ypX3A Posted October 24, 2023 Posted October 24, 2023 (edited) Hi so i have a new bug when starting the quest on a new save, my character appears hanging from the pole but no devices have gotten equip. I see no other issue in my console so maybe i need to check other logs. Thank you Spoiler Edited October 24, 2023 by ypX3A
Frayed Posted October 24, 2023 Author Posted October 24, 2023 10 minutes ago, ypX3A said: Hi so i have a new bug when starting the quest on a new save, my character appears hanging from the pole but no devices have gotten equip. I see no other issue in my console so maybe i need to check other logs. Thank you Are you by chance using the DD-NG beta 0.2.7? I was trying that out earlier and I noticed some issues with device equip calls from scripts on that version. IIRC @krzp made a hotfix patch already, but that doesn't seem to have made it to the version that's on LL yet. If that's the case, grab the hotfix from their discord for now. I'll bug them about forwarding that fix to the LL version. 1
ypX3A Posted October 24, 2023 Posted October 24, 2023 (edited) 24 minutes ago, Frayed said: Are you by chance using the DD-NG beta 0.2.7? I was trying that out earlier and I noticed some issues with device equip calls from scripts on that version. IIRC @krzp made a hotfix patch already, but that doesn't seem to have made it to the version that's on LL yet. If that's the case, grab the hotfix from their discord for now. I'll bug them about forwarding that fix to the LL version. Yes should had mention i was DD NG 2.7.0 trying the patch now. My apologies for not mentioning the version of DD. DD NG 02.7 patch1 fixed the issue. thanks Edited October 24, 2023 by ypX3A SORTED
krzp Posted October 24, 2023 Posted October 24, 2023 23 minutes ago, Frayed said: Are you by chance using the DD-NG beta 0.2.7? I was trying that out earlier and I noticed some issues with device equip calls from scripts on that version. IIRC @krzp made a hotfix patch already, but that doesn't seem to have made it to the version that's on LL yet. If that's the case, grab the hotfix from their discord for now. I'll bug them about forwarding that fix to the LL version. The fix is available here: https://www.loverslab.com/topic/220024-devious-devices-ng/page/3/#comment-4209282 (ignore the 0.2.6 filename, that's a typo) ? 1
ypX3A Posted October 24, 2023 Posted October 24, 2023 42 minutes ago, krzp said: The fix is available here: https://www.loverslab.com/topic/220024-devious-devices-ng/page/3/#comment-4209282 (ignore the 0.2.6 filename, that's a typo) ? Cheers got it from the discord
thomasvank111 Posted October 26, 2023 Posted October 26, 2023 Just wanted to say love the content! Just finished it and loved the idea and the execution. I'm eager to learn what you are making next ❤️ Keep up the good work
Frayed Posted October 26, 2023 Author Posted October 26, 2023 On 10/24/2023 at 1:55 AM, isee said: With the beta release will there be a way to skip ahead to the start of the second quest? Or will a full replay of the first quest be required? I'm going to connect the first and second quest in three ways: Spoiler a) accept Irkalla's offer in A Snare To Loosen and receive an invitation per courier some time later (which in the beta will ASAP for debug reasons), b) insist on wanting more and start The Gordian Bind right away, or c) reject her offer and she'll find a way to bring you in anyway that I won't spoil ?. I'm setting it up so that you'll get her invitation as long as A Snare To Loosen is completed even if you did so ages ago on an older version of the mod. For the beta I'll also provide some extra quickstart setstage command options that I'm using myself for testing already. So with those options there should hopefully be no trouble starting the quest regardless of the state of your save. On a related note: for the full release I will most likely strongly suggest people do so on a new save, since I'll probably need to clean up some unused records, and deleting records on existing saves and messing with the formID orders is a fairly surefire way to all sorts of bad stuff. 5
Viri1 Posted October 27, 2023 Posted October 27, 2023 (edited) 21 hours ago, Frayed said: On a related note: for the full release I will most likely strongly suggest people do so on a new save, since I'll probably need to clean up some unused records, and deleting records on existing saves and messing with the formID orders is a fairly surefire way to all sorts of bad stuff. By "new save" you mean starting from a save file before the mod was installed (a new game if the playthrough was started with it already)? Or just start from a save before we started the first quest (go to the inn and drink the wine)? Edited October 27, 2023 by Viri1
Frayed Posted October 27, 2023 Author Posted October 27, 2023 (edited) 1 hour ago, Viri1 said: By "new save" you mean starting from a save file before the mod was installed (a new game if the playthrough was started with it already)? Or just start from a save before we started the first quest (go to the inn and drink the wine)? The former, if you want to be 100% sure everything will work properly. Some scripts get baked into saves. The latter should be okay, but since some stuff gets set up when the quest first starts (just before the courier gives you the note), there is some possibility of issues. Anyway, don't worry about it too much. I wrote about this a few times because I really, really dislike debugging issues that only occur due to updating between specific versions and I want to prevent having to do that. You'll be fine if you just follow these two golden rules: When you update any mod on an existing save game that you care about, keep a backup of the save before you updated in case there are any issues. Try not to update a script-heavy quest mod (like Trappings) midway through its quest. In between is okay. Edited October 27, 2023 by Frayed 1
philyb Posted October 27, 2023 Posted October 27, 2023 On 10/26/2023 at 6:22 PM, Frayed said: I'm going to connect the first and second quest in three ways: Hide contents a) accept Irkalla's offer in A Snare To Loosen and receive an invitation per courier some time later (which in the beta will ASAP for debug reasons), b) insist on wanting more and start The Gordian Bind right away, or c) reject her offer and she'll find a way to bring you in anyway that I won't spoil ?. I'm setting it up so that you'll get her invitation as long as A Snare To Loosen is completed even if you did so ages ago on an older version of the mod. For the beta I'll also provide some extra quickstart setstage command options that I'm using myself for testing already. So with those options there should hopefully be no trouble starting the quest regardless of the state of your save. On a related note: for the full release I will most likely strongly suggest people do so on a new save, since I'll probably need to clean up some unused records, and deleting records on existing saves and messing with the formID orders is a fairly surefire way to all sorts of bad stuff. What if you "kill" her? That'd probably be my character's choice. The same as option c?
Frayed Posted October 28, 2023 Author Posted October 28, 2023 9 hours ago, philyb said: What if you "kill" her? That'd probably be my character's choice. The same as option c? Yes. I still have to properly set up this logic though, which is one of the things I need to change about A Snare To Loosen. I didn't quite store enough information about the player's dialogue choices there yet for what I need now.
Skiperr Posted November 10, 2023 Posted November 10, 2023 Helllo, thank you for your work. It was pleasure to play it and riddles are on right spot of being difficult. It`s being hard to wait for a sequel, so could you enlighten us on progress. Sorry if I`m causing you any trouble. 2
forsythia_vahl Posted November 15, 2023 Posted November 15, 2023 nice mod! I have escaped but cant find the key of the red bookcase yes, the right one! I have looked the video in the walkthrough page, but there's no record of the red owl key. it's just in the inventory in the boot part. so where is it? I'm so curious since it seems that everybody found it so easy.
balgrufthegreat1 Posted November 21, 2023 Posted November 21, 2023 (edited) Enjoyed the mod, and was quite smooth with no troubles throughout the rooms... until I went to confront Irkalla. Spoiler I am unable to click the dialogue option when I talk to her, I'm unsure if it is another mod causing that issue or if there is something going on that requires you to wait. However no matter how long I waited in irl time, it never let me select the dialogue at the end.... This leads me to the next thing, I was only able to replicate this once, but when I spawned in another Irkalla, I was then able to select the dialogue. Then when I reloaded to the most recent save it was fixed on that save as well but not any saves prior to that one. I don't think it is anything on your end, I think something weird was going on that just wasn't letting me select the dialogue and I really have no clue what that is. But for some reason, I was able to fix it by spawning in another Irkalla but this only worked once on that specific save lmao. I haven't seen anyone else have this issue so I must've really fucked something up. EDIT: I am still able to kill her no issue to finish the quest so it's not like it was game breaking, and I was able to some how, through the weird voodoo magic of spawning her in again, to read the dialogue Edited November 21, 2023 by balgrufthegreat1 1
DoyaPeePee Posted November 22, 2023 Posted November 22, 2023 does not work no matter what i tried, im level 24 and there is no courier waiting for me at any city, i tried changing the level to start the quest, but the console does not recognize frayeqminlevel
Frayed Posted November 23, 2023 Author Posted November 23, 2023 On 11/22/2023 at 4:35 AM, DoyaPeePee said: does not work no matter what i tried, im level 24 and there is no courier waiting for me at any city, i tried changing the level to start the quest, but the console does not recognize frayeqminlevel If the console doesn't even recognize the global, something likely went wrong with your install. Are you certain the TheTrappingsOfFate.esp is enabled? What do you see when you type "help fray" into the console? If you're using MO2, just enabling the mod doesn't always enable the plugin for some reason. Doublecheck that the plugin is enabled in the plugins tab.
Frayed Posted November 23, 2023 Author Posted November 23, 2023 (edited) Time for a long overdue update / teaser. There's good news and bad news and. Let's start with the good news: 80% of The Gordian Bind is fully playable and ready to go. There's only two big things still missing: one section at about 75% of the quest, and the finale. All other parts needed for a first release are finished and tested to be at least moderate bug-free. To toot my own horn a little, I think I have some very interesting puzzles, some nice-looking environments and some spicy scenes waiting for you folks, which you can get a fairly non-spoilery preview of in the teaser images below: Spoiler However, that brings me to the bad news: I had some RL stuff pop up this last month (don't worry - nothing major) and hardly got any work done on the finale. I finished lots of small bits here and there, but making the finale requires some simultaneous inspiration, focus and time which has been a bit hard to find recently. Worse yet, there's more RL stuff coming up for me in December, so I won't have much time for it there either. I'm debating releasing the first beta version without the finale, but I'm of two minds about it. On one hand, there's a solid 2-3 hours of playtime in here already and y'all have been waiting patiently for long enough. On the other hand, I hate publishing an unfinished product and getting hit with a cliffhanger WIP notice is a bit of a buzzkill. Edited November 23, 2023 by Frayed 13
recroid366 Posted November 24, 2023 Posted November 24, 2023 3 hours ago, Frayed said: Time for a long overdue update / teaser. There's good news and bad news and. Let's start with the good news: 80% of The Gordian Bind is fully playable and ready to go. There's only two big things still missing: one section at about 75% of the quest, and the finale. All other parts needed for a first release are finished and tested to be at least moderate bug-free. To toot my own horn a little, I think I have some very interesting puzzles, some nice-looking environments and some spicy scenes waiting for you folks, which you can get a fairly non-spoilery preview of in the teaser images below: Hide contents However, that brings me to the bad news: I had some RL stuff pop up this last month (don't worry - nothing major) and hardly got any work done on the finale. I finished lots of small bits here and there, but making the finale requires some simultaneous inspiration, focus and time which has been a bit hard to find recently. Worse yet, there's more RL stuff coming up for me in December, so I won't have much time for it there either. I'm debating releasing the first beta version without the finale, but I'm of two minds about it. On one hand, there's a solid 2-3 hours of playtime in here already and y'all have been waiting patiently for long enough. On the other hand, I hate publishing an unfinished product and getting hit with a cliffhanger WIP notice is a bit of a buzzkill. What ever you decide I think that whether theres a finale or not people will play the mod, And I personally havent played any loverslab skyrim since I finished this mod cause its the best mod on here 2
Viri1 Posted November 24, 2023 Posted November 24, 2023 Hmm, a tough choice. As much as it sucks, I think I would rather wait for a completed build. Because if even December will be busy for you, then putting out an incomplete beta will generate a tide of feedback you would have little time to address, on top of the challenge of actually finishing the thing. Better to put it out when you are satisfied with it. Also, 2-3 hours in the current version? God in Heaven, that is gonna be one beefy quest in the end. 4
petterparker09 Posted November 24, 2023 Posted November 24, 2023 Whatever the decision, you have our support... there are many of us who consider this one of the best mods that exist, if not the best... Personally, I wouldn't mind if the mod isn't finished as it seems to have a lot of content to enjoy. However, I understand if you want to finish it before publishing it. I don't think any of the options are wrong.
philyb Posted November 24, 2023 Posted November 24, 2023 (edited) On 11/23/2023 at 10:07 PM, Frayed said: Time for a long overdue update / teaser. There's good news and bad news and. Let's start with the good news: 80% of The Gordian Bind is fully playable and ready to go. There's only two big things still missing: one section at about 75% of the quest, and the finale. All other parts needed for a first release are finished and tested to be at least moderate bug-free. To toot my own horn a little, I think I have some very interesting puzzles, some nice-looking environments and some spicy scenes waiting for you folks, which you can get a fairly non-spoilery preview of in the teaser images below: Reveal hidden contents However, that brings me to the bad news: I had some RL stuff pop up this last month (don't worry - nothing major) and hardly got any work done on the finale. I finished lots of small bits here and there, but making the finale requires some simultaneous inspiration, focus and time which has been a bit hard to find recently. Worse yet, there's more RL stuff coming up for me in December, so I won't have much time for it there either. I'm debating releasing the first beta version without the finale, but I'm of two minds about it. On one hand, there's a solid 2-3 hours of playtime in here already and y'all have been waiting patiently for long enough. On the other hand, I hate publishing an unfinished product and getting hit with a cliffhanger WIP notice is a bit of a buzzkill. I would just wait for the complete version, I think making sure it has the quality of the first part is the important part. The big fear with early betas is the feedback not being great and spending too much time trying to make up for it or fix it. Edited November 24, 2023 by philyb
Annaleah Posted November 25, 2023 Posted November 25, 2023 At the end of the day, I'd say do whichever will bother you less. Releasing what you have to date could be useful in that it opens it up to playtesting before you finish, (although given previous releases, thats probably unnesscary xD), saving it till its all one chunk has a different "impact" though when your playing through it, so benefits to either or. The one ~big~ thing I'd suggest if you DO go ahead and release what you have, make it ~VERY~ clear that it does NOT yet have support/troubleshooting from you, not since its an effectivly in-dev build. Might/hopefully save you hassle/headache. Either way, looking forward to it whenever it does come out xD 1
Allen Harris Posted November 25, 2023 Posted November 25, 2023 16 hours ago, lopjik said: At the end of the day, I'd say do whichever will bother you less. Releasing what you have to date could be useful in that it opens it up to playtesting before you finish, (although given previous releases, thats probably unnesscary xD), saving it till its all one chunk has a different "impact" though when your playing through it, so benefits to either or. The one ~big~ thing I'd suggest if you DO go ahead and release what you have, make it ~VERY~ clear that it does NOT yet have support/troubleshooting from you, not since its an effectivly in-dev build. Might/hopefully save you hassle/headache. Either way, looking forward to it whenever it does come out xD Though I never was able to get a handle on Skyrim mod development, I am a professional software developer. What I can tell you is that getting change feedback when you're in primary development almost always creates more problems as compared to putting out a full release then bug fixing. I hate the notion - because I *really* want to get the next chapter of this excellent mod; but my experience tells me that wouldn't be a good idea from a development perspective. 5
Frayed Posted December 2, 2023 Author Posted December 2, 2023 Alright, thank you all for your input. The decision's made: no early release. Let me update y'all on the current status: I've almost finalized the last major bit before the finale. There's some small bits that still need to be connected properly, but content-wise everything apart from the finale is now in. Call it 90% done. I've set up the three different paths that lead from A Snare to Loosen into The Gordian Bind: one to jump straight into it, one delayed option for enthusiastic characters, and one delayed option for the more reluctant ones. After some trial and error, I've also made some technical changes to A Snare To Loosen to make it repeatable. Doesn't really make sense from a story perspective and the puzzles will be exactly the same, but it's been requested a few times and was necessary to do some optional integration with other mods (e.g. starting the quest from Simple Slavery, Devious Followers). The Gordian Bind is still a one-off quest and will probably stay that way. With The Gordian Bind essentially concluding the main story of Trappings, one of the ideas I'm toying with for afterwards is to see if I can take some of the elements that people like best from A Snare to Loosen and The Gordian Bind and make some repeatable mini-quests with them with more replayability. Whether I'll add that to Trappings or make it a separate mod is still undecided. Gonna be a while before I ever start that, though - I want to do some other stuff after I release The Gordian Bind first. (Like actually playing the game.............. ?) And of course, let me give y'all another teaser image. A tame one this time, but it shows off a part of the environment that I haven't shown much of yet. Spoiler You can't see it from this static screenshot, but there's some fun dynamic lighting going on in this area. Was a pain to work out and I'm still not totally satisfied with it, but already it has some great moments. I've got a busy few weeks coming up with a bunch of RL stuff. My aim is to finish all non-finale stuff before that starts, and then I'll probably work out the finale after Christmas once things have cooled down for me again. So for beta we're looking at... January, hopefully? I don't dare put a date on it, but that's the current goal. ? 16
SilentAntagonist121 Posted December 2, 2023 Posted December 2, 2023 4 hours ago, Frayed said: Alright, thank you all for your input. The decision's made: no early release. Let me update y'all on the current status: I've almost finalized the last major bit before the finale. There's some small bits that still need to be connected properly, but content-wise everything apart from the finale is now in. Call it 90% done. I've set up the three different paths that lead from A Snare to Loosen into The Gordian Bind: one to jump straight into it, one delayed option for enthusiastic characters, and one delayed option for the more reluctant ones. After some trial and error, I've also made some technical changes to A Snare To Loosen to make it repeatable. Doesn't really make sense from a story perspective and the puzzles will be exactly the same, but it's been requested a few times and was necessary to do some optional integration with other mods (e.g. starting the quest from Simple Slavery, Devious Followers). The Gordian Bind is still a one-off quest and will probably stay that way. With The Gordian Bind essentially concluding the main story of Trappings, one of the ideas I'm toying with for afterwards is to see if I can take some of the elements that people like best from A Snare to Loosen and The Gordian Bind and make some repeatable mini-quests with them with more replayability. Whether I'll add that to Trappings or make it a separate mod is still undecided. Gonna be a while before I ever start that, though - I want to do some other stuff after I release The Gordian Bind first. (Like actually playing the game.............. ?) And of course, let me give y'all another teaser image. A tame one this time, but it shows off a part of the environment that I haven't shown much of yet. Reveal hidden contents You can't see it from this static screenshot, but there's some fun dynamic lighting going on in this area. Was a pain to work out and I'm still not totally satisfied with it, but already it has some great moments. I've got a busy few weeks coming up with a bunch of RL stuff. My aim is to finish all non-finale stuff before that starts, and then I'll probably work out the finale after Christmas once things have cooled down for me again. So for beta we're looking at... January, hopefully? I don't dare put a date on it, but that's the current goal. ? Just from the number of unique teaser images you've dropped this mod is looking huge! Thanks so much for all the work, and can't wait to play it! That being said, obviously don't let our enthusiasm pressure you or anything. Have a good Christmas and we'll stay grateful and patient 1
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