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Posted

does anyone know where the:

 

Spoiler

3rd riddle note is? I figure if I have that then it might spell out what to do in the glowing mushroom area with all the whisper/screaming. Also, I still cant figure out what the 1st note is trying to tell me to do.

 

Posted
17 minutes ago, bob9890 said:
  Hide contents

ok, then where are we supposed to go? im genuinely lost on what to do next.

 

 

 

Spoiler

You need to find the whispering wall (it's outside in the water). The first note tells you to look up at the sky and pass through rock unseen, it's being very literal. You look up and find some sky through the cave ceiling, then sneak, and the wall behind you will disappear, revealing a door

 

Posted
17 minutes ago, DayTri said:

 

 

  Hide contents

You need to find the whispering wall (it's outside in the water). The first note tells you to look up at the sky and pass through rock unseen, it's being very literal. You look up and find some sky through the cave ceiling, then sneak, and the wall behind you will disappear, revealing a door

 

ok, I

Spoiler

got in and past the door. What do I do in the maze?

 

Posted

Not sure if the below is a bug or if I am missing something here.

 

Spoiler

Are your hands supposed to be tied behind your back when you escape the X cross at the beginning or is this a bug? I can't find anything to untie it. Also I found the key on the table but this is not for the handcuffs.

 

Posted
1 minute ago, Burtchin said:

Not sure if the below is a bug or if I am missing something here.

 

  Hide contents

Are your hands supposed to be tied behind your back when you escape the X cross at the beginning or is this a bug? I can't find anything to untie it. Also I found the key on the table but this is not for the handcuffs.

 

 

LITERALLY found the answer 5 sec after posting this when tabbing back into the game. Oh well.

For those reading this in the future, it's normal.

 

Posted (edited)

Ok, now 50% through I I've gotta say I'm liking it so far. Somethings that I would change is:
 

Spoiler

never found the 3rd riddle note, might make it more obvious or add a hint to it's location in note 2

 

the 1st riddle note is mostly clear, but I would not have figured out I should be sneaking if I wasn't told and would still be trying invisibility potions.

 

the means to access the magic locks is frustrating, maybe add a "you do not have the required item" message or say what item you need on if you do have that item? For the last part, have it be the same sort of hint system as in part 1. That is, unless you've gotten passed the door before or someone else already told you, in which case it just states the item needed outright.

 

the maze area is really, really fucking dark without any real way to tell where you're going. It wouldn't be that bad if there wasn't a time limit and monsters inside. Maybe add some faintly glowing runes to mark the correct path? Have them activate on proximity maybe or be really dim. I'm also not sure how you're supposed to get to the shrine inside. Might be a consequence of not finding note 3, but I just nocliped to it.

 

Ironically, the area stated to be "cast in shadows/dark" in riddle 1 is surprisingly well lit. The note also says that it's by some already showing ruins, but it is actually quite some distance from Arcanum door (if that was what it was referring to), so much so that I didn't initially think it was there. I only realized it was there when I heard the whispers. Maybe add some ruin rubble pieces slightly poking out of the rockface a bit closer to it? Might make it a bit easier to spot.

 

But I think my biggest critique is that it is really dark. It makes noticing where stuff (especially behind chests and drawers) is rather hard; I had to give myself a torch in order to see most of it.

 

Also to those that are past the 50% point, I gotta ask:

Spoiler

what do I do now? I can't find mech girl in any of the places I've been to already.

...

I just remembered that there was that cave I would get forced out of before, I'm going to go see if it's traversable now.

 

edit: bottom one is a no go, but the top leads to the next shrine. Dunno what to do there, but I found it.

 

Edited by bob9890
add info
Posted

New bug report, it just keeps getting further and further away every time I leave and enter the room. No Idea why, doesn't affect anything gameplay wise, but it sure is weird.

 

image.png.4c19d443067568509a71956ab2534ac1.png

Posted (edited)
11 hours ago, Viri1 said:

Ok... I believe I made it to the end. 

 

Not legitimately, mind you! There are three puzzles that I had to cheat through, because after hours, I simply could not figure them out. But, we'll get to that in a while.

 

First, this post might overall sound negative, so I'll start by praising the mod's sheer scope and technical depth. It is overall an amazing work, and will be a masterpiece once things are ironed out. It is one of the best DD mods I have ever seen. And now with that, the less fun bits:

 

(note: I am playing Skyrim SE/AE, version 1.6.64, DD with no NG nor UD)

 

  Hide contents

First off, I saw no hints about how the initial cage door orb is dispelled. In fact, I think it bugged on my end since I did not need to apply bondage, it just vanished when I got the fork, so when more orbs turned up, I was confused. And while the orb mechanic was cool, and I could fairly easily memorize what asks for what, maybe them issuing hints would help. Exception goes to the big one near the end, where our old friend helps us

 

(disappointedly, he was not able to cover our previous agreement, something for an aftermath quest? And speaking of which, Clavicus Vile was also a no-show)

 

I saw two instances of text not being completed. One was the quest journal, somewhere in the early stages with the alchemy, I don't remember exactly. It had WIP and TODO on them. The other was when we fail the second Boethiah trial, a dialogue line just ends with a repeting letter, I believe it was "I was put in a cage and then I bbbbbbbbbbb"

 

The section of the tuning fork needs some more clear indication of where we attune it after heating. It was honestly trial and error, I looked at the orbs and was like "hmm, shiny, let's try". And also, that room has a ton of stuff that doesn't actually have a purpose, some of which with dead activators. And finally... while it was an amusing sight, what was that little jumping orb supposed to do?

 

As I said in a previous post, that cave with the two locked doors, close to the water and the mushroom tower, has some gaps in all the... environment meshes, is that the term? It's obvious once you step into it. Also, another place that has stuff in it but no clear purpose, including an activatable brazier that did nothing.

 

Also one I already mentioned, the Irkhalla teasing scene loops until you break the dialogue by exiting, just before a new cycle begins.

 

Another one I'm bringing up again, to be thorough, the items that disappear when you pick them up. More specifically, the potion in the lockbox and the lockpicks at the second trial after we pick them up. The Fitted Gag also straight up vanished from inventory at an unknown point, I had to spawn it back in. (edit: forgot to mention, the pillory and wine bottle in the first trial quest also did that to me, restarting the game was the only way to fix)

 

The second and third trials as well as the staff puzzle, I had to skip past them. I simply could not figure them out. I knew we had to jam the embalming tool but it wouldn't work. I figured out it was actually Bal at the third trial, but he always ended up mind-controlling me and failing the quest. I have no idea if I had bugs or missed something, and after a point, I got tired of it. And the staff puzzle? The phrasing of the riddle is very unclear to me. Following the stated order failed (or what I interpreted it as the order), and so did some other permutations. I think the riddle text needs a rework. Though at least, thank God I was collecting staves, I saw the first ones and thought "this will probably be important".

 

And speaking of the staff puzzle, the entrance to that cave is bugged, I had to TCL to enter. And this was after I confirmed via CreationKit that I had indeed unlocked the queststage where the place could be revealed to me. Was there a whole mechanic I missed?

 

I mentioned before that the screen got semi-blurry after the Shrine of Azura scene. As if something did not return to normal properly. The difference becomes apparent when I hit Tab, it causes the screen to go back to normal. My eyes kinda adjusted to it over time, but no amount of restarts or reloads cleared it.

 

As for the ending itself:

  Reveal hidden contents

I managed to do the Mephala ending, though after I decided to spare Irkhalla, I had no further dialogues. She just goes back to her routine. I saw in Creation Kit that there are dialogues relating to making her a Follower and others, but they did not trigger for me. Though maybe I should try completing the whole quest legitimately before ascribing that to a bug, maybe I broke something. Also, how do we get our gear back? XD (was it in the Mephala room? I admitedly only checked a few chests...)

 

I tried to do other endings, but either I was swarmed by Daedra and died, or Irkhalla beat me but while I was getting trussed up, she kept attacking and eventually killed me. I had to manually trigger the scene for the Bad Ending (which was a good touch, btw! Instead of a classic gameover, a nasty bondage scenario, and even has room for additions or variants, though I think it should last more than a few minutes...).

 

And to wrap it up, a suggestion for the final release: please, more lights. I have ELFX and found the darker sections of the quest to be near pitch black. 

 

So, yeah. A very strong mod right out of the gate, but I found it too hard, with very unclear hints, some probable bugs, and a lot of questions I would like to see clarified before I give this another go.

 

 

FYI since you mentioned you consoled through this part:

 

Spoiler

In the third trial you need to kill Irkhalla, take her chains and put them on yourself. That way Molag can't mind control you into killing everyone else

 

 

EDIT: Finally finished. Really fun mod and well put together. A few bugs which have already been reported.

 

I didn't get my equipment back at the end :(. I think it was probably supposed to be in the vault, but the only things there were a few letters I had in my inventory.

Edited by DayTri
Posted (edited)
7 hours ago, HereBeTentacles said:

 

  Hide contents

Gather as many ingredients as you can that are mentioned in the notes and go to the cooking pot like the notes say. You will need unbound hands for this, so if you have the cuffs on you will need to take them off somehow.

 

 

I have tried that but need much more details...

Spoiler

Yes i have unlocked cuffs and got 4 first notes. Which cooking pot, the one i assume is left side of the actual cooking pot in alchemy room right? How do you put items in pot? They stay on top of it and when you start putting ingredients in they can even swipe the others on floor, and it's nasty gathering them from behind the pot again... How many ingredients, which ones? Will the game just "magically" start the reaction and form a potion when all of them are on top of it or do you need to kick the pot somehow with flames?

 

I'll admit i checked a little bit of SSEEdit to clue on that... there's 5??? The hints pages don't mention things like that.

 

If you mean cooking pot on the right side, well it shows all possible recipes grayed out even if you don't have all ingredients. None of them match these ingredients at all. I went through the list several times.

 

Then there's 2 alchemy tables in the room but none of them have any fire and they are functionally identical to each other.

 

As for mods that may influence cooking in my game, i'm not sure if they do but Frostfall and iNeed. But Trappings is the last one in load order.

But noone has told me yet what should be happening so i cannot suspect mod conflicts yet.

Edited by Zaflis
Posted

I'm still stumped very early on

 

Spoiler

I got past the magical barrier, and found the handcuff key just barely in reach of the cell, but I still can't unlock the door without a lockpick, or the proper key.

 

Posted (edited)

Which items I need to wear to open second sealed door in alchemy room?

Found.

 

Spoiler

Need to wear comfortable red straitjacket from dwemer-suit girl's hat

 

Edited by lktforever
Posted
8 hours ago, Hallgrim said:

Having a problem where after A snare to Loosen, when the character is paralysed and geared up the character remains laying on the ground planking, i can still move but the character is on the ground. Reloading doesnt help, Anyone have similar issues or a solution?

You need to load game to before you attempted to remove piercings, they cannot be removed. Character is permanently paralyzed.

Posted (edited)
4 hours ago, DayTri said:

 

 

FYI since you mentioned you consoled through this part:

 

  Hide contents

In the third trial you need to kill Irkhalla, take her chains and put them on yourself. That way Molag can't mind control you into killing everyone else

 

 

EDIT: Finally finished. Really fun mod and well put together. A few bugs which have already been reported.

 

I didn't get my equipment back at the end :(. I think it was probably supposed to be in the vault, but the only things there were a few letters I had in my inventory.

 

Oh my God. Of course! Brilliant. Though, I noticed that 

Spoiler

Irkhalla only appears with chains if I reload during the scene, she apparently keeps her clothing on the "first run". But I suppose the chains are underneath, somehow. Anyways, good to know.

 

As for your EDIT:

 

Spoiler

I saw some of my keys. Thought it was weird. Maybe I didn't check everything, but I swear I did not find my equipment either, other than those. Maybe the gold was ours, and not hers? It makes sense, given that after that part, we get to a combat scene. Yes, I fought Irkhalla naked, with just that sword we get during the trials, lmao

 

Edited by Viri1
Posted
6 hours ago, bob9890 said:

Ok, now 50% through I I've gotta say I'm liking it so far. Somethings that I would change is:
 

  Hide contents

never found the 3rd riddle note, might make it more obvious or add a hint to it's location in note 2

 

the 1st riddle note is mostly clear, but I would not have figured out I should be sneaking if I wasn't told and would still be trying invisibility potions.

 

the means to access the magic locks is frustrating, maybe add a "you do not have the required item" message or say what item you need on if you do have that item? For the last part, have it be the same sort of hint system as in part 1. That is, unless you've gotten passed the door before or someone else already told you, in which case it just states the item needed outright.

 

the maze area is really, really fucking dark without any real way to tell where you're going. It wouldn't be that bad if there wasn't a time limit and monsters inside. Maybe add some faintly glowing runes to mark the correct path? Have them activate on proximity maybe or be really dim. I'm also not sure how you're supposed to get to the shrine inside. Might be a consequence of not finding note 3, but I just nocliped to it.

 

Ironically, the area stated to be "cast in shadows/dark" in riddle 1 is surprisingly well lit. The note also says that it's by some already showing ruins, but it is actually quite some distance from Arcanum door (if that was what it was referring to), so much so that I didn't initially think it was there. I only realized it was there when I heard the whispers. Maybe add some ruin rubble pieces slightly poking out of the rockface a bit closer to it? Might make it a bit easier to spot.

 

But I think my biggest critique is that it is really dark. It makes noticing where stuff (especially behind chests and drawers) is rather hard; I had to give myself a torch in order to see most of it.

 

Also to those that are past the 50% point, I gotta ask:

  Hide contents

what do I do now? I can't find mech girl in any of the places I've been to already.

...

I just remembered that there was that cave I would get forced out of before, I'm going to go see if it's traversable now.

 

edit: bottom one is a no go, but the top leads to the next shrine. Dunno what to do there, but I found it.

 

 

Regarding

Spoiler

The maze, I believe you needed to put on the catsuit to get past the doors, but as I and some others discovered, you can actually sneak through when the lurkers open them (though I am not sure if this didn't only work because I used a high-level-Sneak Dragonborn)

 

The mech girl, I think she will be hanging out in the ground floor of the mushroom tower.

 

That cave you get forced out of, at some point I believe it is meant to be, after you complete the Boethiah Shrine. Though I had to TCL through that barrier, as it did not unlock for me even when the quest log clearly wanted to me to explore further, and what was in the cave made the quest progress.

 

As for the Boethiah Shrine, you need an item. The quest log probably even tells you need an item from the first area of the quest, right? Go check it out.

 

Hint for the last thing I said in case you can't open the door:

Spoiler

I used a specific bondage item, found in the mechgirl's home.

 

Posted
20 hours ago, Zaflis said:

So stuck in first room on the new content, also Jurgin is trying to get through the door all the time and triggering the popups as if it's a warning to me.

  Reveal hidden contents

I have removed ear plugs and ropes, but piercings cannot be removed.

Also i do have Unforgiving Devices and playing on SE.

 

Edit: Solution

  Reveal hidden contents

I thought i had already tried putting the items on table on... do put them on.

 

Well.. and what should happen next? because nothing happening for me :(

Posted
1 hour ago, Jappa123 said:

Well.. and what should happen next? because nothing happening for me :(

 

I believe you then need to 

Spoiler

Interact with the door again. The barrier thing should lower. Then, I believe you can lockpick the door with the fork the dude gives you with the food.

 

At least I think that is the order of events... it actually bugged out for me, I think the dude accidentally lowered the barrier in his attempts to get to me (he even once phased through the door, lmao)

 

Posted

There's a place where I went out of bounds and thought it was an intentional solution to the puzzle lol

 

Spoiler

When trying to find mephala, Azura says "check elsewhere". While exploring the whole cavern, I found a section near Walker's hut where I could clip through the wall and access the sunken cave that way. I thought "ooh it's like symbolism for how well Mephala hides, dragon break distorting reality, etc."

 

How you're actually supposed to access it:

 

Spoiler

Wear ball and chain on ankle or carry a lot of stuff and you can sink through the rising water which shoots you up in that one hidden cave

 

 

Posted
10 minutes ago, DayTri said:

There's a place where I went out of bounds and thought it was an intentional solution to the puzzle lol

 

  Hide contents

When trying to find mephala, Azura says "check elsewhere". While exploring the whole cavern, I found a section near Walker's hut where I could clip through the wall and access the sunken cave that way. I thought "ooh it's like symbolism for how well Mephala hides, dragon break distorting reality, etc."

 

How you're actually supposed to access it:

 

  Hide contents

Wear ball and chain on ankle or carry a lot of stuff and you can sink through the rising water which shoots you up in that one hidden cave

 

 

 

You're shitting me. I thought I couldn't get in because of a bug! Unless I missed it, that one really needs a hint, how did you even think of that? 

Posted
7 hours ago, Zaflis said:

 

I have tried that but need much more details...

  Reveal hidden contents

Yes i have unlocked cuffs and got 4 first notes. Which cooking pot, the one i assume is left side of the actual cooking pot in alchemy room right? How do you put items in pot? They stay on top of it and when you start putting ingredients in they can even swipe the others on floor, and it's nasty gathering them from behind the pot again... How many ingredients, which ones? Will the game just "magically" start the reaction and form a potion when all of them are on top of it or do you need to kick the pot somehow with flames?

 

I'll admit i checked a little bit of SSEEdit to clue on that... there's 5??? The hints pages don't mention things like that.

 

If you mean cooking pot on the right side, well it shows all possible recipes grayed out even if you don't have all ingredients. None of them match these ingredients at all. I went through the list several times.

 

Then there's 2 alchemy tables in the room but none of them have any fire and they are functionally identical to each other.

 

As for mods that may influence cooking in my game, i'm not sure if they do but Frostfall and iNeed. But Trappings is the last one in load order.

But noone has told me yet what should be happening so i cannot suspect mod conflicts yet.

 

 

Spoiler

You interact with the cooking pot in the same manner as you would if you were going to cook food, its important to note, you need to use the Resist Magic potions that are on the shelf above the cooking pot, ones that you make at the alchemy table won't function (at least didn't for me),

 

Posted
48 minutes ago, Bothanzo said:

 

 

  Hide contents

You interact with the cooking pot in the same manner as you would if you were going to cook food, its important to note, you need to use the Resist Magic potions that are on the shelf above the cooking pot, ones that you make at the alchemy table won't function (at least didn't for me),

 

That sounds like mod compatibility issue then, i'll take a look later. At least i do not have CACO (Complete Alchemy and Cooking Overhaul). Or maybe i just give the potion on me with console. It kind of sounds like you may need several of them.

Spoiler

I was only down to 1 bread anyway because of iNeed (which i turned inactive in MCM after because all water and other food was taken from me).

 

Posted
3 hours ago, Viri1 said:

 

You're shitting me. I thought I couldn't get in because of a bug! Unless I missed it, that one really needs a hint, how did you even think of that? 

 

Spoiler

I read the script files until I figured it out :)

 

I think it would be easier to figure out if we had more certainty it wasn't a bug, because to me it felt buggy.

 

@Frayed some specific feedback on this part:

 

Maybe a trigger saying "the upward rush of water forces you up", would be enough. I think giving the player confidence that they are not hitting a bug would let them focus more on how to solve the puzzle, which I do think seems intuitive having already known the solution. I also thought it might have been intended as an exit from the dungeon.

 

It would also help if the narrative was slightly changed with Mephala, having either Boethiah or Azura say they suspect she is working with Irkalla. At this stage in the story I though Irkalla was being tricked by Mephala, which is why I didn't think that cave she brought me to for hiding was a natural location for the secret location.

 

The combination of knowing it's not a bug and a stronger hint at where she could be hiding might be enough, but if it's not, another solution could be for Irkalla to make some kind of threat to the player or another slave at an earlier stage: "I'll tie a ball and chain to your feet and let you sink" something like that.

 

It's too bad we get that scene in the cave before talking to Azura, because it would be natural for Irkhalla to actually put the ball and chain on the player there, since she wants her to stay put, which could inadvertently give the tool we need to go into Mephala's hideout.

 

Posted
7 hours ago, Viri1 said:

 

Regarding

  Reveal hidden contents

The maze, I believe you needed to put on the catsuit to get past the doors, but as I and some others discovered, you can actually sneak through when the lurkers open them (though I am not sure if this didn't only work because I used a high-level-Sneak Dragonborn)

 

The mech girl, I think she will be hanging out in the ground floor of the mushroom tower.

 

That cave you get forced out of, at some point I believe it is meant to be, after you complete the Boethiah Shrine. Though I had to TCL through that barrier, as it did not unlock for me even when the quest log clearly wanted to me to explore further, and what was in the cave made the quest progress.

 

As for the Boethiah Shrine, you need an item. The quest log probably even tells you need an item from the first area of the quest, right? Go check it out.

 

Hint for the last thing I said in case you can't open the door:

  Reveal hidden contents

I used a specific bondage item, found in the mechgirl's home.

 

 

OK, for the first part:

Spoiler

do you mean the crimson catsuit? if so, then yeah I found it just never put it on. Didn't know what to do with it. It's good to know if that is where it was supposed to be used.

 

I did actually find the mech girl in the Arcanum behind the shelving with the pet suit and blindfold. Although she only says "stranger" and makes a lockpicking lawyer reference when I try to talk to her, no new diolouge. Is it supposed to be like that or is it a bug?

 

Ah ok then, im not there yet as I haven't completed the shrine yet. We'll see if it unlocks for me.

 

Yeah I figured I needed a sword, that's what it says in the quest log and says to insert into the pedistole, problem is I aint got no sword. not yet.

 

for 2nd:

Spoiler

You talking about the straightjacket? I picked that up ages ago when I first entered her hut. Anything else I need? I've picked up pretty much every single dd I could get my hands on by this point.

 

Posted (edited)

Stuck on the X-Cross at the start of Gordian Bind. It says "This device cannot be interacted with." Is it supposed to?

 

Edit: Seems to be an issue with my gamepad. Using the interact key on my keyboard works, but not on my controller.

Edited by yaaboobaay
Posted

Alright. Rather than individually reply to 5 pages of posts, I'll just summarize the issues here and you can tell me if I missed any:

Spoiler

Bugs (The Gordian Bind):
- Stop Jurgin from trying to get into the starting cell and breaking the door puzzle.
- Equipping the chains in the starting cell kills FPS => This is a DD / SMP problem, you can use Zarantha's XMLs for now.
- Fix the stray screen blur that doesn't get removed properly, probably somewhere in the Gloomy Ruin section.
- Handle the case where a player somehow obtains a second resist mind control potion themselves before they are supposed to.
- Fix Irkalla doing the same forcegreet twice, both before and after bedroom "fun time".
- The play area for Trial of the Toy is not properly bounded off.
- Putting items on the table in Trial of the Toy doesn't always work.
- Items occasionally disappear when you pick them up (I've never seen this myself either with DD 5.2 or DD NG, so might be a conflict).
- Activators occasionally disappear when you interact with them (okay what the fuck).
- The timer in Trial of the Prisoner doesn't reset properly between reloads (or quest resets?).
- The tool doesn't properly attach during Trial of the Prisoner. It should probably be made more visible, too.
- The character that's supposed to be in the cave behind the mushroom house isn't always there.
- Terrain seam in the cave behind the mushroom house.
- Out-of-bounds near Walker's hut.
- Lighting is too dark (you can help me by saying where it's too dark and where it isn't).
- I left in some work-in-progress quest log text. Oops!
- Custom meshes don't display properly on LE (I probably need to backport them).
- The game can crash on LE around when Irkalla redresses in a scene.
- Irkalla's state of dress is not always correct during Trial of the Conqueror.
- I may have forgotten to make sure the chest that holds the player's gear doesn't clear out on cell reset...
- Some scripts are throwing warnings and errors in the papyrus logs.
- Might need to dhlp_suspend again during The Gordian Bind.
- The shortcut rope wrongly has its physics enabled.

 

Bugs (A Snare to Loosen):
- Fix the bed in the Four Shields Tavern disappearing when starting A Snare To Loosen (probably an upgrade related bug).
- Fix the broken controls state when starting A Snare To Loosen (I thought I fixed this, so may be an upgrade related bug).
- The piercings from A Snare to Loosen aren't properly removed when going straight into The Gordian Bind (probably I should do a check to remove DD devices on quest start anyway).
- Falcon Key / Something Indented might not be working properly in A Snare to Loosen.

 

Design issues (The Gordian Bind):
- The sword room is accessible before it is appropriate, which is confusing. => Make the door to the sword key-only instead of pickable.
- It's not clear that the water cave is a puzzle. => I'll add a little message to get you thinking.
- The stage between getting out of the initial labs and getting into the gloomy ruin can be boring.
- It's not clear where to get hints about how to pass the door barriers.
- Staff puzzle might need a better riddle OR allow partial brute-forcing?
- Tonal fork puzzle could use some more steering hints.
- Maybe don't make the Gloomy Ruin mobs open the doors after all?
- Make it more obvious for the player where they can get their stuff back once they can do so (and possibly fix the bug with it).
- Third gloomy ruin riddle note is hard to find.
- The outside of the Gloomy Ruin doesn't show the hints the first riddle note describes clearly enough.
- Irkalla can use a little more dialogue after the finale.

 

Known incompatibilities:
- Unforgiving Devices interferes with equipping a collar on Jurgin if you don't have Devious Devices for Him.
- True Directional Movement can mess with player AI driven pathing. Doesn't seem to happen for everyone - let me know if you experience issues with this, I may be able to work around it if it's a very common issue.
- Devious Interests' function that disallows you to drop devious devices can allegedly break this mod's devices.

 

@Zaflis :

Spoiler

Once you have all 4 notes, there should be a recipe for a Potion of Resist Mind Control in the cooking pot crafting menu. If you meet those conditions and don't see it, there's probably some conflict going on.


@Hallgrim To help me troubleshoot: did you have the Note of Thanks in your inventory already before upgrading to v2.0.0 (meaning that the quest script had already loaded)? What you describe sounds like a bug that could happen with the old behaviour.
@Burtchin Can you clarify what you mean with "hands tied behind your back when you escape the X-cross"? That doesn't sound intended.
@DayTri Good suggestions. I'll adopt some of those.

 

OOF! Well, I've got my work cut out for me. I did have a blast reading you folks figuring this all out. I'm actually quite impressed by how quickly y'all figured stuff out, and mostly without cheating 😉 

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