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Posted
On 1/17/2024 at 9:33 AM, 0astr said:

wow this is the greatest quest mod i've played in a while. The mix of in game mechanics, elder scrolls lore and of course sexlab, its brilliant. Do you have a donation page or discord friend?

Thanks for the praise 🙂 I do not have either of those, I make mods for fun and for free, and all of my (finished) stuff is on this site.

 

On 1/18/2024 at 4:48 PM, FromMindoir said:

When this second part is released, will it require to restart a game entirely?

I tried my best to make everything work on existing save games, but I still need to test and verify. Skyrim is really not built for updating (or removing) existing mods, so there's all sorts of ways it can mess up.

Posted (edited)

As for a (possibly final?) dev status update: it's almost done! The finale's quest and branching logic is done and I just need to flesh out its scenes, scripts and dialogues a bit more, and do a few more test runs to work out any obvious bugs. Now that we're close to the final product, it's interesting to compare a few statistics:

  • A Snare to Loosen takes place in 1 interior cell. The Gordian Bind uses 7 and a small worldspace.
  • A Snare to Loosen has 261 lines of dialogue. The Gordian Bind currently has 977. It'll probably exceed a thousand when it's done.
  • A Snare to Loosen has 147 scripts (though most are quest/scene/dialogue fragments). The Gordian Bind adds another 252.
  • My test runs through A Snare to Loosen take about 15-20 minutes. The Gordian Bind takes me about 2 hours.

Overall, it's safe to say that part 2 is a bit bigger than part 1. Guess that's why it took well over a year to make. Anyway, enjoy another teaser image, and see if you can figure out the hidden spoiler:

 

Spoiler

EQ2_26.thumb.jpg.a040010fba6b85237ebd37ee5bf6508d.jpg

 

Edited by Frayed
Posted
46 minutes ago, Frayed said:

Anyway, enjoy another teaser image, and see if you can figure out the hidden spoiler:

 

After a few minutes looking at it, I only see a few anomalies, though any one of them could just be me not recognizing the objects: 

 

Spoiler

-Looks like there is something in the cage at the far left, but only partially visible

-Metal looking object between her feet

-I'm not recognizing the arms restraint. Looks like some kind of elbow cuff.

 

But perhaps what stands out to me the most is:

Spoiler

I am not recognizing that chest model. And it is opened, since when can Skyrim chests be in an open position?

 

Am I close?

Posted
2 hours ago, Viri1 said:

Am I close?

 

The opened chest is vanilla I think. They're the empty ones in the thieves guild vault after Mercer steals everything. They aren't functional I don't think, just static objects.

Posted
6 hours ago, Frayed said:

My test runs through A Snare to Loosen take about 15-20 minutes. The Gordian Bind takes me about 2 hours.

So roughly 4 hours for anyone who hasn't actually designed the puzzles then? XD

Posted (edited)
13 hours ago, Frayed said:

hidden spoiler

1. Does someone stands in pillory in the cage?
2. Opened chest - maybe PC was delevered in it?

Edited by lktforever
Posted
On 1/20/2024 at 5:39 PM, Frayed said:

As for a (possibly final?) dev status update: it's almost done! The finale's quest and branching logic is done and I just need to flesh out its scenes, scripts and dialogues a bit more, and do a few more test runs to work out any obvious bugs. Now that we're close to the final product, it's interesting to compare a few statistics:

  • A Snare to Loosen takes place in 1 interior cell. The Gordian Bind uses 7 and a small worldspace.
  • A Snare to Loosen has 261 lines of dialogue. The Gordian Bind currently has 977. It'll probably exceed a thousand when it's done.
  • A Snare to Loosen has 147 scripts (though most are quest/scene/dialogue fragments). The Gordian Bind adds another 252.
  • My test runs through A Snare to Loosen take about 15-20 minutes. The Gordian Bind takes me about 2 hours.

Overall, it's safe to say that part 2 is a bit bigger than part 1. Guess that's why it took well over a year to make. Anyway, enjoy another teaser image, and see if you can figure out the hidden spoiler:

 

  Reveal hidden contents

EQ2_26.thumb.jpg.a040010fba6b85237ebd37ee5bf6508d.jpg

 

Woot!  So excited...

Posted
On 1/20/2024 at 5:39 PM, Frayed said:

As for a (possibly final?) dev status update: it's almost done! The finale's quest and branching logic is done and I just need to flesh out its scenes, scripts and dialogues a bit more, and do a few more test runs to work out any obvious bugs. Now that we're close to the final product, it's interesting to compare a few statistics:

  • A Snare to Loosen takes place in 1 interior cell. The Gordian Bind uses 7 and a small worldspace.
  • A Snare to Loosen has 261 lines of dialogue. The Gordian Bind currently has 977. It'll probably exceed a thousand when it's done.
  • A Snare to Loosen has 147 scripts (though most are quest/scene/dialogue fragments). The Gordian Bind adds another 252.
  • My test runs through A Snare to Loosen take about 15-20 minutes. The Gordian Bind takes me about 2 hours.

Overall, it's safe to say that part 2 is a bit bigger than part 1. Guess that's why it took well over a year to make. Anyway, enjoy another teaser image, and see if you can figure out the hidden spoiler:

 

  Reveal hidden contents

EQ2_26.thumb.jpg.a040010fba6b85237ebd37ee5bf6508d.jpg

 

Oooooooo...can't wait!

Posted
On 2/18/2024 at 5:38 PM, Frayed said:

 

Finale is done, so all content is now in. I'm just ironing out some bugs with the quest start right now, and checking compatibility with DD NG. When I can do a full test run of both quests (old and new) without having to fix things via console, both with DD 5.2 and with DD NG, then it'll be ready for beta.

OMGOMGOMGOMG!!!!! 😛

Posted

Oh wow i was just checking on all the mod i have to see if there is any update im so glad to see progress was made here. This mod just is one im glad exist since i love escape room and well kink too so its just perfect !

Posted

Greetings.

 

I really like this mod.

 

Are the vibrating events meant to take so long. I ended the game several times, because the piercings wouldn't stop vibrating.

Is this a bug, or do I have to wait longer (waited 5 minutes at least).

 

I'm using DD NG ver. 0.2.9 and game version 1.6.117 by the way.

Posted

Okay! I've fixed all major bugs and softlock issues that I could find. I'll give myself a few more days to do a final couple of test runs, clean up the mod and write a decent update post, but I think we are good to go for a beta release. So: the beta for part two of The Trappings of Fate: The Gordian Bind will start next Thursday, Feb. 29th.

 

Spoiler

EQ2_29.thumb.jpg.430bcafe092686a023b03b32f1420f83.jpg

Another devious adventure awaits...

 

 

@schweinehund There are a couple of things in A Snare to Loosen that fire vibrate events and if you're quick, these can stack together in duration. I think DD itself can also still randomly trigger them during the quest. Five minutes is a little on the long side, but might be possible if you stacked the right ones. I remember nerfing the duration a bit at some point, but I'm not sure if that's in the current published version or in my own dev version.

 

Posted
4 hours ago, Frayed said:

Okay! I've fixed all major bugs and softlock issues that I could find. I'll give myself a few more days to do a final couple of test runs, clean up the mod and write a decent update post, but I think we are good to go for a beta release. So: the beta for part two of The Trappings of Fate: The Gordian Bind will start next Thursday, Feb. 29th.

 

  Reveal hidden contents

EQ2_29.thumb.jpg.430bcafe092686a023b03b32f1420f83.jpg

Another devious adventure awaits...

 

 

@schweinehund There are a couple of things in A Snare to Loosen that fire vibrate events and if you're quick, these can stack together in duration. I think DD itself can also still randomly trigger them during the quest. Five minutes is a little on the long side, but might be possible if you stacked the right ones. I remember nerfing the duration a bit at some point, but I'm not sure if that's in the current published version or in my own dev version.

 

VERY EXCITED TO PLAY THROUGH IT 

 

Posted

Hype!

 

Got my save file ready! Yes, I will be taking that risk, updating on a game with Part I done instead of a full on new game. Wish me luck.

Posted

Super excited to play through the new content, part 1 of this mod stands out as one of my all time favorites when it comes to bondage mods. Can't wait to see what happens next in part

Posted (edited)

Fuck it, it's Thursday somewhere, here we go!

 

 

Update v2.0.0 (2024/02/29) (BETA):
(New!) The Gordian Bind:

  • A new quest taking place after the events of A Snare to Loosen. This quest can start in different ways depending on how you finish A Snare To Loosen. For existing saves on which A Snare To Loosen was completed before updating to this version, the courier will bring you an invitation to start The Gordian Bind.
  • A first draft of a (xVASynth) voice pack that includes the new content is available. These voice lines will be refined in a later update.

A Snare To Loosen:

  • Changed some parts about the ending of A Snare To Loosen to better connect to The Gordian Bind.
  • Changed A Snare To Loosen to allow for some optional interactions with Simple Slavery.
  • Added a global to store outcome of interaction with dremora in A Snare to Loosen.
  • Changed A Snare To Loosen wakeup scene to wait until all devices are equipped properly, with a fallback timer in case that never happens.
  • Changed A Snare To Loosen intro to not use a paralysis or ragdoll effect as it could cause camera/animation/control issues during quest start.
  • Added a bedroll and some food/drinks to A Snare To Loosen for people using survival mods.
  • Added redundancy to dhlp_suspend and dhlp_resume events sent by this mod, because I'm paranoid.
  • More items can now help to make stony creeps stop staring at you.
  • Made first room key slightly more reachable for people with different camera settings. Hopefully.
  • Made inn bed trigger via an activator instead of a triggerbox.
  • Fixed Irkalla's hair missing textures if you didn't have KS Hairdos.

This is a beta release. You may encounter bugs, softlocks, unpolished content and bad difficulty balancing. If you're okay with that, try it out! I will intentionally NOT be providing a walkthrough yet so that I can gather feedback and tune the difficulty level and hints first. If you get stuck somewhere, post in this thread and I (and/or others) can help you out for now.

 

A new save is NOT needed.

Devious Devices NG is compatible.

Unforgiving Devices compatibility is untested!

Edited by Frayed

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