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Posted

I'm just sad that....

 

Spoiler

When you get to the end and have the dialog choice, for "yeah, sure, lets do this again" she messes with the nipplerings and goes all agro. :) Hope some day she will have a second scenario? Love the mod.

 

Posted
3 minutes ago, Kerrie said:

I'm just sad that....

 

  Hide contents

When you get to the end and have the dialog choice, for "yeah, sure, lets do this again" she messes with the nipplerings and goes all agro. :) Hope some day she will have a second scenario? Love the mod.

 

Yeh I can't wait for the second chapter!!

Posted
Spoiler

So, I was enjoying all the puzzles, reaching to the point of Moon and Sun for the boots, getting them unlocked but unequipping them causes my computer to instantly CTD.

I completed every puzzle without cheating to the point I've reached, and every save I've made has had the same issue

I have all the dependencies and the such, including DD's dependencies, but I'm sure it is a problem on my end as I'm the only person having this issue, it may be a mod conflict but I wouldn't be sure which one?

Posted
2 hours ago, Rift-Finder said:
  Hide contents

So, I was enjoying all the puzzles, reaching to the point of Moon and Sun for the boots, getting them unlocked but unequipping them causes my computer to instantly CTD.

I completed every puzzle without cheating to the point I've reached, and every save I've made has had the same issue

I have all the dependencies and the such, including DD's dependencies, but I'm sure it is a problem on my end as I'm the only person having this issue, it may be a mod conflict but I wouldn't be sure which one?

 

If it only happens when you unequip them, I would suspect some kind of bad ground mesh. In rare cases I think I've seen some meshes get corrupted on large file downloads. Here's a couple of things for you to try:

  1. If you have a mod that gives you crash logs (not Papyrus logs!), check those to see what objects are likely related to the crash. Or post it here, and I can have a look.
  2. Check whether you can use and drop the regular DD restrictive boots without issues. If those crash, it's probably something with the mesh.
  3. Check for file conflicts: does anything overwrite DD's scripts/meshes?
  4. Check for ESP conflicts in xEdit / zEdit: does anything overwrite DD's armor addon (ARMA) entries?
  5. Which mods do you have that interact with DD?
Posted
18 hours ago, Frayed said:

 

If it only happens when you unequip them, I would suspect some kind of bad ground mesh. In rare cases I think I've seen some meshes get corrupted on large file downloads. Here's a couple of things for you to try:

  1. If you have a mod that gives you crash logs (not Papyrus logs!), check those to see what objects are likely related to the crash. Or post it here, and I can have a look.
  2. Check whether you can use and drop the regular DD restrictive boots without issues. If those crash, it's probably something with the mesh.
  3. Check for file conflicts: does anything overwrite DD's scripts/meshes?
  4. Check for ESP conflicts in xEdit / zEdit: does anything overwrite DD's armor addon (ARMA) entries?
  5. Which mods do you have that interact with DD?

Alright, yea I took a look and it was an issue with a custom race mod I had.. Not exactly sure how it caused the issue but using racemenu I was able to turn my character into a vanilla race and it seemed to have worked.

Everything after changing the race worked fine, I was able to drop the items and continue on the rest of the quest with no problems
[Race in question was; Lykrais (Normal-Legs)]

Posted
42 minutes ago, Rift-Finder said:

Alright, yea I took a look and it was an issue with a custom race mod I had.. Not exactly sure how it caused the issue but using racemenu I was able to turn my character into a vanilla race and it seemed to have worked.

Everything after changing the race worked fine, I was able to drop the items and continue on the rest of the quest with no problems
[Race in question was; Lykrais (Normal-Legs)]

Excellent, glad to hear you managed to solve it ?

Posted

Thanks for the mod

1) PC remove harness and plug
2) PC touch the Tentacle Statue
3) Get message: plug vibrating (that is wrong. Please add check for plug)

At that moment I was trying to find key for gag



Some improvement for better replayable.
Position of two keys in room select randomly from array of positions.
Code not compiled. Error is possible.
 

Spoiler

Function InitPositionOfKeys()
    //if there are more keys, then it is better to use array of ObjectReference
    ObjectReference FirstKey
    ObjectReference SecondKey
    
    CountOfPosition = 4 //max 127 positions

    int[] АvailablePositions = new int[CountOfPosition + 1]
    i = 1
    While i <= CountOfPosition
        АvailablePositions = i
        i = i + 1
    EndWhile
    АvailablePositions[CountOfPosition + 1] = 0
    
    
    SelectedIndex = RandomInt(1, CountOfPosition)
    SetPositionForKey(FirstKey, АvailablePositions[SelectedIndex])
    i = SelectedIndex
    While i <= CountOfPosition
        АvailablePositions = АvailablePositions[i+1]
        i = i + 1
    EndWhile
    CountOfPosition = CountOfPosition - 1
    
    
    SelectedIndex = RandomInt(1, CountOfPosition)
    SetPositionForKey(SecondKey, АvailablePositions[SelectedIndex])
    i = SelectedIndex
    While i <= CountOfPosition
        АvailablePositions = АvailablePositions[i+1]
        i = i + 1
    EndWhile
    
    
    
endFunction


Function SetPositionForKey(objectReference inKey, int positionNumb)
    If positionNumb = 1
        inKey.SetPosition(100, 100, 100)
        inKey.SetAngle(100, 100, 100)
    ElseIf positionNumb = 2
        inKey.SetPosition(120, 120, 120)
        inKey.SetAngle(120, 120, 120)
    ElseIf positionNumb = 3
        inKey.SetPosition(10, 10, 10)
        inKey.SetAngle(10, 10, 10)
    ElseIf positionNumb = 4
        inKey.SetPosition(20, 20, 20)
        inKey.SetAngle(20, 20, 20)
    EndIf
    
endFunction

Posted

Bug Reports

At the beginning of the quest, drink the wine received from the innkeeper, the sleeping command does not work.

To be precise, there is no interaction with the bed after drinking wine.

Posted
2 hours ago, overback123 said:

Bug Reports

At the beginning of the quest, drink the wine received from the innkeeper, the sleeping command does not work.

To be precise, there is no interaction with the bed after drinking wine.

Since it works for most people we'd need more information to figure out the mod conflict. Also there are 2 different wines you are given, did you drink the second one? About the mod conflict, think of mods that affect sleeping in general.

Posted
3 hours ago, overback123 said:

Bug Reports

At the beginning of the quest, drink the wine received from the innkeeper, the sleeping command does not work.

To be precise, there is no interaction with the bed after drinking wine.

 

Make sure to look around after you drink, for me, the 'hit box' for the bed interaction was a bit off from the bed itself, and it wasn't the normal 'sleep on bed' trigger.  

Posted (edited)
15 hours ago, Zaflis said:

Since it works for most people we'd need more information to figure out the mod conflict. Also there are 2 different wines you are given, did you drink the second one? About the mod conflict, think of mods that affect sleeping in general.

My current Symptom is as follows.
I talk to the innkeeper and get a note and a 'gifted wine bottle'. 
If drink 'gifted wine bottle' afterwards, the UI like a hp, mp bar disappears, and symptoms similar to the screen stop appear.
You can change the screen a little bit with the mouse, but the character is frozen, and the mouse cursor that appears when you open the inventory window.
In this situation, pressing the other keyboard buttons does not show any interaction, but pressing the E button shows the inventory window, and closing the inventory window shows the bugs mentioned above.
Only compasses, physical fitness-like Ui are gone and cannot interact with the bed.
(Interaction with other furniture is possible. Just in case, I moved to another area and interacted with the bed, so it was possible to interact normally. Only the bed of 'four Shield inn' is not interactive.)
I thought there was a conflict with other DD modes or DD5.2 beta versions, so I unstalled them all and updated DD to the latest version, but the symptoms are still the same.

Edited by overback123
Posted
2 hours ago, overback123 said:

My current Symptom is as follows.
I talk to the innkeeper and get a note and a 'gifted wine bottle'. 
If drink 'gifted wine bottle' afterwards, the UI like a hp, mp bar disappears, and symptoms similar to the screen stop appear.
You can change the screen a little bit with the mouse, but the character is frozen, and the mouse cursor that appears when you open the inventory window.
In this situation, pressing the other keyboard buttons does not show any interaction, but pressing the E button shows the inventory window, and closing the inventory window shows the bugs mentioned above.
Only compasses, physical fitness-like Ui are gone and cannot interact with the bed.
(Interaction with other furniture is possible. Just in case, I moved to another area and interacted with the bed, so it was possible to interact normally. Only the bed of 'four Shield inn' is not interactive.)
I thought there was a conflict with other DD modes or DD5.2 beta versions, so I unstalled them all and updated DD to the latest version, but the symptoms are still the same.

 

Thanks for the details, that does clear things up a bit. Drinking the wine is supposed to only do three things: close your menu, show a message, and set a quest stage. All the other symptoms you describe must follow from a conflict somewhere. See below spoiler for the script of the wine effect.

 

Spoiler
Event OnEffectStart(Actor akTarget, Actor akCaster)
    ; Don't do quest stuff if player manages to drink this outside of the quest...
    if FrayEscapeQuest.getStage() == 12
        UI.InvokeString("HUD Menu", "_global.skse.CloseMenu", "InventoryMenu")
        Debug.Notification("This wine is really strong. I think I should go lie down...")
        FrayEscapeQuest.SetStage(13)
    endIf
endEvent

 

Given that you describe UI issues, I suspect the "close inventory UI" thing I'm doing here isn't working properly for you, and it ends up in a bad state. Please tell me the following:

  • Which Skyrim platform are you on (LE/SE/AE)?
  • Which version?
  • Which version of SKSE are you running?
  • What UI mods do you have?

As for the bed not working: when you drink the wine, interaction with the bed is disabled while that quest stage is active. Instead, a trigger box is placed over the bed which is called "bed", but really only exists for this quest. This is done to avoid conflicts with sleep mods. Other beds are not modified, and activation is restored once the quest progresses. That you can't activate the trigger box is probably because of your broken UI state.

Posted
On 3/6/2023 at 7:33 PM, Keppermiem said:

Thanks for the mod

1) PC remove harness and plug
2) PC touch the Tentacle Statue
3) Get message: plug vibrating (that is wrong. Please add check for plug)

At that moment I was trying to find key for gag



Some improvement for better replayable.
Position of two keys in room select randomly from array of positions.
Code not compiled. Error is possible.
 

  Reveal hidden contents

Function InitPositionOfKeys()
    //if there are more keys, then it is better to use array of ObjectReference
    ObjectReference FirstKey
    ObjectReference SecondKey
    
    CountOfPosition = 4 //max 127 positions

    int[] АvailablePositions = new int[CountOfPosition + 1]
    i = 1
    While i <= CountOfPosition
        АvailablePositions = i
        i = i + 1
    EndWhile
    АvailablePositions[CountOfPosition + 1] = 0
    
    
    SelectedIndex = RandomInt(1, CountOfPosition)
    SetPositionForKey(FirstKey, АvailablePositions[SelectedIndex])
    i = SelectedIndex
    While i <= CountOfPosition
        АvailablePositions = АvailablePositions[i+1]
        i = i + 1
    EndWhile
    CountOfPosition = CountOfPosition - 1
    
    
    SelectedIndex = RandomInt(1, CountOfPosition)
    SetPositionForKey(SecondKey, АvailablePositions[SelectedIndex])
    i = SelectedIndex
    While i <= CountOfPosition
        АvailablePositions = АvailablePositions[i+1]
        i = i + 1
    EndWhile
    
    
    
endFunction


Function SetPositionForKey(objectReference inKey, int positionNumb)
    If positionNumb = 1
        inKey.SetPosition(100, 100, 100)
        inKey.SetAngle(100, 100, 100)
    ElseIf positionNumb = 2
        inKey.SetPosition(120, 120, 120)
        inKey.SetAngle(120, 120, 120)
    ElseIf positionNumb = 3
        inKey.SetPosition(10, 10, 10)
        inKey.SetAngle(10, 10, 10)
    ElseIf positionNumb = 4
        inKey.SetPosition(20, 20, 20)
        inKey.SetAngle(20, 20, 20)
    EndIf
    
endFunction

 

On 3/6/2023 at 7:33 PM, Keppermiem said:

The blindfold punishment can be used to solve the puzzle. Some objects start glowing.

 

Thanks for the bug report, that case is indeed not checked. Noted, I'll fix it in some later patch. I won't randomize the keys: this quest is simply not made for replayability. But thanks for the suggestion.

Spoiler

Glowing objects / highlighting objectives is something I'm currently playing around with for part 2. If I can get it to work, I might use it in part 1 as well. Putting it on the blindfold punishment is an excellent idea.

 

Posted
8 hours ago, loonetrooper said:

There should be more mods like these. Excellent!

Any indication on the progress and release on the next chapter? :D

 

Thank you! I'm making good progress on part 2. I've got most of the story written down somewhere, I have the first few rooms built, most core mechanics figured out and partially implemented, and an intro sequence that's mostly complete (though most dialogue is crude WIP stuff). I've got the rough layout of all cells but one done and I'm now filling them out and making the quest logic and puzzles along the way. This will take a while, still. But with the cells mostly done I can start posting some teasers ? Here's one!

 

Spoiler

FrayEQ2_Teaser3.thumb.jpg.0830b5fb6b69a3bc043112bfd624e90a.jpg

 

I'm having a lot of fun making bigger, more visually interesting areas for part 2. It's not something I did much in part 1, mostly because I was still learning the CK. You can actually see my skill progress from the first room to the last of part 1 ? .

 

In terms of release: still months away, but at the current pace maybe in summer?

Posted
On 3/9/2023 at 9:28 PM, Frayed said:

 

Thanks for the details, that does clear things up a bit. Drinking the wine is supposed to only do three things: close your menu, show a message, and set a quest stage. All the other symptoms you describe must follow from a conflict somewhere. See below spoiler for the script of the wine effect.

 

  Reveal hidden contents
Event OnEffectStart(Actor akTarget, Actor akCaster)
    ; Don't do quest stuff if player manages to drink this outside of the quest...
    if FrayEscapeQuest.getStage() == 12
        UI.InvokeString("HUD Menu", "_global.skse.CloseMenu", "InventoryMenu")
        Debug.Notification("This wine is really strong. I think I should go lie down...")
        FrayEscapeQuest.SetStage(13)
    endIf
endEvent

 

Given that you describe UI issues, I suspect the "close inventory UI" thing I'm doing here isn't working properly for you, and it ends up in a bad state. Please tell me the following:

  • Which Skyrim platform are you on (LE/SE/AE)?
  • Which version?
  • Which version of SKSE are you running?
  • What UI mods do you have?

As for the bed not working: when you drink the wine, interaction with the bed is disabled while that quest stage is active. Instead, a trigger box is placed over the bed which is called "bed", but really only exists for this quest. This is done to avoid conflicts with sleep mods. Other beds are not modified, and activation is restored once the quest progresses. That you can't activate the trigger box is probably because of your broken UI state.

"After changing the mod array preset, the issue has been resolved. However, since I use over 200 mods (including 20 related to the UI), I do not know exactly which mod is causing the conflict. However, in the previous mod preset (the one with the bug), there was a mod that changed the inn structure. It seems likely that this mod could have been the cause of the conflict."

Posted

Haven't played it yet but looks very promising. If the quest is not too long, can I suggest to make it into a simple slavery++ outcome.

Posted

Playing on LE, and I'm running into a game-breaking issue.  After I get out of the initial hanging hook, my character is flung around and I cannot get control over it, even with console commands.  Loading option is greyed out on the menu,

Posted
15 hours ago, omegasgundam said:

Playing on LE, and I'm running into a game-breaking issue.  After I get out of the initial hanging hook, my character is flung around and I cannot get control over it, even with console commands.  Loading option is greyed out on the menu,

 

Make sure your FPS is limited to 60, otherwise all physics will behave weird.

Posted

I believe I've encountered a bug that I haven't seen reported yet. When I'm making the deal with shrine they agree but the conversation doesn't end. It just loops back to the beginning question again. This only happens when I try to alter the deal, not if I choose his original offer.

Posted (edited)
2 hours ago, JustJuice said:

I believe I've encountered a bug that I haven't seen reported yet. When I'm making the deal with shrine they agree but the conversation doesn't end. It just loops back to the beginning question again. This only happens when I try to alter the deal, not if I choose his original offer.

 

Hmm, sometimes the loop happened with me when I was exploring the dialogue with the dremora (still in the cup, only a few of the options when you try to deal with it). I originally interpreted them as unfinished dialogue paths, dunno if they are actual bugs.

Edited by Viri1

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