v0.2.2...) so I have to check dependencies.

 

> Milk Addict  will not allow me to exclude the crawler chains either. It does not register them as being equipped when "on next equip" is checked.

There are different version of the crawler (as well as other restraints; for the gem beasts, rusted, gold, etc) perhaps this is the problem here.

Anyways, should not be relevant if I manage to solve the keyword issue.

 

Edit: ok I've gathered up the updated esp and all scripts I recently changed. May be broken in several ways due to in progress changes but hopefully allows testing if the MA conflict is gone.  (Remember to remove the loose scripts when updating to a new version... whenever that may be...).

 

 

MA-Fix-try2.7z

Posted
2 hours ago, MTB said:

I used the Sexlab keyword.

Zaz is a requirement and Sexlab is a requirement of Zaz so it is a requirement, just not explicitly mentioned.

 

I've tried removing them but most of them did not have this to begin with; only some restraints related to the chain spider had that.

But you mentioned crawler...those never had those keywords.

The check should definitely fail but that is the only place that that message is generated in the scripts so it must be passing the check...

Must be a version management issue; I just double checked the v0.2.1 and it does have armor but does not have sexlabnostrip on at least some of the crawlers.

I'll try to put together a new test version but my latest file (with corrected keywords) has some more changes (slowly working towards a v0.2.2...) so I have to check dependencies.

 

> Milk Addict  will not allow me to exclude the crawler chains either. It does not register them as being equipped when "on next equip" is checked.

There are different version of the crawler (as well as other restraints; for the gem beasts, rusted, gold, etc) perhaps this is the problem here.

Anyways, should not be relevant if I manage to solve the keyword issue.

 

Edit: ok I've gathered up the updated esp and all scripts I recently changed. May be broken in several ways due to in progress changes but hopefully allows testing if the MA conflict is gone.  (Remember to remove the loose scripts when updating to a new version... whenever that may be...).

 

 

MA-Fix-try2.7z

I'll give it a try when I get a chance.

Posted
3 hours ago, MTB said:

 

 

1 hour ago, jbezorg said:

 

 

ANY keyword with the text "NoStrip" in it will suffice.  The Sexlab Framework does NOT check against it's own keyword, it performs a search of the text of the keywords on an item.  Likewise "AlwaysStrip" in a keyword will also tell the framework to always strip an item.  There is no "AlwaysStrip" keyword in the framework as that bit of functionality was added after the switch to searching the text of keywords was changed.

 

The framework uses text searches against keywords to allow mods to have that functionality but NOT actually have to add the framework as a requirement.

 

Code from sslActorAlias.PSC

bool function ContinueStrip(Form ItemRef, bool DoStrip = true)
	return ItemRef && ((StorageUtil.FormListHas(none, "AlwaysStrip", ItemRef) || SexLabUtil.HasKeywordSub(ItemRef, "AlwaysStrip")) \
		|| (DoStrip && !(StorageUtil.FormListHas(none, "NoStrip", ItemRef) || SexLabUtil.HasKeywordSub(ItemRef, "NoStrip")))) 
endFunction

 

 

Posted
13 hours ago, WaxenFigure said:

 

 

ANY keyword with the text "NoStrip" in it will suffice.  The Sexlab Framework does NOT check against it's own keyword, it performs a search of the text of the keywords on an item.  Likewise "AlwaysStrip" in a keyword will also tell the framework to always strip an item.  There is no "AlwaysStrip" keyword in the framework as that bit of functionality was added after the switch to searching the text of keywords was changed.

 

The framework uses text searches against keywords to allow mods to have that functionality but NOT actually have to add the framework as a requirement.

 

Code from sslActorAlias.PSC


bool function ContinueStrip(Form ItemRef, bool DoStrip = true)
	return ItemRef && ((StorageUtil.FormListHas(none, "AlwaysStrip", ItemRef) || SexLabUtil.HasKeywordSub(ItemRef, "AlwaysStrip")) \
		|| (DoStrip && !(StorageUtil.FormListHas(none, "NoStrip", ItemRef) || SexLabUtil.HasKeywordSub(ItemRef, "NoStrip")))) 
endFunction

 

 

Useful info but just to clarify. The issue is with Milk Addict and how it's implemented item stripping. Not with Sexlab.

Which means I need to take this over to the Milk Addict thread.

  • 2 weeks later...
Posted

Thanks for remaking this for Skyrim. I enjoyed Chain Beasts in Oblivion. Some things to consider from my perspective:

- Chain Beasts is forgotten lore and forbidden magic. As such, keep it hidden away - the spellbooks, the mines, its practitioners. Let finding such things be exciting.

- It's a little bit broken, just like Estrus tentacles. While this is somewhat unavoidable in a game like Skyrim, make it mean something if you take down a whole town and lead its women into debauchery.  

 

If I were writing an adventure for this (and I'm tempted) I'd hide the mines away in tight, forgotten little places -- distant ruins and behind waterfalls, etc. Make running into them a sudden and erotic accident. "Oops! Now I have to fight or flee." kind of thing. 

 

There should be some wizard or organization of wizards using this forgotten lore to plan on taking down some important people - like a coven of vampires or an important general or a well-protected diplomat. Let the player stumble upon this plot through rumour and start running into the casters who are using this magic. 

 

There may be some Conjurer using this magic to capture women for his/her own nefarious purposes; tie-ins to the Milk mod and pregnancy mods perhaps. Plenty of nasty types in Skyrim have cages and torture devices in their dungeons. 

 

Again, thanks for your hard work. 

Posted
21 hours ago, sfdrake said:

do I just need the bottom download or all of them??

You only need one file; each file contains a complete version: ...v0.2.1 is currently latest version for LE, use ...SSE for Skyrim SE, ...v.0.2.1 others are older versions.

 

  • 2 weeks later...
Posted

I just run into a bug with this mod. I have a book called Dream Journal from this mod in my inventory and when I try to open it I get a CTD. I'm using the SSE version. Is this a known bug or does it happen to me only?

Posted
22 hours ago, JuliusXX said:

I just run into a bug with this mod. I have a book called Dream Journal from this mod in my inventory and when I try to open it I get a CTD. I'm using the SSE version. Is this a known bug or does it happen to me only?

 

Was able to replicate, and hopefully to fix.  It seems SE cannot deal with JPGs in the books, unlike LE.  Converted the pictures to PNG and updated the references in the book. Now it seems to work for me. Update added to files.

 

Posted
6 minutes ago, MTB said:

 

Was able to replicate, and hopefully to fix.  It seems SE cannot deal with JPGs in the books, unlike LE.  Converted the pictures to PNG and updated the references in the book. Now it seems to work for me. Update added to files.

 

Thanks. Just tested this and it works, so no more CTD.

Posted

Some of the armors are missing the SexlabNoStrip keyword. That's the issue with Milk Addict. 

You may want to remove "vendoritemarmor" to prevent selling it to armor vendors and add "magicdisallowenchanting" to prevent destruction of the item at an enchanting table if there are enchantments on it.

SCB.png

Posted
On 2/25/2019 at 1:22 AM, jbezorg said:

Some of the armors are missing the SexlabNoStrip keyword. That's the issue with Milk Addict. 

You may want to remove "vendoritemarmor" to prevent selling it to armor vendors and add "magicdisallowenchanting" to prevent destruction of the item at an enchanting table if there are enchantments on it.

SCB.png

This is not the version from `try2' that I posted; there it does have the       Keyword    SexLabNoStrip [KYWD:0202F16E] (just double checked in TES5Edit)

 

(Removing/Adding the other two keywords is possible, but the player should not get these in the first place; they are removed from inventory as soon as they are not needed anymore so I have not yet bother with that.)

 

 

Posted
On 2/27/2019 at 2:13 AM, TESHornyToad said:

In the SSE version 0.2.1 and 0.2.2 update there is only the SkyrimChainBeasts.esm, I am assuming this isn't compatible with Paradise Halls yet?

I have not converted plugins, including the small PH plugin to SE yet.

(Don't think they are incompatible, just no functionality to convert captives to PH slaves.)

Posted
On 3/1/2019 at 3:41 PM, MTB said:

This is not the version from `try2' that I posted; there it does have the       Keyword    SexLabNoStrip [KYWD:0202F16E] (just double checked in TES5Edit)

 

(Removing/Adding the other two keywords is possible, but the player should not get these in the first place; they are removed from inventory as soon as they are not needed anymore so I have not yet bother with that.)

 

 

Sorry. It's the latest version at the time of  the post.

If they are worn then Milk Addict uses the OnEquip event to strip clothing and they will be removed as soon as they are equipped.  Random sex events that can be triggered while the player is crawling will also strip them. 

Posted

So, I recently went through the process of installing all the necessary components of the mod and then the mod itself. However, I think I ended up messing up on one part or another, as none of the objects the chain beasts normally carry you to seem to work, nor do most of the other animations regarding them (Crawling results in the character just walking to the post after being captured, only to then just stand there unmoving). I am using the 2.1 alpha version alone, as I'm not sure which version of them should be used or if multiple have to be used at once for it to work properly. In addition, none of the mods I have seem to conflict with it or should make the animations break, so I'm lost as to what to look out for specifically. I can post more specific info if need be, as I don't exactly know what is important in troubleshooting and what isn't.

Posted

There are some problems.

Some npc will attack others and even me(seem that she become the one of the beast)after the punishment.

Then the  beast can not attack the followers of other mods. When you force the beast to attack followers , followers can not be equiped with DD.

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