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[Abandoned] Red Sonja goes to Insmouth V1.1.2 (small edits, plugins reorganization , removed DD requirement) - Fixes, voiced dialogues add-on, misc. for Delzaron's From the Deeps 1.1.2


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ABANDONED

This mod is now abandoned

Due to technical issues on one hand (something screwed up in records, not worth recovering), and the fact Delzaron is creating a new version of From The Deeps (currently now only on LE, go check it out!), I'm stopping development of this mod.  Thanks for the people who played it, helped me troubleshoot it, and to Delzaron for having created FTD.

ABANDONED

 

 

Hi. For my first mod uploaded, I present to you "Red Sonja goes to Insmouth", a voiced dialogues add-on, along with multiple fixes, personal choices, and new stuff for Delzaron's From The Deeps, praised for its quality and cursed for his CTD and unfinished state.

 

FEEL FREE TO ASK ANY QUESTIONS RELEVANT TO FROM THE DEEPS (all SSE versions) and RED SONJA GOES TO INSMOUTH

HOWEVER, THANKS TO FIRST READ THE FILE DESCRIPTION AND FAQ FIRST

ALSO, PLEASE BE ACCURATE IN YOUR REPORTS (when, where, who, how) AND PROVIDE IF POSSIBLE SCREENSHOTS

 

This mod (or rather this light overhaul), about one-two months worth of work, was actually a sandbox for me to try and learn to use the Creation Kit, SKVA Synth, etc., with often a mindset close to "the function creates the organ" (for example I built Ne-Ke-Kadath because I want to create a functioning CrimeFaction). Some stuff may consequently be drastically changed in the next versions (from disappearing to vast expansion/location change).

 

In order to find the origin of the mod's lore, problems, etc., I actually went through the 100 pages of discussion of the LE version. Though, while intending to stay true to Delzaron, I created this mod to my tastes and own ideas.

 

I intend to keep on working on this mod, to correct and enhance the original mod, both in scope, story, and technicalities.

But now, I wanted to share it, before starting to fix major issues from the original (mostly dialogues conditioning, dialogues absent in scenes, and scene triggering issues).

 

I can answer to comments in English and French.

 

It's not much of changes, but I hope you'll like it. Please report any issue or suggestion!

 

IMPORTANT: If you feel that something is wrong in my mod regarding creators' rights, please let me know (I think everything is good, but I might be misinterpreting some rule.

 

This mod is made for SE, I don't know if it could work on AE yet.

 

I haven't tested the resist path, it might require some patching.

 

Use a fresh save anyway. Don't take the risk. Stay safe.

 

What is this mod?

Spoiler
This mod aims at achieving a few objectives upon Delzaron's fantastic mod:
  • Rewrite the dialogues and text. In regard to English (highlighted by Delzaron and others)(I'm not a native English speaker, so there's room for error), to story consistency and depth (no writer either, let me know if some changes should be reworked, or simply rolled back).
    • with more diversity and conditioning: more dialogue will acknowledge your species, gender, vanilla quest progression, etc. to enforce story consistency, introduce bits of lore, etc.
  • Voice the dialogues using SKVA. Due to an incapacity to make all dialogues voiced in a good-enough quality, some are rewritten to avoid problematic words/sentences, few NPCs change voice, some lines aren't voiced yet due to the difficulty to use some voicetypes, generate some words or sentences, etc.
  • Overhaul the aesthetics:
    • The environment: Delzaron put up tremendous work in the building of Insmouth with a terrific result.Though, there's textures overlap, clipping/hovering objects, cloned interiors, invisible steps. I'm correcting those, while adding new elements (clutter, locations, paths, sometimes to correct the initial issues), and changing stuff to make it all blend in organically.
    • The NPCs: Most NPCs are visually overhauled (think "low-budget Bijinification"). There's a risk (due to the method used and to un/conscious personal taste) that some might seem like clones. Bikini Armor and Ninirin Collection combined provided outfits for various settings, characters and groups had their outfits more or less changed.
  • Put up a functional town: The town is pretty complete in itself, but lacked a few stuff to make it truly complete.
    • Vendors: For reasons unknown, the vendors don't work except Karkark. [WIP] This is still a problem (and now, vendors with no inventory have switched to vendors without vendor dialogue...)
    • Walkable battlements: Battlements are navmeshed, guarded, cluttered, and connected via the towers (interiors and access to the tower roofs aren't implemented yet, patrols aren't set). That will be maybe tied with an effort to make Insmouth's roofs an usable path for the PC, for the purpose of a quest (very hypothetical).
    • Functional crime faction and prison. I wanted to test prison creation. So here we are.
    • More services: functional beggars, smelter, maybe a well later.
    • Scheduled packages and resting places: Some characters had basic packages or none at all. My mod adds scheduled packages, along with the necessary furniture for the resting packages.
  • Smooth the walkthrough: Some segments of the story don't flow naturally, either due to technical issues (markers or packages needing minor tweaks, scenes requiring wait, or console commands setstage or Prid/moveto to trigger...) or story consistency (ex: the spy-hunting segment has a couple stuff that made little sense). Due to problems with scripts, that's the least fleshed-out aspect of this mod, where only packages and marker tweaking are available to me right now to smooth things out.
  • Expand the mod: Expand the town, expand the dialogues, and eventually expand the story: insert quests in the original story (only quest I intend to get rid off is the ingot fetching, at least in this form), new NPCs, out-of-town locations, new lands, and eventually new stories and quests. The mod was originally going to be made around this (I originally started with the idea of creating a parallel quest to FTD, set in Bruma and following Sonja, hence the ESP name).
    • Right now, most of the WIP new stories are conveyed via environmental storytelling, books and long conversations.
  • Misc: I like to categorize stuff, but some stuff overlap, others never fit anywhere. A few edits as such include the removal of the possibility to destroy either parasite-related armor to learn its enchantment. That's the only thing I can think of, but such cases are usually dealt with a couple xEdit clicks.

 

 

Content (up-to-date V1.1.2 21/04/2022)

Spoiler

 

  • Quest or pace-breaking issues fixing:
    • Fixed: Maive failing to move for the recruitment scene (might need some tweaking)
    • Not fixed: Player controls not enabled back after Erikur's scene in aFTD3Corruption, Nasura's blue magical effect, Nasura's execution failing to trigger, Shul-Tar not moving in the inn
  • Dialogues, story, text
    • Corrected dialogues and texts: English errors, incoherent/out-of-place stuff, names' harmonization, new dialogues. I originally intended to stick to language errors, but I ended up rewriting from scratch dialogues where I felt it wasn't immersive or could be expanded. Also new lines of dialogues to give more depth to NPCs .and to the whole city, or integrate loose ends. If it's bad/pompous/etc., please let me know. (Mostly done for V1, couple ideas for replacements in progress, nothing for the Resist path and the pop-ups) I think I missed the pop-ups.
    • Polished and embellished story/walk-through: Some part of the story aren't good (I'm thinking about Nasura waiting home in Thalmor uniform, or some stuff when following Shul-Tar in the Virgin Head Inn), while I have some ideas to give more breath to the ambiance (slow progress: environmental and NPCs partially set, but incomplete packages/factions and lack of scripts and quests editing/creation)
    • New dialogues, alternatives in existing, using conditions (a few done)
    • Voiced dialogues: Using SKVA Synth, I added all (I think) dialogues from aFTD0 to aFTD3. I've never played the resist path, and I prefer to polish the submit path first, from which I intend to develop more stuff, rather than heading in another direction. (All (verify) done for V1 for aFTD, except aFTD0starter, aFTD1 and aFTD3's enquiries, incomplete, and aFTD4/Resist. LITTLE MADE USING SKVA SYNTH V2 YET)
    • Better/completed conditions for dialogues and quests (only a few done)
    • New dialogues and stories (not quests so far): That's actually a minor part of this mod, kind of previews of maybe-soon-to-be-abandoned-ideas. The mod's name is explained only by elements of this section. (prefiguration)
      Spoiler

      Red Sonja.

       

      Also:

      Spoiler

      - A new land with multiple locations, NPC and some environmental storytelling already set (multiple but removed, to be visited in later mods or versions)

      - A new slaveship at the docks

      Both are accessible by spawning the Silver Key using Add Item-like mods

       

       

  • NPCs:
    • Unique outfits (in the creation kit meaning, no new assets) and leveled lists for many NPCs (done, I'm not inspired for other characters so far)
    • New faces for most of the unique NPC (done, I'm not inspired for other characters so far)
    • New NPCs (to fill a bit more the extended Insmouthbut little new dialogues, no role in quest and vendor properly implemented yet) possibly to be tamed a bit down for the ambiance
  • Environment: fixes, contextual stuff, new stuff (incomplete Navmesh)
    • Correction of hovering objects, conflicting/overlaping textures (almost done/possibly finioshed, a few need to be reworked)
    • Better lighthouse tower (Implemented, more direct pathway to add?)
    • Pathways to all battlements (Implemented, still need to create interiors to towers (link one to the barracks) and door to the towers' roof)
    • Karkkark's forgery remade (should prevent the strange invisible wall/step from the Lumbermill model), harbor full of fish, corrected Navmesh in places, variations in interiors, light flick(er)ing (still a few to fix)
  • Expansion:
    • In Insmouth:
      • Extended docks with 1 new ship (Implemented, Navmesh and pathway to and on the Crawling Cat to be polished )
      • The Drunken Ship staff (Gwendoline, original and new whores), and the street rabble (streetwhores, Maive, Bersi) all have their own spot with associated package (Implemented, some still have simple packages. Susana's house is mostly untouched)
      • A forest between Dawnstar and Insmouth: to partly cover for my lack of LOD, add distance/separation from Dawnstar. (done, might add a road and a few elements there, currently there's just a map marker and a bondage tree)
      • The tower of Ne-Ket-Kadath, a giant tower in the harbor (Base tower, basic docks and prison system implemented, basic crew and prisoners, no interior, no LOD, might move it farther away, rebuilt it from scratch)
    • Outside:
      • Fairspire: a new camp at the westwardest peak of the coastal mountain range, with a view over Haafingar, Hjaalmarch and the Pale's coast, with bed, tanning rack and blacksmith stations (Implemented, not tied to FTD yet, mentioned for DB members -just for test issues-, not map marked by the quest, first of the (long) dialogue written but not voiced)
      • A few Easter eggs/clues in Whiterun
  • Packages: new ones to diversify the city and the settings for encounters, fixes (still a lot to do)
  • Completed services
    • Gwendoline has whoring dialogue (dialogue implemented, script to be corrected), can rent a room (works)
    • Most vendors sell part or all of the intending merchandise
      • New vendor: Niord, a diver (intended to sell seafood along with trinket (doesn't sell all of the intended merchandise)
    • The streetrabble have custom beggar dialogues and whore dialogues script to be corrected for custom whoring
    • Smelter
    • Crime faction, functional prison
    • Trainers? (to be added: thieves? Knyva (block, heavy armor, eec.)? Gwendoline (speech)? Depending on the path chosen)
  • Various minor tweaks and stuff
    • Immersion-breaking stuff and trivia such as the parasite disenchantment/destruction, being able to ask Gwendoline the opening quest dialogue if you enter Insmouth before starting the quest (that bothered my immersion-sense while testing), Gwenaelle doesn't flee fights anymore
    • Map markers changes: Insmouth isn't automatically added to the map (but can be added through notes), added map markers for a few relevant places, WIP dealt with overlapping map marker radius causing flickering area name announcement... Still looking how to add map markers to map after dialogues
    • Balanced a few items (cultists clothes were OP)
    • Added pics to some books, started modifying or completing some.
  • Presets: Some of the presets of my version of the remade NPCs.
  • Patches and add-ons (either ESPFE or overwriting ESP):
    • Female Knyva V1. Pretty rudimentary, haven't used it much after creating it. Based on my concept for Knyva's outfit (Giant undead in heavy armor, kind of Gregor Cleganeylike in the end), I found a Ninirin helmet that fitted the concept for a female. But due to clipping, I ended up creating that female version using another NordWarUA variant. I'm unsure it voiced
    • Possibly upcoming ESPFE patch for More Map Markers (currently only used to remove "Barnacle Boat")
    • FTD books with pictures and sometimes new text (ESL-flagged)
    • Outfits changes (ESL-flagged): requires Heels Sounds, Herme Mora priestess armor, Bikini Armor, Ninirin Collection

 

WIP content

Spoiler

Most is gone into other unreleased plugins, and the rest is in my to-soon-do-list.

 

Story/lore (up-to-date V1.1.2 29/04/2022)

My mod also aims to fix, complete (but not too much) and expand the inner lore of the mod, aiming to consolidate a Lovecraftian-inspired and -based setting on Nirn. I also intend to use this mod (and maybe TID and Here There Be Monsters) as basis to an expended crossover "The Elder Scrolls: The Great Old Ones"-like universe. 

(spoilers, but it's for those who have finished the story and feel there are still inconsistencies, or want to make suggestions)

 
Spoiler
SPOILERS.
There were inconsistencies or plot holes in FTD. I've tried to correct that and expand the story with attention to the canon lore, but each time I write something new, something else might fall away from consistency, feel free to point out errors and problems! (and to propose your fix if you have any)
The dates here are not all mentioned in the mod, but are set given a logical placement based on TES lore)
I'll try to find the earlieast reference of any event, but will probably use the more accessible ones)
(TES: The Elder Scrolls, FTD: From the Deeps, RSGTI: Red Sonja goes to Insmouth, TBR: to be released)
  • Dawn Era
  • Early Merethic Era
    • The Falmer (along other dissident Mer groups that formed the Dwemer, Chimer, and Ayleids) fled the Summerset Isles and settled on Tamriel (with the Falmer, and later the Dwemer, settling in Skyrim (TES V: Skyrim)
      • Ne-Ket-Kadath is allegedly built on Devil Reef either by twisted Falmer (RSGTI)
  • Late Merethic Era
    • The Atmorans arrive in Skyrim (book "Frontier, Conquest", TES III: Morrowind)
      • Insmouth is allegedly built by the Atmorans (RSGTI)
    • The joint Altomran-Falmer town of Insmouth/Ne-Ket-Kadat is destroyed by a fire, all Falmer and many Atmorans are killed or lost in the disasters (TBR). 
    • Insmouth is slowly rebuilt but remains a minor village for ages (TBR)
  • Early 1st Era
    • The Falmer and Atmorans go to war, the Dwemer intervene. The Falmer are virtually all either destroyed or turned into a new race except for the Chantry of Auriel (TES V: Skyrim)
    • War of the Crag: the new Falmer turn on the Dwemer (TES V: Skyrim)
    • War of the First Council: The Dwemer and Chimer go to war (books in TES III: Morrowind)
      • Second Battle of Red Mountain: the Dwemer disappear (TES V: Skyrim)
  • Mid 1st Era
    • Ne-Ke-Kadath is repurposed as a jail by the Atmorans of Insmouth (RSGTI)
  • 2nd Era
    • Ne-Ke-Kadath is abandoned by the Nords (RSGTI)
    • Insmouth became a harbor for the legion, and eventually thrived into a prosperous sea-port (FTD, currently removed, to be reintroduced in RSGTI)
  • 3rd Era
    • Raelek, Marsh, Zadok are born
    • Insmouth's economic fall (RSGTI)
    • Raelek and Marsh go on travels and meet with Dagon priestesses and Deep Ones (RSGTI)
    • Zadok goes on travels (FTD)
    • Oblivion crisis, Dagon is defeated by Martin Septim (TES IV: Oblivion), witnessed by Zadok (FTD)
  • 4th Era
    • Raelek and Marsh return to Insmouth and found the Esoteric Order of Dagon. They held strange ceremonies at Devil Reef (RSGTI)
    • Zadok returns to Insmouth (FTD)
    • Raelek and Marsh are arrested by Mowry at Devil Reef (RSGTI)
    • Insmouth riots: Deep Ones invade the city, free Raelek and Marsh. Mowry and half of the city is killed. (RSGTI)
    • The Order takes subtle control of Insmouth (Raelek is Harbor Master) (FTD)
      • They slowly, willingly and forcibly, make the inhabitants. [Part to push forward] (RSGTI)
      • The Order controls the city yet kept the appearances for the outsiders [Part to push forward] (RSGTI)
      • Raelek had relationships with Queen Macalla [to be added that later rulers of Dawnstar would be less fond of Raelek. (RSGTI)
    • Insmouth's wealth falls again and/or the hold of the Order over the city reach their needs (RSGTI)
      • Raelek has deals (but no hold) on Erikur and Sibylle Stentor of Solitude and on the Jarls of Dawnstar (FTD)
    • The Shrouded City/The Last Dragonborn
      • The Bellinger Expedition (WIP) (RSGTI)
      • Disappearances skyrockets all along the north coast (FTD)
      • Red Sonja investigates disappearances, goes to Insmouth, is killed or enslaved (RSGTI)
      • Atia Csaeasonia is kidnapped in Solitude harbor and sent to Insmouth (FTD)
      • LDB is taskd by Firebeard to find Atia, goes to Insmouth (FTD)
      • (Submit) LDB join the Order, corrupt Stentor, Erikur and Skald / (Resist) Get sold and sent away (FTD)
      • (Submit) The blood of the LBD is used to open the way to a sliver of Dagon into Insmouth, securing their position, allowing them to be more open [rewrite this part: too much towards control currently, rather than Dagon's power securing them] / (Resist) kill every cultists and priestesses, Zadok becomes Harbor Master (FTD)

 

Hard requirements (up-to-date V1.1.2 21/04/2022)

Skyrim SE or Skyrim AE (unsure if issues depending on whether or not you've just uploaded or if you've bought AE)

 

From the Deeps

Of course. And its hard requirements (SexLab, ZaZ), as well as its soft requirements (MCN and/or other Seeker/Lurker anims, XPMSE)

(and of course all of the requirements of the mods listing up and down here)

 

Little thing, there is two versions of FTD:

- The "official" version featured on the link above, converted by @roselove and @Pfiffy, and updated by @Delzaron, including a patch by @Fasterflight225

- The consolidated version by @Grummkol, consolidating the aforementioned stuff.

I'm waiting for information from Delzaron and Grummkol to decide the way to go (so far I've been using the "official")

 

Both versions feature the two same SSEEdit errors. One of the two will cause an issue (for some reason) to the LOD generation. Two fixes (which do the exact same thing) exist:

- On both versions, you can open ZaFromTheDeepsV2.esp in SSEEdit and add as condition Subject.GetStage(aFTD4End2 "Revenge!" [QUST:0A14B340]) >= 150.000000 to the package aFTDAtiaSavedPackage [PACK:0511F56F]
- if you're using the official version, @Indolent posted an ESP with the aforementioned fix

 

Hard requirements for the base mod

 

Hard requirements for the outfit plugins

 

Spoiler

For the "my outfits choices" plugin

  • The Amazing World of Bikini Armors REMASTERED 6.1 (ESP) (Nisenika's mod ported by Sunjeong) : Contains a lot of options for varying NPCs' outfits. There will be little proper Bikini Armor outfits users in the mod.
  • Ninirim Collection 6.0: This collection contains a lot of unwanted things (I halved my plugin's content, to a single AddItem inventory page), but the variety, good quality, and the optional damaged or slutty variants can be very useful.
  • C5Kev's Herme Mora Priestess (ESL) (ported by Sunjeong): Renamed duplicates are used for the Dagon priestesses' outfits.

All of those are CBBE and similar bodies-converted or compatible (but I'm not very learned on body issues).

 

For the "more of my outfits choices" plugin

 
Recommendations (up-to-date V1.1.2 21/04/2022)
Spoiler
  • Guards Armor Replacer (NordWarUA and DanielUA ). I modified the guards' (including Knyva and Erikson) outfits with Guard Armor Replacer in my LO. I don't assume it would be too odd if you don't use it. I also recommend aMidian Book of Silence (I intend to do a patch for aMidian Content variants) and some NordWarUA's legion replacer.
  • Diverse Skyrim: For Female Insmouth guards. I dislike the groups where there is only one female, usually the chief (I've got no issue with having a female leader, but it's the "no-generic-female-NPC" part that bothers me. I was creating those when I noticed there were actually already a few female guards, modified by Diverse Skyrim.
  • Skin Features Overlays (SFO) for the presets
  • Wet and Cold: Breathing in the cold, wearing cloaks and hoods. Not only this mod compliments Delzaron's work, but I try to keep it in mind when editing, to avoid having to make my mod dependent on Wet&Cold. That's why some characters I wish to not benefit from Wet&Cold cold gear effect are marked as being in the beggarjobfaction, which is excluded from the effect. I excluded (by faction or specifically) irrelevant NPCs from the BeggarDialogues' conditions.
    • That means a patch or a little xEdit tweaking could be necessary if other mods use the beggars' dialogue.
  • Stress and Trauma SE: Stupidly great mod. It still needs balancing (especially arousal visuals, that should occur at way higher levels), but if adds to the delirium and paranoid ambience. I'll try to have a look at it, see if I can tailor a version more to my liking and fiting FTD.
  • Your favorite weather mod that adds classic and/or yellowish mists, snow storms and rain
  • Seagulls of Skyrim: Competing for best "SOS" mod, it adds seagulls to the coastline. I'm working on an ESPFE. But I'm not sure it would fit: marine ambiance or cold-dead harbor?
  • No Crime Teleport for a less punishing bounty paying
  • Maximum Carnage

 

 

Incompatibilities (up-to-date V1.1.2 21/04/2022)
Maria Eden. Apparently overwrites some dialogues from FTD. Haven't tested it, so I haven't attempted to fix the problem.

 

There might be be some hovering objects in Fairspire if you don't use Majestic Mountains and related mods, let me know, I want it to be compatible, if possible without a patch.

 

For the future (ideas, projects)
 

Spoiler

  • Ask Delzaron about stuff regarding his ideas and some stuff present or absent from Redone V2.6
  • Stories, more dialogues, conditional, etc.
  • Alternate Starts? (haven't been able to do anything, the scripts compiling always fail on my CK, might check Alternate Perspective
  • Deep Ones Hybrids. I've made presets for a Male Nord and a Male Dunmer (and intended Fiana to be one as well). But I haven't managed to import them to CK correctly. There are in Dealing with Daedra but I haven't tried it yet.
  • Compatibility/integration with Here There Be Monsters - Call of Cthulhu, Dealing with Daedra? Integrtion of The Sunken City" and/or Vicn's Shoggoths?
  • Random, radiant and unique encounter, events and quests
  • A FOMOD to integrate patches/alternate choices
  • Player home?
  • New textures and assets?
  • Some kind of LOD is needed for Insmouth and Ne-Ket-Kadath. I actually started to add a forest to hide the fact Insmouth appeared out of thin air.
  • More carriage and ferries options in and out
  • Followers? (Knyva is set as potential, but I've yet to find how to allow to recruit him based on the faction rank or the quest stage)
  • More of the stuff initially planned or mentioned in the original FTD thread (I don't see Lurkers on the streets when the cult takes over, more interactions with outer world)
  • More mist, more rain, more pestilence. [check for maluses intended to exist in early stages of development of FTD LE]
  • Integrate Erikur and Gisli in the story properly, rework alternate courses in case of Skald's removal, or any's death
  • Corrected packages, timers, triggers
  • New generic and unique NPCs
  • Find someone to do the resist path overhauling or get on with it myself
  • Balancing of cultists and priestesses gear (possibly to be scaled to level player like the Ebony Blade, or that could be upgraded like that Thane weapons mod that up/replace the weapons periodically when you visit the steward)
  • Go further in the Red Sonja's story

 

Disclaimers and warnings

 

Spoiler
  • I did not create any of the assets used in that mod. So far, even simple scripts are mirrored from vanilla or Delzaron's ones.For each thing I attempt to fix, I may have messed up or broken one or two other things (second actor's dialogues in some scenes don't activate, tree pines are hovering miles over the city, characters use new paths and mess with scenes/quests and enter houses instead of following the walkthrough, etc.)
  • Much like Delzaron, English is not my first language. So I expect there are still many language errors (synthax, grammar, words that don't exist in English...), please report those to me! And if outdated or bad English is used but can be relevant to the character (Lovecraftian common folk are usually degenerate rabble mixing old English, refined vocabulary along with less distinguated language, so it might fit).
  • Dialogues were created using SKVA Synth. By the creator's own account, there are no game assets here. Given the mod emphasis on horror rather than sexual degradation, I consider the use of the software to be within the acceptable use. Some dialogues have been smoothen to avoid too much trash-talk (while integrating better in the story). So far, I haven't changed Delzaron's choices of voices for the NPCs, but I feel FemaleYoungEager and FemaleEvenToned are too much used and not always the best choices. I don't intend to add voiced dialogues for aFTD4 for now for multiple reasons (time, never played it, etc.). But if you want to have those added right away, feel free to do it (please provide the FUZ files, I don't intend to redo the lips files, it's a tedious thing to do, which consumes times and is the perfect step to make errors) and I'll pack them into the next release (crediting you of course). You just need time, patience, SKVA Synth, the Creation Kit, and maybe Audacity. If you change the text, please let me know for me to correct them accordingly.
  • For the sake of immersion, all items with immersion-breaking names have been modified but keep their core name (like ZAZ items, zbfCatONine is now Cat'O Nine Tails). At the contrary, named outfits are left untouched (I have my own plugin to change names, stats...).

 

Troubleshooting, suggestions and support
PLEASE BE ACCURATE AS POSSIBLE (stage, situation, etc.) WHEN REPORTING ISSUES, thanks.
 
Spoiler
  • I intend to keep as updated as possible:
    • a FAQ section responding to most problems originated from Delzaron's mod (and progressively from my own edits).
    • a to-do-list, in the mind-set of a buglist and the list of stuff promised by No Man's Sky: Specific issues, ideas to implemented or polish, originated from Delzaron's mod or from my changes, to allow me or anyone to try and fix/implement them. I make no promises, everything I've done so far is really learn stuff I didn't knew how to, when the mod needed it. Much like he monitored the progress of the quest stages, all issues should be listed and polished, one by one. And that'll save a lot of space and time (which the GOO wish to consume) here.
    • a voiced dialogues quality list: Due to an uneven learning curve, some voices beings easier to use, updates by SKVA Synth's creator, some lines are awful. Some may do the trick, and I can say some are as good as it can get (whether because the software made those great or because I've tinkered the lines with success).
  • To make this do-able, reports should be clear and straightforward (I won't look for you what character is causing you issues or missing voiced dialogues, quest stages, and I won't try to decipher unreadable stuff and wasting time I could spend on the mod or myself). Screenshots if possible and relevant. You can post them in French or English (I don't speak other languages that might be relevant on Loverslab, but I expect there are a few people here speaking other languages that will help you translate the issues?). Punctuation and leaving some space between paragraphs also never killed anyone.
  • "Can you make a patch for..."
    • If it's about body type, no (see FAQ). If it's about anything else: I hope I can (meaning "I don't know how it works/what to do, but I'd like to learn"). Please be clear and as informative as possible: what does the mod does, how does it work, what part is somewhat incompatible, have you any clues how it could be achieved, etc.? (the most information, the easier)

 

FAQ (up to date 29/04/2022)

Given the space and time consumed in earlier threads about those specific points, Though some questions are interesting to me to actually make this mod go forward (CTD, outfit havok physics, any problems related to the mod tb...), I will ignore most questions that have been answered down there after a number of answers determined arbitrarily.

Minor spoilers ahead (but not really)

 

 

Spoiler

Compatibility and requirements

  • "Is this mod for fe/males?"
    • You can play as a male but it is intended to be for female characters (Delzaron had built-in some variations for male). I don't intend to accommodate the mod for male characters, though I might put some efforts to give alternate dialogues/responses (but I'm actually more interested in adding race-relevant dialogue rather than sex/gender-relevant).
  • "Is this mod for [body]?"
    • I use CBBE, I think Delzaron did as well. For UUNP, I would invite you to make a patch yourself. Check C5Kev's stuff or convert something from the old FTD LE thread and make a CK or xEdit modification or patch, I can't help you on this. 
  • "Can you [do anything to make this mod compatible with some bodytype]"
    • No. I don't know how to do it.
  • Can you do this mod with/without [requirements, parts of the mods]:
    • I can think about it, but I don't want to multiply versions to accommodate each and every load order. It had a bit of mess to my already messy organization, and would mean more back-and-forth edits, errors, and less time for actual updating, fixing, or working on my other projects 
    • Depending on the assets, their compatibility regarding bodies, the permission of authors, the way the records and plugins work, I can try to separate it under plugins/modules (like I did for the pictured books or the outfits). But given how I work, I prefer to keep at least the character creation mods (Eyes of Beauty, KS Hairdos) within  the main mod.
    • If you can do it yourself, please do. I'll upload it and use it to make as the basis to separate it. (but if that involves creating a new non-ESLfied ESP, there's not much point)

 

Quests

  • "Can't get info while asking people, can't find undercover agents, etc."
    • Yes you can. I haven't polished/expanded it yet. The first is based on the amount of people you asked to, the second is that you forgot to ask someone
      Spoiler

      the priestess in The Sweet Sload, Kurshul I think

  • "Objectives don't go forward, markers are incorrect or absent (going to the temples, corruption quest, etc.)"
    • WIP. Both due to incomplete (in my POV) quest building, game engine, etc. as well as Delzaron's intent to have a less marker-driven mod, the markers can be absent or link to unimmersive results. I intend to polish this (no necessarily adding more quest markers, even the contrary possibly, less map markers wouldn't be a bad thing), divide the quest objectives, etc.
  • "Has this mod any impact on the rest of my game?"
    • WIP. It's pretty self-contained. You'll gain some (a bit OP) armors and spells, but  I intend to expand it but without damaging much of vanilla stuff, at least to tie loose ends introduced by the mod.
  • "The quest doesn't start/Knyva doesn't offer me to enter town"
    • You have to start the quest: Innkeeper (or directly Falk is ok?).
    • You should have a dialogue offering you to enter nonetheless, still after a small "donation", I left it for testing the city without having to console-travel the quest up to that point.
  • "[Scene] doesn't start":
    • WIP. I working on it. But report it on the forum with as much as details as possible (who, where, when, how, names, screenshots if possible...)
    • Spoiler

      If it's Maive's first scene, going into naughty animation puts her close enough to trigger it. If it's the Nasura's ritual, I can only tell you to setstage for now. In any other cases, I don't know, but both option might help depending on the contextr.

  • "How do I setstage":
    • Command "help aFTD" => Get the ID. Command "sqs [ID]" => Get the stages. Command "Setstage [ID] [stage number]". (hope this is right)

 

Other issues and questions

  • "I CTD when going near/entering [interior or exterior]"
    • Delzaron put the blame on navmesh (so that could be that) or on disabled actors/creatures. I removed most spawn points within the city (there was a couple wolves near the blacksmith area I always believed were corpses placed there by Delz). CTD still occured on a few cases (fast travel, leaving interior cells, but those are non-repeatable, and rare to me).
  • "Physics go crazy with the priestess' outfits":
    • The original mod had a problematic priestess outfit (at least on LE and on my SSE LO). I replaced it with Sunjeong's port of the armor. But I also had trouble with it due to SMP (and "SMP reset" command worked only for a brief moment. No more problem since I removed HDT-SMP (only using CPBC for now). You'll need someone who understands bodies/outfits/physics to help you out. I'm actually interested by this one if you find a fix (but it's a config issue, not a mod issue).
  • Can you install/uninstall this mod mid-game (and if you have or haven't installed FTD prior to your game start, nor visited Insmouth)
    • I don't know. if someone does, please share! But I would advise against it. But you do you.
  • "I can't generate LOD"
    • If you haven't, please read the FTD requirement section of this mod (not the requirements section of the FTD mod). There's a package error in both the official version and the consolidated one. The fix is mentioned in the FTD requirement section of trhis mod (either downloading a corrected ESP or making a small edit).

 

Red Sonja?

  • The main ESP is named "ETM_RedSonjaStandalone.esp". Is it a standalone mod?
    • No, stick to the (dated and updated) information on the download page.
    • No, it's the name of the original mod plugin, which was supposed to be a FTD-parallel or sequel in the form of a Red Sonja-centered standalone companion and quest mod (either set or ocntinued in Bruma), but derived into an add-on/fixes/overhaul/voice-acting mod for FTD. I haven't changed the name in fear stuff would break (especially the paths and names for voiced dialogues created within my mod).
  • Where is Red Sonja/Sonya?
    • Nowhere where it is important to the quest, to your character's stats, to anything.
    • Spoiler

      The mod having moved away from its original purpose, the Red Sonja aspect has not been written extensively so far, and her future remains uncertain. Though, the many futures transpires into the present and a few clues of her possible fates may be apparent to the Dragonborn.

      Spoiler

      At this point, you understand the concept of "spoiler".

      The following elements have no current impact on anything, and are only eastern eggs of what could have been and of what could be in the future. If you prefer to have the surprise in the case this mod ever develops into those directions, you can forget about it. However, those isolated pieces of lore may also be discarded in the future in favor of better (new or reworked) concepts and ideas.

       

      Spoiler

      - Red Sonja of the Companions went to inquire in Insmouth, and left a letter to Kodlak informing him of that at Jorrvaskr (letter from Sonja)

      - Red Sonja was witnessed at the Drunken Ship, where she rented a room, but has since vanished. (dialogue with Gwendoline)

      - Red Sonja's body is to be found in the basement of the Drunken Ship, in a path locked by a key possessed by Gwendoline. naked and parasited, she hanged herself (or was hanged) after writing with her own blood a crazed warning letter to Kodlak (body and blood-letter)

      - Red Sonja's body is to be found at the basis of Ne-Ket-Kadath, seemingly a prisoner that fell (either by accident or on purpose, whether it was an attempt at escaping, a murder, or a suicide). The same blood-written warning letter (body and blood-letter)

      - Red Sonja was enslaved by Raelek, and sent bound and maimed as a gift to Balgruff (unresponsive NPC + letter from Raelek)

      - The blood-written warning letter can be found hidden under Aela's bed in Jorrvaskr (blood-letter)

       

       

       

 

Troubleshooting (incomplete, updated 26/04/2022)
Spoiler
Will maybe create a collaborative spreadsheet to list those:
  • The navmeshing (26/04/2022: less and less issues)
  • Z fighting (?) / textures overlapping each other and consequently flickering. While you can always hide clipping objects with other static object, it is less easy to do it on such cases. (+0,001 Z ?) (26/04/2022: less and less issues)
  • Some quests and scenes don't always go forward:
    • The ceremony scene in aFTD2 does not always trigger the teleportation (26/4/2022: waiting for more information)
    • The ritual scene with Nasura at the end of aFTD3 is still not trigerring (Mankara's package drags her back at her room)
  • Some doors/teleportation markers can get you stuck into the threshold (26/4/2022: waiting for more information)

 

Dialogue quality:
Spoiler
Will maybe create a collaborative spreadsheet to list those:
  • aFTD0:
    • aFTD0Begin: Not many done (can't get around the word "disappearances" in SKVASynth.
  • aFTD1:
    • aFTD1Starter: Falk Firebeard (awful, but vanilla voice is not good)
  • aFTD2: 
  • aFTD3: 
  • aFTD4: Nothing done (maybe a couple?)
 
Tools used

 

 

 

Permissions
Spoiler
As I said: not a single asset was created by me, so I'll keep it to the basics: If you use my changes in a later release of the mods, just credit me accordingly.
Most is Delzaron's work, with many contributors, as well as the creators of the original assets.
 
If I create anything original here, I'll let you know, and it will follow the same rules as usual: no paid redistribution, no redistribution outside LL, no uncredited redistribution.

 

 
Thanks and credits

Again, if anyone (author or not sees an asset I'm using misinterpreting permissions, let me know in the support forum!) (in some cases, I find permissions ambiguous).

Spoiler

 

Changelog

V1.1.1

Spoiler
Most outfits requirements removed (outfits available either vanilla assets or packed assets, closer to Delzaron's original mod).
My outfits changes are available in the ESL-flagged optional plugin, with the previous requirements. I'm thinking of toning down some of my choices to return closer to Delzaron's when I found them more relevant in the end, and to avoid overlapping with other outfits styles I am adding in the content I'm creating around FTD. Ships and Boats of Tamriel are included.
 
Pictured books also now comes as their own ESL-flagged plugin.
 
Most of the new content that wasn't tied to the quest has been removed (access to it will be provided later, depending on development)
 
Gwenaelle remained stucked in Susana or Mathilde's house and tried to get you out?
- Corrected Gwenaelle's patrol package
- Moved Susana's house
- Corrected some Navmesh
 
The pirates:
- Minor modifications to the existing ones
- New male Orc, four Dunmer female, Argonian female, removed a couple duplicates (currently all non-unique pirates should have only two occurrences at most (less Nord and human pirates, to fit with Lovecraft's representation of  foreign/southerner "Cthulhu cults" from Call of Cthulhu, but not totally removed to fit with Shadow Over Innsmouth)
- New pirates' outfits, possibly will mark differences between groups or origins of pirates. The main goal is to distinguish them further from bandits and guards.
- Overhauled Captain Marsh appearance and outfit
 
Few new stuff at the prison:
- Corrected navmesh and NPC placement in Ne-Ket-Kadath
- Added a basic warden NPC with patrol package at Ne-Ket-Kadath
 
Same at the docks
- starting adding package to generic slaves
- Added clutter to two dock location to avoid falling and getting stuck
- Niord's stand's items are now non-havok settled
- New stuff at the harbor stockhouse
 
Misc
- Included some of Praxis and Keos' replacers skimpy models in outfits and leveled lists
 
The mod was also cleaned up (in the Loot/xEdit sense as well as removing unused/useless records and files). I've yet to remove unneeded assets originating from Ships and Boats of Tamriel

 

V1.1.0

Spoiler

- Dialogues: New dialogues for beggars, whores, innkeepers (starter, unvoiced), more conditioning for dialogues (some of Dawnstar guard dialogues, variants, story consistency, irrelevant options...), more voiced dialogues (but still many to go: pretty much all quest shared dialogues)

- NPCs: New faces, more packages for daily routines, and some that should remove inconsistencies/smooth quest progression, a few new NPCs, Nasura restored as a Bosmer (now a Drunken Ship whore). WIP: new vendor

- Multiple changes to exteriors, for functionality and aesthetics, less clipping or hovering objects, less z-fighting, less flickering lights/shadows. A new location, Fairspire, outside Insmouth but not tied to the main quest yet. Extensions to the docks (including the Crawling Cat, a new boat with interiors and NPCs), and of the Drunken Ship. Deeper and wider harbor to fit the docks and ships. Pathways to the battlements but no related interiors). More minor changes to other interiors. A WIP new land (locked away but accessible by spawning the required keys).

- Crimefaction and prison (exterior and cells) completed are almost complete in their V1 form (will likely be moved and maybe rebuilt from scratch)

 

New requirements:

- Ships and Boats of Tamriel (install by following "How to use 1) and 2).

 

 

V1.0.1 & V1.0.2

I can't retrieve the changelogs for those versions. I think V1.0.1 and V1.0.2 included:

- Early versions of Ne-Ket-Kadath (the 

- Lowlives of Insmouth, an overhaul (new dialogues, faces and outfits, modified spots/dwellings and packages...), of beggars, thieves and whores

- Quick fixes

 

Edited by ExodusTransonicMercury
forgot half the text


What's New in Version 1.1.2

Released

- Removed DD requirements from main and optional plugins0

- Minor tweaking to packages to try and remove "stuck-in-the-house/basement" issues for Susana and Zadok

- Clean-up/correction/harmonization of  NPCs and location names
- Created Insmouth Thieves Faction (little to no use for now)
- Added basic loot to most NPCs, removed most Daedric weapons (now limited to the priestesses and Raelek)
- Clean-up of unused NPCs and factions
- Drunken Ship whore outfits management (less randomization) on both plugins
- Returned Shel-Ra to classic outfit (none of my randomized options pleased me, no inspiration for new outfit)
- Modified Knyva and Gwendoline's stats, gear (not outfit), perks and spells (they're kind of buffed, tell me if they need to be nerfed for balance for the Resist path)
- Modified map markers to lessen location notifications overlap (main plugin and optional plugin for More Map Markers)
- Named the forest between Dawnstar and Insmouth
- Minor corrections (navmeshs, static objects...) in Gwendoline's quarters and in town.
- Corrected package conditions for Atia's saved packages (haven't tested that path yet anyway)
- Niord (new vendor of food) finally works (but not all of the intended merchandise is on sale)
- Tiny stuff to Laethe
- Corrected some text in scripted parts (I can finally script but there's errors I still don't get yet)
- Added new Bersi dialogue for Submit path (not inspired at all but I wanted to start somewhere, we'll see if that leads where I want it to)
- Voiced Solitude Hold's innkeepers' Starter dialogue.
 
Reorganized plugins. Now there is:
- 1 ESP for the mod (NPC overhaul, fixes, town overhaul, new locations, voice acting, Ships and Boats of Tamriel...)
- 1 ESPFE for my outfits choices (DD, TAWOBA, Ninirin Collection, C5Kev's Herme Mora Priestess)
- 1 ESPFE for more of my outfits changes (same + DF T19 Kneeboots, Venus Cage, WACCF ACE, Bosmer Headresses)
- 1 ESPFE that adds pics to and rewrite some of the books
- 1 ESPFE to ease or remove the flickering notification for locations
 
Issues:
- Slaves from Harborhouse and Sweet Sload have issues in their packages (Sweet Sload slaves mostly not showing up, Harborhouse salve stuck in their path, etc.)

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