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Posted
8 minutes ago, Allen Harris said:

I talked to her after completing the maze, and after the 3 trials. Is there a 3rd time?

  Hide contents

She said something about spiders. I'm not sure what that means.

Ah, then you've gotten her hint already. I'll give you another hint for now, since I plan to make this one a little more obvious in the future anyway:

Spoiler

Wasn't it odd that Irkalla took you to that cave to talk? What's so special about it? Why didn't she just talk to you upstairs where she found you?

 

Posted
13 minutes ago, Frayed said:

@Viri1:

  Reveal hidden contents

The dremora from part 1 is supposed to be locked in a pillory in one of the cages in the cave behind the mushroom. On my own tests I've seen him not get locked in there properly, that may be what happened to you. I'll see if I can make that work more reliably. Also, thanks for the very detailed feedback and for helping people out here, it's very much appreciated! 🙂

@Allen Harris :

  Reveal hidden contents

thank you, that is some mighty praise 🙂 I plan to take it a bit easier on the modding once v2 stabilizes though, making this took A LOT of time and creativity and I'm a bit spent on it at the moment. I might do some smaller stuff, though. By the way, you're still not supposed to be able to leave after cleansing Boethiah's shrine, that's a bug. For leverage:

  Reveal hidden contents

did you go talk to Azura again?

@TheMaze. :

  Hide contents

I think you're somehow getting a "bad ending" scene that I never finished and forgot to make inaccessible. Did you aggro Irkalla at some point? I was trying to make some kind of stealth section where if she spots you she triggers a bad ending, but it wasn't working right yet. I'll make it properly inaccessible next version.

 

@People finding issues with A Snare to Loosen: I'm looking into it. The issue with devices not getting equipped or controls not working is something I think I fixed in v2.0.0, but if you upgraded to v2.0.0 on an existing save that already got the Note of Thanks from the courier before upgrading, that fix is not in the quest script that's baked into your save. You can work around it for now by typing "setstage frayescapequest 30" into the console after you drink the wine. This skips the character getting paralyzed/ragdolled, which I think is what's causing that bug. If devices fail to equip or you can't do anything when the quest starts on a new save, please tell me.

 

For other issues, I'm working through the list I posted earlier. Please have patience, there's a lot 🙂

I did, as when she left the arcaneum, after she escorts you the the shroom, her AI broke. When I hit her it fixed it.

Posted (edited)
32 minutes ago, Frayed said:

Ah, then you've gotten her hint already. I'll give you another hint for now, since I plan to make this one a little more obvious in the future anyway:

  Hide contents

Wasn't it odd that Irkalla took you to that cave to talk? What's so special about it? Why didn't she just talk to you upstairs where she found you?

 

I appreciate your love for the craft, but I've explored that area. Even managed to get underneath the rocks, but the current wouldn't let me swim down any further.

Spoiler

I know the area with Klamhmtrach is beneath it. I've already talked to him. Asked about getting into the pit. "hwo bout this? Do these restraints make me look helpless enough?" and "The only way you're getting in there is if he believes you're harmless"

I can't figure that part out. I tried adding those cuffs from the early part of the second quest, but the barrier rejected me. Even tried adding all the bondage gear from early second quest. Still rejected me.

 

Edit: I finally just clipped my way down to the place the currents were pushing me away from. But the door requires a key, and even a console unlock doesn't work lol.

Edited by Allen Harris
Posted
38 minutes ago, Frayed said:
Spoiler

The dremora from part 1 is supposed to be locked in a pillory in one of the cages in the cave behind the mushroom. On my own tests I've seen him not get locked in there properly, that may be what happened to you. I'll see if I can make that work more reliably. Also, thanks for the very detailed feedback and for helping people out here, it's very much appreciated!

 

 

So I decided to do some tests. But first, my sequence of events on the first, original run:

 

Spoiler

1) Escape the alchemy lab

2) Explore the living quarters, deal with the shrines. I did *not* find the cave at this stage, but on the third trial, I saw him as one of the prisoners we could kill. Note that I used setstage to clear it since I couldn't figure out the solution.

3) After Irkhalla tells us to not follow her after the second shrine is cleansed, I went to the living quarters immediately... And he was there.  On the same spot as during the trial, but on the pillory. I thought at the time that this was intentional. 

4) While trying to find Mephala, I finally found the cave, with no one there.

 

So, with your information, my tests:

Spoiler

-Reloading the game to where I had just escaped the alchemy lab, and going to the cave, he was there. And I realized that I had hit a bug the other day. Perhaps my cheating had broken something.

-I reloaded and repeated the third trial, this time doing it legitimately. Then I went looking for him. He was at the door right outside the Living Quarters. In the pillory. So it wasn't my cheating, he really is bugged and does not return properly to where he should be, and where he ends up on can vary. Go figure.

 

By the way, on the third trial, when we get mind-controlled, if we put on the chains, the game is constantly trying to re-equip the sword, doing the equip sound at an extremely rapid pace. The quest completes but we get stuck, we don't teleport away. I had to reload, drop the sword and equip the chains. You can also do it *before* the mind-control happens, Molag jumps to the "what are you doing, mortal?" dialogue.

 

Posted
7 minutes ago, Allen Harris said:

[snip]

 

Spoiler

I'm going to add a little message in the next version since people seem to miss it entirely atm, but the strong current is in fact a puzzle. And it's not actually connected to Khamtragch's cave, despite being closeby. You'll want to think of a way to get yourself past a strong upward current to progress.

 

Khamtragch can help you figure out the right devices. I don't know how many you've found already, but each of his dialogues there should hint at something you need to have, and he'll be able to tell you when you've got it right. Each required device can be found in at least two locations within the quest area. Even if you've tossed some out, there should be some spares lying around (check the storage area in the starter rooms). If you feel like any of the hints are too vague, let me know - they're supposed to be rather obvious, so I'll have to tweak them if they're not.

 

Posted
19 minutes ago, Allen Harris said:

Edit: I finally just clipped my way down to the place the currents were pushing me away from. But the door requires a key, and even a console unlock doesn't work lol.

 

Spoiler

You need to equip the ball and chain to "sink" through the barrier that sends you upwards. As for the door...

 

Spoiler

Look around. See the little altars? And the symbols above them? Have you noticed there are many staves across the whole place? Hmm... 

 

However, the exact order to unlock the door, I cannot help you. I never figured it out myself. If you found the "Draft of a Letter" on the upper floor of the mushroom tower, it contains the relevant riddle, maybe you'll succeed where I failed.

 

Posted
15 minutes ago, Viri1 said:

 

  Hide contents

You need to equip the ball and chain to "sink" through the barrier that sends you upwards. As for the door...

 

  Hide contents

Look around. See the little altars? And the symbols above them? Have you noticed there are many staves across the whole place? Hmm... 

 

However, the exact order to unlock the door, I cannot help you. I never figured it out myself. If you found the "Draft of a Letter" on the upper floor of the mushroom tower, it contains the relevant riddle, maybe you'll succeed where I failed.

 

I know what's in it. I clipped through in frustration lol. But ...

Spoiler

It doesn't provide anything useful except a special key. No idea what it goes to, but it is not the door to the shrine thingy in Irvala's quarters.

 

Posted
27 minutes ago, Frayed said:

 

  Hide contents

I'm going to add a little message in the next version since people seem to miss it entirely atm, but the strong current is in fact a puzzle. And it's not actually connected to Khamtragch's cave, despite being closeby. You'll want to think of a way to get yourself past a strong upward current to progress.

 

Khamtragch can help you figure out the right devices. I don't know how many you've found already, but each of his dialogues there should hint at something you need to have, and he'll be able to tell you when you've got it right. Each required device can be found in at least two locations within the quest area. Even if you've tossed some out, there should be some spares lying around (check the storage area in the starter rooms). If you feel like any of the hints are too vague, let me know - they're supposed to be rather obvious, so I'll have to tweak them if they're not.

 

OOOOOkay, now I get it. Thanks

Spoiler

I didn't think about coming back to him with various stuff to incrementally

You really are a true master of the art lol

Posted

Hello, I have two questions. 

 

First, before the update, everything worked for me. I could play the quest normally. However, now with the new update, every contraptions (poles, crosses, pillory, etc) dont work anymore (even those not related to the mod). Once i interact with them, they disapear and my caracter just stands there (I still have the options to escape when pressing e and im still able to do the quest, but yeah).  It could just be a problem with devious devices, since I had to update it, but if someone else experienced that bugf and may know why, or if its a problem with this mod, I would like to know!

 

Second, there is an option in part 1 to make a deal with the dremora and postpone the deal to after escaping. Is this something that will happe with the second part of the mod or is it separated?

 

Thanks for the help and the mod

Posted
35 minutes ago, Allen Harris said:

I know what's in it. I clipped through in frustration lol. But ...

  Hide contents

It doesn't provide anything useful except a special key. No idea what it goes to, but it is not the door to the shrine thingy in Irvala's quarters.

 

 

No. Go back to that room and look again. Did you 

Spoiler

Speak to Azura and she told you something about spiders? What is in the room, other than just loot?

 

Posted (edited)
On 3/2/2024 at 6:20 PM, Allen Harris said:

OOOOOkay, now I get it. Thanks

  Reveal hidden contents

I didn't think about coming back to him with various stuff to incrementally

You really are a true master of the art lol

ZOMG...even now, with all the items that 

Spoiler

Khamtragch agreed would get me into the basement of the mushroom, the barrier still rejects me.

I clipped through unlocked all the items, and entered final combat, and it still failed, even having killed what's-his-face and Irkana.

What am I missing?!

 

I was never able to enter the room in Iranka's floor with the shrine. Nothing seemed to open it.

 

  

On 3/2/2024 at 6:47 PM, Viri1 said:

 

No. Go back to that room and look again. Did you 

  Reveal hidden contents

Speak to Azura and she told you something about spiders? What is in the room, other than just loot?

 

You mean the key? I got it. Didn't work. On anything. The barrier in the basement still rejects me.

 

Edit: AHHHH....The thing needs to be ...cleared. From the corner of the place. To get in the little room. Maybe that'll be the solution!

 

Edit: Ohhhh....for the love of motherfucking GOD! I'm in the basement, and I'm getting blocked by Bohemian Rhapsody or whatever. She say

Spoiler

Mortal, it is time - speak the words of defiance.

I execute the liberation shout, fully, but nothing happens. She just keeps blocking my path and saying the same thing.

ARGGGHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!

 

 

Such a big buildup, to be stolen at the very end. Alright, that's it - I'm out of this one for a while. Love you, Frayed - but this has been just too much effort and frustration.

I hope you address this issues at some point, but I'm tired of dealing with it.

Good luck with the mod!

Edited by Allen Harris
Posted (edited)

Encountered a possible bug,

 

Spoiler

I'm in the trial of the prisoner, and am unable to get beyond the yoke stage. I'm convinced that the lockpicks/splinters and the cracked in the wall is the key, but I'm having no luck.

 

Any advice?

Edited by Twiggy01
Spoilers
Posted (edited)

Hello :)

I've just hit the 50% mark. Pfhew!
(Irkalla is adorable. She seems a nicely, dramatic character... I'll see hehe)

Anyway, thoughts!
 

Spoiler

I've had trouble finding how to cut the first rope restraints and had to look the thread what to do. (Break the bottle)

I must say i mostly stumbled in Azura's shrine with all the voices coming from it. I wasn't sure what to do at this time and it was mostly luck than finding it.

Non-scripting related. I've noticed some hovering props, would you like some screenshots to pin point them for correction?

I've entered the mushroom using the upper door. Despite my game saying that the door was barred from the other side. A bug?

---

I've had that bug, Irkalla double forcegreet, too. Unfortunately it did not stop there and i had to bypass that stage. (typed setstage fray2eq 262, then 263.) See the screenshots.

During that same event, i also noticed that my ebonite ballgag (you can't ever be too cautious with tentacles) wasn't proprely took of.

bug1.png.dd3d4e774e1457ea49b5924af6ee6a52.pngbug2.png.b768d6ec2185d6346af3eec90301f580.png



Despite that and a little headache, so far i like your writing. Good characters with backstories, nice riddles and im only at the half of the story :)

Edited by Lumillex
Posted (edited)

I have now completed the mod. I managed to get past the part where it crashed when Irkhalla puts her clothes back on, by killing her with console commands then resurrect her after I setstage to 360 or 361 I believe. After that the quest progressed as normal outside of a few minor bugs. I did come across one more error replacing a model which is the arcane plugs that are equipped during Boethiah's first trial, and I had no idea how to reach the tools laying on the rune under the crystal in Trial 2, so I had to tcl for that part, but nothing preventing me from completing the quests other than me just not figuring out certain puzzles for a long time. It did crash again though when I entered the last room right before confronting Irkhalla but unlike the last crash, it was fine when I reloaded and I think Boeithiah's shout power doesn't work because its apparently supposed to remove devices but nothing happened. This again is all on LE so I don't know how much of this applies to SE. All this being said, I really enjoyed the mod despite the many bugs and hurtles I had to jump through. There definitely could be better hints and instructions on what to do though and I would really like to see more content involving the dremora and Clavicus Vile, seeing as how neither followed up on their deals in the first quest. I felt part one (a snare to loosen) is good the way it is though. I look forward to future updates and the full release.

Edited by Scorpion38
Posted

 

Spoiler

I've heard for trial 2 you must get the embalming tool into the crack of a wall. I've only managed to get it in once in the hour i've tried. Unless i've missed something, it seems the hitbox for the cracked wall is far too small. Anyone got an idea as to how i can pass this?

 

Posted

Liking the content so far. Been a while since we had a proper quest driven DD mod.

 

50% feedback (AE build on DD-NG 0.3.4):

Spoiler

Lab start:

-Could not interact with the cooking pot in the alchemy cell to brew the potion. In hindsight this was the blocker because of the cuffs. Not sure if those can be removed at that stage? Probably NG related as that afaik is a new feature in 0.3.

-Only found note 1 and 4. They are hidden a bit too well if they "fell after the earthquake" :P 

 

Tentacle hall:

-Got in multiple teleport loops with the "something grabs your leg". Probably needs a cooldown. Estrus soft dependency idea ;) 

-Both mobs still respond/detect scripted if you have the invisibility potion found in the lab active. An exclusion if you are invisible would be a nice touch. Not triggering the mob teleport if you are properly outfitted (suit, belt, gag) would also make it a lot less annoying. Something like: "The creature probes you but after failing to find any accessible orifice to satisfy it's needs, it loses intrest in to you and continues on it's way"

-After the cleansing I could only get to one of the word walls, had to noclip back to the exit. Could be I missed another exit due to it being too dark afterwards

 

Bedroom:

-The scene where she applies the piercing was played twice in a row. Probably some value not getting updated early enough so the forcegreet fired again.

 

Overal:

I could not really find a way to determine what items to wear to open the doors without xEdit. It's a bit too vague without pointers for my taste. Some sort of cryptic hints on what (type) devices are required in the messagebox if you get pushed away would help a lot.

 

The rock puzzle to enter the tentacle hall was not really obvious. I did not hear any sound so I only found it by following the local map icon. Adding a activator with text to show something is there and maybe some light/effect would help a lot.

 

Posted
11 hours ago, TheMaze. said:

I did, as when she left the arcaneum, after she escorts you the the shroom, her AI broke. When I hit her it fixed it.

Like in real life some people deserve good punch to do something xD

Posted (edited)

Great mod. I have reached the 50%-mark, so here is my feedback:

 

Spoiler

Overall, really, really good; so far I have a lot of fun riddling and playing though the quest. Thank you so much for the great experience, Frayed!

Also, the visual production value (environments, levels, effects) is much higher than some BDSM mod has any right to be.

I feel the Gondian Bind is much harder than A Snare To Loosen. While A Snare To Loosen was doable for me without any hints (except that I had missed the mask), I was frequently stuck completely in a Gondian Bind:

  • Without a hint here on LL, I think I would not have figured out how to obtain the lockpick in the very first room with the X-Cross.
  • It took me a *really* long time to find the key for the cuffs. I also was not 100% sure if it was the cuffs that were preventing me from brewing the potion, so like so other people on here, I tried physically placing ingredients into the cauldron ( I knew that the cuffs prevented the use of the cooking station per DD mechanics, but RP-wise it seemed that you should be either able to cook with hands cuffed in front, or ask Jurgin for help with brewing, so I was unsure if my objective was even removing the cuffs).
  • Without help from LL, I would not have ever managed to enter the whispering wall. From the quest, it was not obvious to me that finding the wall was my objective currently (and not maybe later), often playing with low/no sound had me miss the wall completely initially (whispering has no subtitles lol), and even with the exact step-by-step description on what to do here on LL, it took me probably 15-20 minutes to actually manage to enter. Even though I had read the riddle notes, I would not have figured that out without help from LL.
  • If I hadn't read that the water cave was supposed to be a riddle, I would have just thought it was Skyrim being weird. Once I knew it was a riddle, it was fairly easy to solve, and the solution was clever.
  • It was not obvious to me that I was supposed to wear the suit in the tentacle labyrinth. I managed to get through one door without the suit (probably a creature opening it?), and that completely threw me off path in my thinking on how to bypass the doors. I don't know If I would have figured it out or not otherwise.

 

Bugs I encountered:

  • After releasing me, the X-cross in the first room would frequently put me between the cross and the wall (stuck without tcl)
  • After bumping into Jurgin, the message refers to Jurgin as "she", even though he is otherwise consistently referred to as male.
  • Jurgin sometimes enters the first room through the locked door, making use of Skyrim's superior pathing mechanics to teleport right through it
  • In the path/valley where the collar prevents continuing forward, if a DD animation event freezes your character while the collar takes control, the collar can not move you back.
  • The automatic light spell of the bookcases seems to cause a CTD for me about 10% of the time the moment it is casted (SE 1.5.97)
  • Swimming in the submerged cave (near the entrance area) sometimes CTDs
  • It was already noted, but the cuffs mesh seems to be a mortal enemy of FPS.
  • In the tentacle labyrinth, two being-pulled-under events would often happen at the same time (about as often as not)

 

Things where I think some quality of life could be nice:

  • The alchemy lab search was absolutely brutal, being both slowed (leg cuffs) and frequently frozen in place due to DD belt animation events (I got myself locked into the belt because I picked it up before knowing about the gargoyles). If you manage to find the key to the cuffs in reasonable time, I think its bearable, but for me, spending ages searching, it was a torment lol.
  • I agree that the doors that require you to wear DDs could do with some hints as for what they require. There are some DDs I can try out easily, as I have the key, but for others a failed try might mean struggling out again. Alternatively, the doors could maybe display a different message depending on whether you have the correct item but are not wearing it, or if you are still missing the item. There is one door where the item required to unlock is behind the door, and I spent too long trying different combinations of devices.

 

Also, now that I have reached the 50%, I am stuck and could use a hint ^^:

 

Spoiler

I think I am supposed to get the item from the acarneum, but I cannot figure out how. The room is blocked by horizontal bars/grates, and I cannot find anything to remove those. The note regarding the security measure says "safer from a distance", but I am not sure if that is supposed to be a hint. I can attune the tonal fork, and I assume that will disable the barrier, but so far that didn't work, presumably because the bars are in the way.

Alternatively, I could try to continue in the submerged cave, but I have to figured out how to unlock the door yet.

 

Any hints? :)

 

Edited by Yanme
Posted (edited)

findings so far:

 

Spoiler

Barely started, spoke to Robot woman and entered living quarters.

 

review:

-Droping bottle from inventory to get shard? Holy cow, so ... not-skyrim, wouldn't figured that one out like for..probably never. needed hint but thats on me.

-Totally missed key to shackles, spent hour snailing around caves cursing this mod, tempted to give up from sheer anoyance being slowed, needed hint. Still kinda on me, but not the best design either.

-I can cast and shout freely, while being reminded constantly that it is not allowed. Probably bug, but not sure.

-Despite having hands free, I am being kicked out of every interactive animation that being alchemy table and cooking. Craft menu show up and exit second later, i can do 1 food if lucky. No warnings of any kind, most likely bug.

-Mushroom lift refuse to pick me up, animation is interupted mere seconds after i click on it, possibly linked with crafting table issue mentioned above.

-Ok this is weird I cannot sit in chairs either, character just stands right up

 

Whole thing bugged out, reloaded whole part 2 from the start, now i can cook lift ect, plus gargoyles now works and collar too.

Edited by jet41
Posted
3 hours ago, naaitsab said:

Liking the content so far. Been a while since we had a proper quest driven DD mod.

 

50% feedback (AE build on DD-NG 0.3.4):

  Reveal hidden contents

Lab start:

-Could not interact with the cooking pot in the alchemy cell to brew the potion. In hindsight this was the blocker because of the cuffs. Not sure if those can be removed at that stage? Probably NG related as that afaik is a new feature in 0.3.

-Only found note 1 and 4. They are hidden a bit too well if they "fell after the earthquake" :P 

 

Tentacle hall:

-Got in multiple teleport loops with the "something grabs your leg". Probably needs a cooldown. Estrus soft dependency idea ;) 

-Both mobs still respond/detect scripted if you have the invisibility potion found in the lab active. An exclusion if you are invisible would be a nice touch. Not triggering the mob teleport if you are properly outfitted (suit, belt, gag) would also make it a lot less annoying. Something like: "The creature probes you but after failing to find any accessible orifice to satisfy it's needs, it loses intrest in to you and continues on it's way"

-After the cleansing I could only get to one of the word walls, had to noclip back to the exit. Could be I missed another exit due to it being too dark afterwards

 

Bedroom:

-The scene where she applies the piercing was played twice in a row. Probably some value not getting updated early enough so the forcegreet fired again.

 

Overal:

I could not really find a way to determine what items to wear to open the doors without xEdit. It's a bit too vague without pointers for my taste. Some sort of cryptic hints on what (type) devices are required in the messagebox if you get pushed away would help a lot.

 

The rock puzzle to enter the tentacle hall was not really obvious. I did not hear any sound so I only found it by following the local map icon. Adding a activator with text to show something is there and maybe some light/effect would help a lot.

 

 

About alchemy at the beginning

Spoiler

It was only after Frayed's tip that i figured that one out. When you collect all 4 hidden notes, you will automatically learn a new cooking recipe and i don't think game notified you of that? Either i didn't check cooking pot after having all 4 or i just really missed the topmost recipe on the list, but it was really there... no mod conflicts *facepalm*

So iNeed and Frostfall so far safe, but turn off food requirements during the mod or it will snack away all your breads.

Posted
3 hours ago, Yanme said:

 

 

  Hide contents

 

 

Any hints? :)

 

 

Spoiler

For the tonal fork: observe the barrier. What is apparently keeping it up and that you can reach with the fork through the bars?

 

For the door: look around. Spot anything? Any structures and symbols? Any item that is weirdly common across the mod that might help, given what the collar prohibits you from doing?

 

Also, I think you found the door well before it is supposedly relevant for the quest. But I think by now, you can find the relevant riddle note, given the scene you just left at the 50% mark.

 

Posted
12 hours ago, Twiggy01 said:

Encountered a possible bug,

 

  Hide contents

I'm in the trial of the prisoner, and am unable to get beyond the yoke stage. I'm convinced that the lockpicks/splinters and the cracked in the wall is the key, but I'm having no luck.

 

Any advice?

 

Hint:

Spoiler

You should have a shout you got in the maze that will be some use.

 

If you still can't figure it out:

Spoiler

You should have the Unrelenting Force (Pull). There's an embalming tool just on the other side of the fire brazier thing that you used to burn off the mittens. The embalming tool can be placed in the wall crack then used like a lockpick.

 

Posted
26 minutes ago, Viri1 said:

 

  Reveal hidden contents

For the tonal fork: observe the barrier. What is apparently keeping it up and that you can reach with the fork through the bars?

 

For the door: look around. Spot anything? Any structures and symbols? Any item that is weirdly common across the mod that might help, given what the collar prohibits you from doing?

 

Also, I think you found the door well before it is supposedly relevant for the quest. But I think by now, you can find the relevant riddle note, given the scene you just left at the 50% mark.

 

 

Thank you for the quick reply, but I think I'm still not getting it:

 

Spoiler

I am pretty sure you mean the soul gems left and right, and I have tried that a lot.

The attuned+cooled fork just makes a sizzling sound on contact, the heated fork makes the left soul gem rotate/dance erratically (but only the left one, and to no apparent effect). The attuned but not cooled fork appears to do nothing. Maybe I am attuning wrong? Or did I do some dumb mistake?

 


Also, I forgot the most important bug: I seem to have an onscreen effect stuck after
 

Spoiler

The shrine of Azura

and now my screen is slightly blurred. Does anyone know how to remove that, e.g. rimodcf?

Posted
On 3/1/2024 at 2:16 PM, yaaboobaay said:

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.

Yeh I tried the mod in VR and it wouldn't let me interact there either. But VR's devious furniture is bugged anyway (You float really high above the furniture placement) so I didn't bother to continue the mod in it. Which is unfortunate - I played it in AE and got all the way to just before the final battle (where it bugged and I couldn't continue) and this mod would be amazing in VR.

Posted
On 2/29/2024 at 11:43 PM, DayTri said:

 

 

FYI since you mentioned you consoled through this part:

 

  Reveal hidden 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.

Hey, I've got a question, if you can help. I'm in the basement, and got all the devices off except the collar. The goddess reappears and

Spoiler

tells me to speak the words of defiance. I unlocked all 3 parts of the with consoled dragon souls and shouted, but nothing happened. Do you know if I'm supposed to do something else? She just stands there, blocking my path and repeating herself.

 

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