verydarknut Posted January 26, 2021 Posted January 26, 2021 So I've played through it now in a semi-legit fashion, taking only right corners for like an hour until I had most of the map discovered and found the exit when I was about to give up and looking at the map. And I'm impressed by your work so far. The maze is absolutly massive and confusing and the darkness makes it just perfectly scary. If anything had moved I wouldve shat my pants, I got scared of my followers a few times lol. I liked the mind game you did with the entrance as well. Sadly quest markers from other quests gave it away. I kinda panicked at the second drop into the cave though, it looked like I was falling through the floor out of bounds, so I went into tcl just to realize that the fall was intended like that. Also the slavers and slave at the end all have mismatching head to body skin color. Looking forward to what you'll add to this great expirience.
Phantom2696 Posted January 26, 2021 Posted January 26, 2021 So far loving the mod. I found a glitchy wall, the other side of the wall is solid. Here are screenshots of where it is. Can't wait till the mods finished
Guest Posted January 27, 2021 Posted January 27, 2021 3 hours ago, verydarknut said: So I've played through it now in a semi-legit fashion, taking only right corners for like an hour until I had most of the map discovered and found the exit when I was about to give up and looking at the map. And I'm impressed by your work so far. The maze is absolutly massive and confusing and the darkness makes it just perfectly scary. If anything had moved I wouldve shat my pants, I got scared of my followers a few times lol. I liked the mind game you did with the entrance as well. Sadly quest markers from other quests gave it away. I kinda panicked at the second drop into the cave though, it looked like I was falling through the floor out of bounds, so I went into tcl just to realize that the fall was intended like that. Also the slavers and slave at the end all have mismatching head to body skin color. Looking forward to what you'll add to this great expirience. Thank you for the praise and encouragement, friend! The darkness does indeed work, I get regularly scared when my lights go out. And rest assured, in time, pant-shiting elements shall be added , as well as some more insidious ones. And congratulations! As far as I know, you are the first one to find the exit! Not sure what you mean with the quest markers. Could you elaborate? I am not aware of anything giving the triggers away. When you felt you are falling through the floor, it was because you did. The asset I used was probably only intended as a skylight, so it doesn't have any collision boxes, apparently. At first I wanted to fix this, but then I thought it's kind of fun and decided to keep it. But maybe I'll put regular rocks inside the immaterial rock, closer to the edge, so that falling through the surface isn't so obvious. Thank you for letting me know about the color mismatch. I had the same issue and fixed it by pressing Ctrl+F4 for all of the models. I thought the information was included into the .esp, but from what you say, I conclude files were generated somewhere else, which I will have to include into the package. I'll be updating the manor interior tonight (was resizing it the whole day) and I'll try to find the face files and include those, too.
Guest Posted January 27, 2021 Posted January 27, 2021 24 minutes ago, Phantom2696 said: So far loving the mod. I found a glitchy wall, the other side of the wall is solid. Here are screenshots of where it is. Can't wait till the mods finished Many thanks! I'll find this and fix in tonight's update.
sfdrake Posted January 27, 2021 Posted January 27, 2021 so does it work in Non VR? looks at requirements devious devises.... think that mod is immersion breaking with well copies of the same item just with a different color..... your maze has caught my attention though.....
alster523 Posted January 27, 2021 Posted January 27, 2021 48 minutes ago, sfdrake said: so does it work in Non VR? looks at requirements devious devises.... think that mod is immersion breaking with well copies of the same item just with a different color..... your maze has caught my attention though..... I can indeed confirm that it does work in non vr quite well infact for the early state that its in. so try to to mind a few clipping issues if you run into em.
Guest Posted January 27, 2021 Posted January 27, 2021 3 hours ago, sfdrake said: that mod is immersion breaking Depends on, how you use it. It is true, though, that you might run into some difficulty making it work. Right now, I only use a few furniture pieces, which aren't yet being used by the NPCs. As for the repeating assets, you could say the same about the vanilla assets, with the difference that those rarely even use different textures and you have just one instance of most things... Other than that, right now, the mod seems to look better in SE, as the VR version of the game uses really ugly water. I intend to keep the mod working in both SE and VR throughout the entire development. In fact, keeping SE is kind of necessary for testing as it saves a lot of time. Starting the game in VR takes longer and you have to don the headset and assume position... 3 hours ago, alster523 said: a few clipping issues Have you found any new ones? Where?
Clea Strange Posted January 27, 2021 Posted January 27, 2021 This is interesting, so its like an endless dungeon right? I like the idea of an endless dungeon. I will definitely keep an eye on this.
Cpt Bobobo Posted January 27, 2021 Posted January 27, 2021 This sounds cool. missing deviousdevicesSEpatch.esp tho can anyone point me to this?
Guest Posted January 27, 2021 Posted January 27, 2021 1 hour ago, Hiderius said: so its like an endless dungeon right It's not endless, the exit can be found, and one user has already found it, but it should be very difficult. Eventually, more levels will be added, so it will become even more difficult. 59 minutes ago, Cpt Bobobo said: missing deviousdevicesSEpatch.esp I can't find the link anymore, either. It should not be essential, so I'll try and remove it from the requirements in the next update.
Guest Posted January 27, 2021 Posted January 27, 2021 Just now, LinksSword said: but does it work in Legendary Edition? Haven't tested that, but, as of now, I don't use any assets which should prevent use in LE, so it probably does. Someone earlier in this thread said it does and may have added some instructions on how to achieve that. That, however was quite a few versions back. I do not plan on supporting LE, but anyone is welcome to make ports, if and when it becomes necessary. Otherwise I would recommend getting SE. I got it for like four bucks...
LinksSword Posted January 27, 2021 Posted January 27, 2021 Just now, gargamel9 said: Haven't tested that, but, as of now, I don't use any assets which should prevent use in LE, so it probably does. Someone earlier in this thread said it does and may have added some instructions on how to achieve that. That, however was quite a few versions back. I do not plan on supporting LE, but anyone is welcome to make ports, if and when it becomes necessary. Otherwise I would recommend getting SE. I got it for like four bucks... yeah some assets might have to be converted to work with LE in the future but right now i don't plan on trying this anyways, i will just wait and see how things pan out and when the mod is more complete to test it.
Guest Posted January 27, 2021 Posted January 27, 2021 13 minutes ago, LinksSword said: i will just wait and see how things pan out and when the mod is more complete to test it The static assets are more less done now, I'd say 95%, from here, I'm just gonna be adding little details like plates and food and stuff like that. Obviously, entire new levels of the labyrinth will be added at some point, but that's beyond 1.0 and rather an expansion than completion. Right now I'll be starting on the NPCs, quests and some new mechanics within the maze, but in itself, in terms of being a labyrinth that has an entrance and en exit which can be reached, it is already 100% functional now. Just FYI. Hope you'll like it when you come back.
Kyatto_ Posted January 30, 2021 Posted January 30, 2021 Hi gargame, this mod seems really cool and I can't wait to see and play through a fully fleshed out version. Once I'm done playing through some of my other mods I want to give this one a chance, and try to help make it better. Best of luck!
Guest Posted January 30, 2021 Posted January 30, 2021 17 minutes ago, Kyatto_ said: Hi gargame, this mod seems really cool and I can't wait to see and play through a fully fleshed out version. Once I'm done playing through some of my other mods I want to give this one a chance, and try to help make it better. Best of luck! Thanks Kyatto, comments like this one are what keeps me going. Hope you'll enjoy it!
Guest Posted January 31, 2021 Posted January 31, 2021 On 1/26/2021 at 9:34 PM, verydarknut said: Sadly quest markers from other quests gave it away I get what you meant by that now, so disregard my previous comment, please. Yea. I don't know what to do about it. Maybe, when I have my own quest implemented, i can make it to override other quests, so the markers will disappear until the player resets them again. But I doubt there is anything that can be done about the custom map marker.
Seeker999 Posted January 31, 2021 Posted January 31, 2021 I haven't played this yet (I do plan to try it later), so I have a question: is the entrance hidden? Do you discover it before or after you are inside? If it's before, then perhaps you could put a note in the mod description to de-activate all quests for a better maze experience when you discover it? You know, in game you get a message 'Place so-and-so discovered' and you get a chance to save before going inside. Then the player can choose to make all current quests inactive before going in. I don't know how easy it would be for you to search the player's quests and make sure none are marked active. It sounds like something that might introduce bugs somewhere down the line and increase the script load of this mod. Another alternative might be to add a popup box when you enter, along the lines of "You find yourself in 'name or description', and there's only one way out - if you can find it. For a truly challenging experience, open your journal and de-activate all your current quests. Muwahahaha!"
Guest Posted January 31, 2021 Posted January 31, 2021 4 hours ago, Seeker999 said: is the entrance hidden? As is written in the description, the entrance is currently marked with a map marker that is visible by default. So you can fast-travel there even right after you leave Helgen. To make it just a tiny bit of a challenge, when you teleport there, the fall pit is behind your back. Later in the development, I plan to hide the marker, until it is discovered and prepare suitable quests that will help you discover it. But right now, for testing purposes, it would be impractical, if you would have to search for the maze. So far, no one has reported having any trouble finding it.
Seeker999 Posted February 1, 2021 Posted February 1, 2021 16 hours ago, gargamel9 said: As is written in the description, the entrance is currently marked with a map marker that is visible by default. So you can fast-travel there even right after you leave Helgen. To make it just a tiny bit of a challenge, when you teleport there, the fall pit is behind your back. Later in the development, I plan to hide the marker, until it is discovered and prepare suitable quests that will help you discover it. But right now, for testing purposes, it would be impractical, if you would have to search for the maze. So far, no one has reported having any trouble finding it. Aargh! I didn't reread the description before I posted. My bad. However, the point I was trying to make was about the map quest markers lessening the challenge of the maze and possible options. Sorry I wasn't more clear. I look forward to seeing what's happening with this mod. I can't wait to see what it'll be like when I'm ready to introduce it into my game.
Guest Posted February 1, 2021 Posted February 1, 2021 1 hour ago, Seeker999 said: I was trying to make was about the map quest markers lessening the challenge of the maze Yes, it is a bit of a quandary. I guess I'll cross that bridge when I get there. But I certainly could at least mention this in the mod description...
Arion89 Posted February 2, 2021 Posted February 2, 2021 I installed your mod via MO2 and warning appeared about missing masters "Devious Devices - Contraptions.esm" There is any conversion of this mod for sse? I've searched for this mod for sse, but i didn't found it.
Guest Posted February 2, 2021 Posted February 2, 2021 1 hour ago, Arion89 said: I installed your mod via MO2 and warning appeared about missing masters "Devious Devices - Contraptions.esm" There is any conversion of this mod for sse? I've searched for this mod for sse, but i didn't found it. Contraptions.esm is one of the core files of Devious Devices SE v5.0, which can be downloaded from here: So maybe you have a different version of DD installed? Also, I'm using Vortex, so I can't rule out this has to do with MO2.
Arion89 Posted February 2, 2021 Posted February 2, 2021 6 hours ago, gargamel9 said: Contraptions.esm is one of the core files of Devious Devices SE v5.0, which can be downloaded from here: So maybe you have a different version of DD installed? Also, I'm using Vortex, so I can't rule out this has to do with MO2. You're right, i had 4.3. Update works, thx
Azurawhisperer Posted February 2, 2021 Posted February 2, 2021 Oh my. This is very well put. I can easily turn this into an asylum of some kind. Just wish I knew how to script out the code to strip the PC of everything and place it in a chest at a main room. I know how to create the binding of not being able to use magic, just put it on a collar that locks into place and requires a key to unlock it. As for the asylum, fantasize the idea. Naked, frenzy women who lost their mind. Men probably? Also put some cowards that lost their wit and flee. Then of course lay out booby traps here and there.
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