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Posted (edited)
25 minutes ago, Keebster69 said:

I saw that suggestion for the console command epc in another thread and that didnt work. Do you know of any other ways to strong arm a fix?

 

Few more things to try, in increasing order of desperation:

  • Make sure your DD blindfold mode isn't set to the one where you can't move in 3rd person when blindfolded.
  • "dpc", then "epc" (disable, then enable controls).
  • Lock your character back in the device, then get out again.
  • Load a save, try the quest start again.
  • Restart the game, load an earlier save, try quest start again.

 

If none work, I'd be quite stumped and start to suspect some kind of mod conflict or serious script issues.

 

Edited by Frayed
Posted
4 minutes ago, Frayed said:

 

Few more things to try, in increasing order of desperation:

  • Make sure your DD blindfold mode isn't set to the one where you can't move in 3rd person when blindfolded.
  • "dpc", then "epc" (disable, then enable controls).
  • Lock your character back in the device, then get out again.
  • Load a save, try the quest start again.
  • Restart the game, load an earlier save, try quest start again.

 

If none work, I'd be quite stumped and start to suspect some kind of mod conflict or serious script issues.

 

thank you ill give all that a try

Posted

Absolutely LOVED this mod. Did unfortunately have a similar issue as someone else in that the time section was a bit much, but I got through it. 

 

Thoughts I had:

* if it's possible without increasing the hard dependencies, maybe having a way to read if we've got tentacle animations installed, for when there's a "successful" interaction with the tentacle looking object? 

* for future rooms, less parkour, more logic puzzles. I know you're constrained by the game engine, but it'd be cool if we had to do something like, gather ingredients to make a potion, make the potion, and then drink it to be able to "withstand" something (need to make a shock resistance potion to be able to touch an electrified key holder or something). 

* I don't know if it was or I just got lucky, but designate the rooms as safe spaces in terms of mods like deviously enchanted chests or dcl (I think they just use skyrim's designation for it?) . I was terrified every time I opened a chest that I was gonna get trussed up again in devices. 

*more NPC interactions! The dremora was fun, I'd love more of it in the future. 

 

 

Apologies for the rambling, I just really enjoyed the mod, and am looking forward to more. 

Posted
3 hours ago, Tysoncandles said:

Absolutely LOVED this mod. Did unfortunately have a similar issue as someone else in that the time section was a bit much, but I got through it. 

 

Thoughts I had:

* if it's possible without increasing the hard dependencies, maybe having a way to read if we've got tentacle animations installed, for when there's a "successful" interaction with the tentacle looking object? 

* for future rooms, less parkour, more logic puzzles. I know you're constrained by the game engine, but it'd be cool if we had to do something like, gather ingredients to make a potion, make the potion, and then drink it to be able to "withstand" something (need to make a shock resistance potion to be able to touch an electrified key holder or something). 

* I don't know if it was or I just got lucky, but designate the rooms as safe spaces in terms of mods like deviously enchanted chests or dcl (I think they just use skyrim's designation for it?) . I was terrified every time I opened a chest that I was gonna get trussed up again in devices. 

*more NPC interactions! The dremora was fun, I'd love more of it in the future. 

 

 

Apologies for the rambling, I just really enjoyed the mod, and am looking forward to more. 

 

Thanks ? I'll probably make the timing for that puzzle just a little bit more lenient in a future patch since some people remarked on it being frustrating. Not much, though, I think it's close to perfect. As for your thoughts:

  • I'm pretty sure that should be possible, I won't change it for the current quest, but I could play around with it for part 2. To keep it a bit vague (possible part 2 spoilers) :
    Spoiler

    I'm actually toying with adding some tentacle-themed stuff for part 2 at the moment, so if there's any good animations in particular you'd like to suggest, now's the time.

  • No comment, other than that you'll like what I've planned for part 2 ? .
  • As per a good suggestion early on, I'm already suspending DCL and related mods' events by using SendModEvent("dhlp-Suspend") for the duration of the quest, so you should have nothing to worry about ?
  • I learned a lot more about scenes, packages and NPC control since I made part 1, so you can expect more in part 2.

     

Posted (edited)
17 hours ago, ryloc11 said:

OK I have spent .... too much time looking for the mittens key.  Can someone please tell me where it is.?

 

Spoiler

There's a key hanging outside the door with the barrier. Now, how to get to it...

 

  

18 hours ago, Allen Harris said:

Anybody else have a CTD when trying to use the key on your ... I think it was the arm restraint? I have it every time.

 

First time I see this one. Please provide more detail:

  • Which device? When exactly does this happen?
  • Is it reproducible?

 

Edited by Frayed
Posted

Just gotta say, was INCREDIBLY impressed by this mod. The creative ways of event triggering really made it for me!

Spoiler

Was very impressed by the carry item and push objects mechanics you used. Had some minor conflicts with DD's vibe events triggering harness conditions early but it was otherwise free from confict (barring some external mod choices).

Keep up the good work! Can't wait for the follow up for after the fact!

Posted

Amazing mod! I'm dying for more! I loved figuring everything out, but the final door after removing the daedric magic would stay locked for me, could never find that key :|. Loved the mod anyways, waiting for stage 2!

Posted
6 hours ago, Frayed said:

 

  Hide contents

There's a key hanging outside the door with the barrier. Now, how to get to it...

 

Thanks.  I really do like the mod.  It really show how much I like to torture myself being a completionist who it terrible at puzzles.  lol

 

 

Posted
6 hours ago, Frayed said:

 

  Reveal hidden contents

There's a key hanging outside the door with the barrier. Now, how to get to it...

 

  

 

First time I see this one. Please provide more detail:

  • Which device? When exactly does this happen?
  • Is it reproducible?

 

First room after abduction, after I put the key in the indentation on the wall opposite the hogtie pole. Actually, I think it's for the hood, not the arm restraint. 

Happened every time I tried.

Thing most out of the ordinary is probably that I'm running the VR port.

Posted (edited)
On 1/7/2023 at 10:31 PM, Frayed said:

 

Few more things to try, in increasing order of desperation:

  • Make sure your DD blindfold mode isn't set to the one where you can't move in 3rd person when blindfolded.
  • "dpc", then "epc" (disable, then enable controls).
  • Lock your character back in the device, then get out again.
  • Load a save, try the quest start again.
  • Restart the game, load an earlier save, try quest start again.

 

If none work, I'd be quite stumped and start to suspect some kind of mod conflict or serious script issues.

 

Not only can I not move after escaping, the hogtie pole is completely invisible when I'm strapped to it. When I am, there isn't even any unique pose for it; I'm just standing on the ground with nothing around me.

When I do escape, I can crouch and jump (and the jumping sometimes causes me to get stuck in the falling animation). I can't move around, nor can I go back in first person. the console commands did nothing.

Playing on LE. I can provide a mod list if that is of any use.

Edited by Pornucopia
Posted

So, I've played this mod, pretty nice. However, I've also recieved the letter on male characters, characters who I don't want to do bondage stuff with, and ones where it could potentially break. Is there any way to fail/end the quest without screwing with anything? I know I managed it at least once, but I cannot remember how, so if there's any way I can do it consistently, that'd be nice. I like the mod, but I switch characters so often that constantly enabling and disabling it just isn't feasible.

Posted
On 1/11/2023 at 9:49 AM, Pornucopia said:

Not only can I not move after escaping, the hogtie pole is completely invisible when I'm strapped to it. When I am, there isn't even any unique pose for it; I'm just standing on the ground with nothing around me.

When I do escape, I can crouch and jump (and the jumping sometimes causes me to get stuck in the falling animation). I can't move around, nor can I go back in first person. the console commands did nothing.

Playing on LE. I can provide a mod list if that is of any use.

I am having this same exact issue. I have DD 5.2 Beta 10 RC1 installed and the pole was invisible with DD Contraption both off and on. Tried restarting the game and quest multiple times with no change.

Posted (edited)
On 1/9/2023 at 5:42 AM, Allen Harris said:

First room after abduction, after I put the key in the indentation on the wall opposite the hogtie pole. Actually, I think it's for the hood, not the arm restraint. 

Happened every time I tried.

Thing most out of the ordinary is probably that I'm running the VR port.

 

Strange. I don't have the VR port so I can't test it, and it works on SE. Since VR handles holding objects differently, I suspect it's crashing when I disable the physics-enabled key that you're currently holding. I'll make a patch, if you're willing to test it for me (since I can't).

 

On 1/11/2023 at 3:49 PM, Pornucopia said:

Not only can I not move after escaping, the hogtie pole is completely invisible when I'm strapped to it. When I am, there isn't even any unique pose for it; I'm just standing on the ground with nothing around me.

 

Also @slayedigneel @abc1010 : sorry, my bad. Just tested it and had the same issue. Maybe I messed something up in the most recent version that slipped past my testing. Not sure what yet, but I'll fix it and post a new version.

 

On 1/14/2023 at 9:53 PM, tsmfpz said:

So, I've played this mod, pretty nice. However, I've also recieved the letter on male characters, characters who I don't want to do bondage stuff with, and ones where it could potentially break. Is there any way to fail/end the quest without screwing with anything? I know I managed it at least once, but I cannot remember how, so if there's any way I can do it consistently, that'd be nice. I like the mod, but I switch characters so often that constantly enabling and disabling it just isn't feasible.

 

Sorry, but I don't understand your problem. If you know how the quest starts (and you seem to), you could just... not start it? If you're really bothered by having an open quest in your log, try something like the console command "completequest frayescapequest" or possibly "setstage frayescapequest 200".

Edited by Frayed
Posted
2 hours ago, Frayed said:

 

Strange. I don't have the VR port so I can't test it, and it works on SE. Since VR handles holding objects differently, I suspect it's crashing when I disable the physics-enabled key that you're currently holding. I'll make a patch, if you're willing to test it for me (since I can't).

 

 

Also @slayedigneel @abc1010 : sorry, my bad. Just tested it and had the same issue. Maybe I messed something up in the most recent version that slipped past my testing. Not sure what yet, but I'll fix it and post a new version.

 

 

Sorry, but I don't understand your problem. If you know how the quest starts (and you seem to), you could just... not start it? If you're really bothered by having an open quest in your log, try something like the console command "completequest frayescapequest" or possibly "setstage frayescapequest 200".

I'd be happy to test for you. Just lmk.

Posted (edited)

for the life of me, I cannot figure out how to get the key for the mittens, I've spent at least 2 hours trying to figure it out, any help would be great!

 

Edit: I can see the key, but cannot figure out how to get it past the door

Edited by Justgingeryt
Posted
On 1/23/2023 at 1:18 AM, Frayed said:

Sorry, but I don't understand your problem. If you know how the quest starts (and you seem to), you could just... not start it? If you're really bothered by having an open quest in your log, try something like the console command "completequest frayescapequest" or possibly "setstage frayescapequest 200".

 

Yeah, I figured out I could do that, not sure why I didn't think about it when asking. Sorry to bother.

Posted
On 5/25/2022 at 7:53 PM, Frayed said:

Sharp eye. Yes, definitely. What's the part that tipped you off? ?I should probably credit those in the thanks section, actually.

I knew it! Just played this mod a few days ago, was an amazing experience. Having played the Lia’s series before, I quickly suspected you took inspiration from it as soon as I saw the rug on the floor and blindfold on head in the first room.  

 

Other similarities I noticed were:
 

Spoiler

- the way you remove the armbinder (I actually thought I might get stuck there like in the Lia‘s game xD)

- sticking a tool in the wall to use it

- keys hidden inside the devices you‘re wearing

- key naming scheme

 


I struggled a bit on the harness puzzle and it actually didn‘t feel like I did it the right way (probably just because I had no clue what I was doing though xD). Another thing I noticed when I played it for the second time was that all the buckets and baskets were missing and also the

Spoiler

key hidden under the bench

was missing so I had to get them by addItemMenu. Might‘ve been a mod unrelated issue though because I simply reloaded the quicksave I made before starting the quest and it all worked perfectly the first time around.

 

Overall loved the story and definitely looking forward to the next update?

Posted

Can someone explain this hint or just tell me where to find the key to the red orb barrier door?

 

After deceiving the dremora to agree to let him have his way after dispelling the red orb barrier on the second door, i realized i do not have this key.

The hint the blue orb had given is "said key is hidden somewhere deep but closer than you might think", so this make me think it could be in that pond which have depth and close to the area.

However i couldn't find the key there except for the stone face and strong box which i have already solved for the jewel piercing and green owl key respectively.

 

So where did i overlook? Please?

Posted (edited)
9 hours ago, flim said:

Can someone explain this hint or just tell me where to find the key to the red orb barrier door?

 

After deceiving the dremora to agree to let him have his way after dispelling the red orb barrier on the second door, i realized i do not have this key.

The hint the blue orb had given is "said key is hidden somewhere deep but closer than you might think", so this make me think it could be in that pond which have depth and close to the area.

However i couldn't find the key there except for the stone face and strong box which i have already solved for the jewel piercing and green owl key respectively.

 

So where did i overlook? Please?

 

Since you asked so nicely ?. Hints in increasing level of spoilers:

Spoiler

It's even closer than you think.

Spoiler

In fact, that statement is true regardless of where you're standing...

Spoiler

Turns out the answer was inside you all along.

Spoiler

No, literally. The key for that door is on the plug. Inspect it on the floor once you remove it.

 

 

 

 

In other news, I noticed some changes in the most recent DD 5.2 Betas that might break some parts of my mod (specifically the harness puzzle). I'm reworking some of this at the moment, depending on how busy the week will be for me I hope to have an update with some fixes probably next weekend.

 

And lastly, I haven't been idle on Part 2, it's beginning to take shape but there's still a lot of work to be done. So even though I know I shouldn't, here's a very vague little teaser:

Spoiler

FrayEQ2_Teaser1.thumb.jpg.a2665cb4ce7da29603ebb166b5395c71.jpg

 

Edited by Frayed
Posted
14 hours ago, Frayed said:

 

Since you asked so nicely ?. Hints in increasing level of spoilers:

  Reveal hidden contents

It's even closer than you think.

  Reveal hidden contents

In fact, that statement is true regardless of where you're standing...

  Reveal hidden contents

Turns out the answer was inside you all along.

  Reveal hidden contents

No, literally. The key for that door is on the plug. Inspect it on the floor once you remove it.

 

 

 

 

In other news, I noticed some changes in the most recent DD 5.2 Betas that might break some parts of my mod (specifically the harness puzzle). I'm reworking some of this at the moment, depending on how busy the week will be for me I hope to have an update with some fixes probably next weekend.

 

And lastly, I haven't been idle on Part 2, it's beginning to take shape but there's still a lot of work to be done. So even though I know I shouldn't, here's a very vague little teaser:

  Reveal hidden contents

FrayEQ2_Teaser1.thumb.jpg.a2665cb4ce7da29603ebb166b5395c71.jpg

 

oh, okay. Thank. Now the problem where that plug be after removing it. I don't see it on the floor. Could be the bug which i read from the earlier post. Will retry that stage again. Thank again.

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