Encogt Posted March 5, 2024 Posted March 5, 2024 Spoiler Been reading some people comemnts. Am i supposed to solve a alchemy puzzle after coming out of the 1st locked door in the gordian bind. Cus i was able to walk up the stairs with no problem
Allen Harris Posted March 5, 2024 Posted March 5, 2024 2 minutes ago, Encogt said: Hide contents Been reading some people comemnts. Am i supposed to solve a alchemy puzzle after coming out of the 1st locked door in the gordian bind. Cus i was able to walk up the stairs with no problem Lol u shouldn't be able to walk out there until after the alchemy puzzle. Seems like a bug to me
Addramyr Posted March 5, 2024 Posted March 5, 2024 Spoiler think i glitched my way out the bedroom... its still on my quest, but when was 'forced' back the door was open and when let go was outside... what was i supposed to do?
InfernalCantation Posted March 5, 2024 Posted March 5, 2024 On 3/2/2024 at 12:19 PM, TheMaze. said: Nvm, I might have found an solution Reveal hidden contents i think i figured out the purpose of the jumping orb, I think it goes to the objects you need to attune the fok with I'm also stuck here, any more hints on what to do would be a lot of help!
Kuatt Posted March 5, 2024 Posted March 5, 2024 1 hour ago, Encogt said: Hide contents Been reading some people comemnts. Am i supposed to solve a alchemy puzzle after coming out of the 1st locked door in the gordian bind. Cus i was able to walk up the stairs with no problem 1 hour ago, Allen Harris said: Lol u shouldn't be able to walk out there until after the alchemy puzzle. Seems like a bug to me Yep, happened to me first time I tried the mod, and someone else in the thread. I just reloaded from a save just before being captured the second time and everything worked.
norbertnashorn Posted March 5, 2024 Posted March 5, 2024 check for possible compatibility issue Spoiler Entered whispering cave, activated 4 "soul gem pedestals" with staffs. one with destruction symbol above won't work with the only destruction staff I found so far, fireball, on second level shroom tower. one with daedric O rune and skull above does not work with reanimation staff, only OTHER conjuration staff I found so far. so should it work like that or dit I miss something? on a side note, are you at any point supposed to pick a mastercraft lock purely through vanilla methods? since that is borderline impossible without some enchantments and a LOT of picks in my setup.
Allen Harris Posted March 6, 2024 Posted March 6, 2024 Bug Report: In VR, I figured out how to interact with furniture even though hovering way above them. I have to pull up the keyboard and press "E". HOWEVER, when you try to place a bucket on the gargoyles' heads in the second act, there's a CTD. Retried it several times from different angles, both before and after they tried to bind me - same thing every time.
Addramyr Posted March 6, 2024 Posted March 6, 2024 You know a mod is challenging when you have to resort to the creation kit for help, lol. I been in this quest for 7+ hours (over 3 days) an keep somehow getting stuck
sorrowsmith Posted March 6, 2024 Posted March 6, 2024 (edited) I have gotten through the fork attunement and figured out where & how to use it. Spoiler However- not sure if the bars are supposed to still be in place or not. Sword is now on the floor, but out of reach.... any hints ? Edited March 6, 2024 by sorrowsmith
Addramyr Posted March 6, 2024 Posted March 6, 2024 5 minutes ago, sorrowsmith said: I have gotten through the fork attunement and figured out where & how to use it. Hide contents However- not sure if the bars are supposed to still be in place or not. Sword is now on the floor, but out of reach.... any hints ? Spoiler check your shouts
petterparker Posted March 6, 2024 Posted March 6, 2024 I think I found a bug... At the end of "A Snare to Loosen", there is a fight where the objective of my mission is to defeat (kill) her. However, when I holster my weapons the combat stops. Opening up the possibility of dialogue again... where I can ask him "What do you want?" and take a different path, like accepting a new challenge... then "The Gordian Bind" begins. The error is that the mission "A trap to release" was never completed, in fact I still have the objective "Defeat your captor", while "The Gordian Bind" has already started. I must mention that I tried everything to get out of the cell, after freeing myself from the "X-cross", without achieving anything... I was only able to remove the hood with earplugs and tried to talk to the guard. He just repeats that he can't help me because of the necklace. Between detours I discovered an invicibility potion that was impossible for me to reach, but I assumed that this potion was there on purpose to drink. So I used the console command "tcl" just to reach it... I should mention that this was to no avail, due to the gag, as it prevents me from eating or drinking. Not to mention, it's impossible to remove it unless you have the right tool to cut it. My question is...am I stuck in that scene, due to the "A loosening trap is still active" error?...or the solution is to drink the potion and in my mod load, something is preventing me from doing so... or just maybe there is something I'm not seeing? If anyone can help me I would greatly appreciate it...since I would hate to walk around without knowing that I don't have a solution for some mod or bug... By the way! I take this opportunity to clarify another doubt I have... If I decide to simply kill my captor at the end of "A Snare to Loosen", I will be able to continue with "The Gordian Bind" with some other forced start alternative. . or something like that...or would it just be the end of the mod? I'm really tempted to kill her but I wouldn't want to lose the possibility of continuing with such an excellent mod just because of my temperament xD
keppermiem_g Posted March 6, 2024 Posted March 6, 2024 Thank you for mod. 50% 1. In GloomyRuin need to correct navmesh. Near the entrance DLC2SV01UnreadablePlaque prevents PC from passing to creature.(PC under green control). 2. Recomendation for users: Disable function of all mods, that add restrains to containers or equip restrains to PC. - Deviously Enchanted Chests (equip restrains to PC) - Deviously Cursed Loot (equip restrains to PC) - Devious Mimic Clothing (you can equip civilian clothes) - Devious Interests (add restrains to containers) 3. Escape from bedroom(uncorrect) - open door - wait few second - run to freedom - door closed by time - PC stoped by door - PC take time to open door - time of control is end - It is FREEDOM
Zaflis Posted March 6, 2024 Posted March 6, 2024 3 hours ago, grimzombie said: Some issues. *spoiler* That's not how to make spoilers, people can still see what you wrote. There is a small eye button in these commenting tools. You can still edit your post. Is the collar taking control of you at all, or are gargoyle statues doing anything?
Balades Posted March 6, 2024 Posted March 6, 2024 Spoiler I have managed to escape the bedroom and reach and solve the tonal fork puzzle, including grabbing the blade from behind the bars with shout... but i have no idea what to do now. I don't see any hints anywhere, nor have any idea where to go
Allen Harris Posted March 6, 2024 Posted March 6, 2024 8 hours ago, petterparker said: I think I found a bug... At the end of "A Snare to Loosen", there is a fight where the objective of my mission is to defeat (kill) her. However, when I holster my weapons the combat stops. Opening up the possibility of dialogue again... where I can ask him "What do you want?" and take a different path, like accepting a new challenge... then "The Gordian Bind" begins. The error is that the mission "A trap to release" was never completed, in fact I still have the objective "Defeat your captor", while "The Gordian Bind" has already started. I must mention that I tried everything to get out of the cell, after freeing myself from the "X-cross", without achieving anything... I was only able to remove the hood with earplugs and tried to talk to the guard. He just repeats that he can't help me because of the necklace. Between detours I discovered an invicibility potion that was impossible for me to reach, but I assumed that this potion was there on purpose to drink. So I used the console command "tcl" just to reach it... I should mention that this was to no avail, due to the gag, as it prevents me from eating or drinking. Not to mention, it's impossible to remove it unless you have the right tool to cut it. My question is...am I stuck in that scene, due to the "A loosening trap is still active" error?...or the solution is to drink the potion and in my mod load, something is preventing me from doing so... or just maybe there is something I'm not seeing? If anyone can help me I would greatly appreciate it...since I would hate to walk around without knowing that I don't have a solution for some mod or bug... By the way! I take this opportunity to clarify another doubt I have... If I decide to simply kill my captor at the end of "A Snare to Loosen", I will be able to continue with "The Gordian Bind" with some other forced start alternative. . or something like that...or would it just be the end of the mod? I'm really tempted to kill her but I wouldn't want to lose the possibility of continuing with such an excellent mod just because of my temperament xD That's a bug. A Snare to Loosen doesn't complete unless you choose to think about Irkalla's offer. But it doesn't cause aby problems in Gordian Bind that I've seen 1
Allen Harris Posted March 6, 2024 Posted March 6, 2024 (edited) Sexlab aroused is a requirement right? But...I wonder how it's used... I know that the Spoiler Arcane phallus adds to arousal a tiny bit, but I'm wondering if arousal plays a role in any mechanics in the mod Edited March 6, 2024 by Allen Harris
masterofgamespl Posted March 6, 2024 Posted March 6, 2024 On 3/4/2024 at 12:51 PM, lktforever said: Yes I had this issue too. Just wait until everyone left the room before pressing E on a bed. You dont need to sleep just click on a bed, script should turn your pc in ragdoll state and Irkalla should appear. If it doesnt happen maybe you have some coflicts with sleep-change mod or mod which changes beds Magic menu or inventory should not open. It is 100% conflict with some other mod I have the same issue, and have no idea what mod could cause this. Any idea to progress it, or there's no way?
Allen Harris Posted March 6, 2024 Posted March 6, 2024 (edited) 2 hours ago, grimzombie said: Not to my knowledge, the gargoyles and collar do nothing, kind of. When I do something "not allowed" like casting a spell, it just says "you did something you aren't allowed to" however if I try to remove the collar my character falls over breifly. I've made saves before and during each major passing of the quest so I can reload from multiple points if thats a possible fix. Spoiler When you walk in sight of an uncovered gargoyle in the second act, it should be forcing you to equip DD items in you inventory. If you cast magic, it should be forcing you to get back in the XCross Edited March 6, 2024 by Allen Harris
Frayed Posted March 6, 2024 Author Posted March 6, 2024 (edited) Changelog for v2.0.1, still BETA: Almost exclusively bugfixes to get the new quest "The Gordian Bind" stable. Design changes and stuff that's harder to fix will follow in later patches. Spoiler Design changes (The Gordian Bind): Made it clearer that a watery cave contains a puzzle to solve. Made a locked door in the arcane labs required its key instead of being lockpickable with master difficulty, to reduce confusion and sequence breaking. Made the outside of the Gloomy Ruin a little more ruin-y to indicate its location. Made a blue door give a message to hint that it's a puzzle and not just locked. Bugfixes (The Gordian Bind): Fixed the character that's supposed to be in the cave behind the mushroom house not always being there (hopefully). Made game loads send dhlp-Suspend as long as the player is in the main section of The Gordian bind, in case other mods don't persist their suspended state past game load. Fixed a Trial of the Conqueror scene not terminating properly when failing or completing the trial, possibly breaking other parts of the main quest. Changed water activators to not enable/disable and not move while unloaded to work around a Skyrim engine bug that could cause a crash to desktop. Fixed Khamtragch appearing in strange places after Trial of the Conqueror (probably). Fixed actors in Trial of the Conqueror not resetting properly. Tweaked Gloomy Ruin entry puzzle a bit to make it work more smoothly. Made the chest that holds the player's gear a safe container, so it doesn't clear out on cell reset... Rookie mistake, sorry. Make barriers not give messages if actors other than player try to pass. Stopped Jurgin from trying to get into the starting cell and breaking the door puzzle (maybe. Let me know if it still happens). Fixed a stray screen blur that doesn't get removed properly in the Gloomy Ruin section. Fixed Irkalla doing the same forcegreet twice both before and after bedroom "fun time". Fixed vibrate effect during bedroom "fun time". Put up an invisible wall to indicate the designated play area for Trial of the Toy. Fixed several issues with putting items on the table in Trial of the Toy. Changed timer in Trial of the Prisoner to run off of "time played" instead of real time, which should make it behaves consistently between game reloads. Removed a second copy of the tool in Trial of the Prisoner that had no scripts attached and thus did nothing. Made the tool in Trial of the Prisoner glow slightly with a shader to make it more visible. Made the crystal, grate, indent, pole and cuffs reset properly when failing the Trial of the Prisoner. Made the timer in Trial of the Prisoner slightly stricter now that it properly resets, assuming that because nobody complained about it it was slightly too easy. Fixed an issue where the player was able to both complete and fail the Trial of the Prisoner at the same time. Fixed a terrain seam in the cave behind the mushroom house. Made a few dark areas slightly brighter. Removed some placeholder text in various places. Backported custom meshes to LE-compatible format (I don't have LE installed, so let me know if you still see any red triangles with exclamation marks) Removed physics from a shortcut rope. Made a cute jumpy orb stay put, since it was unintentionally misleading people into thinking it was a hint. Made a brazier in a cave not interactable since it was never supposed to be in the first place. Made unfinished placeholder for a bad ending inaccessible for now. Fixed Irkalla's hair texture paths also in the facegen this time... Replaced magelight-casting pedestal with a static light for now, since they could apparently cause CTDs. Changed a placed fireball staff into a firebolt staff, since only one is valid for the puzzle. Removed a fear staff, since it's not valid for the puzzle. Fixed some, but not all scripts are were throwing warnings and errors in the papyrus logs. Bugfixes (A Snare to Loosen): Fixed bed in Four Shields Tavern giving a bounty when activated. Fixed the broken controls state and devices not equipping when starting A Snare To Loosen (hopefully for real this time). Fixed A Snare to Loosen not getting marked completed when going straight into The Gordian Bind. Fixed piercings from A Snare to Loosen not getting properly removed when going straight into The Gordian Bind. Edited March 6, 2024 by Frayed 12
Allen Harris Posted March 6, 2024 Posted March 6, 2024 32 minutes ago, Frayed said: Changelog for v2.0.1, still BETA: Almost exclusively bugfixes to get the new quest "The Gordian Bind" stable. Design changes and stuff that's harder to fix will follow in later patches. Hide contents Design changes (The Gordian Bind): Made it clearer that a watery cave contains a puzzle to solve. Made a locked door in the arcane labs required its key instead of being lockpickable with master difficulty, to reduce confusion and sequence breaking. Made the outside of the Gloomy Ruin a little more ruin-y to indicate its location. Made a blue door give a message to hint that it's a puzzle and not just locked. Bugfixes (The Gordian Bind): Fixed the character that's supposed to be in the cave behind the mushroom house not always being there (hopefully). Made game loads send dhlp-Suspend as long as the player is in the main section of The Gordian bind, in case other mods don't persist their suspended state past game load. Fixed a Trial of the Conqueror scene not terminating properly when failing or completing the trial, possibly breaking other parts of the main quest. Changed water activators to not enable/disable and not move while unloaded to work around a Skyrim engine bug that could cause a crash to desktop. Fixed Khamtragch appearing in strange places after Trial of the Conqueror (probably). Fixed actors in Trial of the Conqueror not resetting properly. Tweaked Gloomy Ruin entry puzzle a bit to make it work more smoothly. Made the chest that holds the player's gear a safe container, so it doesn't clear out on cell reset... Rookie mistake, sorry. Make barriers not give messages if actors other than player try to pass. Stopped Jurgin from trying to get into the starting cell and breaking the door puzzle (maybe. Let me know if it still happens). Fixed a stray screen blur that doesn't get removed properly in the Gloomy Ruin section. Fixed Irkalla doing the same forcegreet twice both before and after bedroom "fun time". Fixed vibrate effect during bedroom "fun time". Put up an invisible wall to indicate the designated play area for Trial of the Toy. Fixed several issues with putting items on the table in Trial of the Toy. Changed timer in Trial of the Prisoner to run off of "time played" instead of real time, which should make it behaves consistently between game reloads. Removed a second copy of the tool in Trial of the Prisoner that had no scripts attached and thus did nothing. Made the tool in Trial of the Prisoner glow slightly with a shader to make it more visible. Made the crystal, grate, indent, pole and cuffs reset properly when failing the Trial of the Prisoner. Made the timer in Trial of the Prisoner slightly stricter now that it properly resets, assuming that because nobody complained about it it was slightly too easy. Fixed an issue where the player was able to both complete and fail the Trial of the Prisoner at the same time. Fixed a terrain seam in the cave behind the mushroom house. Made a few dark areas slightly brighter. Removed some placeholder text in various places. Backported custom meshes to LE-compatible format (I don't have LE installed, so let me know if you still see any red triangles with exclamation marks) Removed physics from a shortcut rope. Made a cute jumpy orb stay put, since it was unintentionally misleading people into thinking it was a hint. Made a brazier in a cave not interactable since it was never supposed to be in the first place. Made unfinished placeholder for a bad ending inaccessible for now. Fixed Irkalla's hair texture paths also in the facegen this time... Replaced magelight-casting pedestal with a static light for now, since they could apparently cause CTDs. Changed a placed fireball staff into a firebolt staff, since only one is valid for the puzzle. Removed a fear staff, since it's not valid for the puzzle. Fixed some, but not all scripts are were throwing warnings and errors in the papyrus logs. Bugfixes (A Snare to Loosen): Fixed bed in Four Shields Tavern giving a bounty when activated. Fixed the broken controls state and devices not equipping when starting A Snare To Loosen (hopefully for real this time). Fixed A Snare to Loosen not getting marked completed when going straight into The Gordian Bind. Fixed piercings from A Snare to Loosen not getting properly removed when going straight into The Gordian Bind. Seriously, Frayed - appreciate your work on this mod. Can't wait to see if you're going to expand on the ending any, but despite the bugs and the frustrations, even the initial beta release was fully playable and fantastic. If there's anything I can help with, I offer you my time.
Frayed Posted March 6, 2024 Author Posted March 6, 2024 @Twiggy01 Thanks for the kind words and very valuable feedback! I'll be taking most of it into account. Regarding the falcon key issue: I've seen several, but not many people report it. You're the first to specify you noticed a change in behaviour, and that it's on LE. Could you do me a favor? Can you reliably reproducible the bug and confirm it's on LE only? That might give me a hint on how to fix it. Regarding epilogue / after The Gordian Bind, mostly @Twiggy01, @Allen Harris: Spoiler I'll flesh out the epilogue a bit before v2 leaves beta. It's a bit rushed right now because I had to draw a line somewhere and just release the thing already 😛 My plans for content post-Gordian Bind are along the lines of Jurgin leaves (if alive), Walker stays, house becomes a player home, Irkalla (if alive) becomes a follower but she only joins you for short periods at a time, and periodically returns home to care for / search for a cure for Walker. Then I can add smaller content for Irkalla: various devious games etc, but this time very much opt-in with consent being very explicit. Gonna be a while before I get to that, though. About VR issues: I'm pretty sure the gargoyle crash is the same thing I had to fix with the keys in A Snare to Loosen, has to do with moving/disabling something that the player is holding which seems to work differently on non-VR versus VR. @Allen Harris could you check if the Something Indented and the like work for you on VR in A Snare to Loosen? If so I can propagate that fix to the gargoyles. Hopefully without breaking them on LE as @Twiggy01 mentioned... 1
Twiggy01 Posted March 6, 2024 Posted March 6, 2024 12 minutes ago, Frayed said: @Twiggy01 Thanks for the kind words and very valuable feedback! I'll be taking most of it into account. Regarding the falcon key issue: I've seen several, but not many people report it. You're the first to specify you noticed a change in behaviour, and that it's on LE. Could you do me a favor? Can you reliably reproducible the bug and confirm it's on LE only? That might give me a hint on how to fix it. Well, I have played through A Snare to Loosen (2.0.0) 3 times now on SE without problems, but from 1.2.0 onwards the Falcon Key problem has been showing up in LE 100% of the time for me. It wasn't a problem in 1.0.2, which I was able to complete consistently. (Hence how I was able to progress into The Gordian Bind in LE). Also, I noticed that sometimes Irkalla doesn't use the Arcane Phallus spell on you before leaving after the earthquake. As far as I could tell she only does it if you attack her at the end of A Snare to Loosen, is that intended behaviour?
Allen Harris Posted March 6, 2024 Posted March 6, 2024 (edited) 51 minutes ago, Frayed said: @Twiggy01 Thanks for the kind words and very valuable feedback! I'll be taking most of it into account. Regarding the falcon key issue: I've seen several, but not many people report it. You're the first to specify you noticed a change in behaviour, and that it's on LE. Could you do me a favor? Can you reliably reproducible the bug and confirm it's on LE only? That might give me a hint on how to fix it. Regarding epilogue / after The Gordian Bind, mostly @Twiggy01, @Allen Harris: Hide contents I'll flesh out the epilogue a bit before v2 leaves beta. It's a bit rushed right now because I had to draw a line somewhere and just release the thing already 😛 My plans for content post-Gordian Bind are along the lines of Jurgin leaves (if alive), Walker stays, house becomes a player home, Irkalla (if alive) becomes a follower but she only joins you for short periods at a time, and periodically returns home to care for / search for a cure for Walker. Then I can add smaller content for Irkalla: various devious games etc, but this time very much opt-in with consent being very explicit. Gonna be a while before I get to that, though. About VR issues: I'm pretty sure the gargoyle crash is the same thing I had to fix with the keys in A Snare to Loosen, has to do with moving/disabling something that the player is holding which seems to work differently on non-VR versus VR. @Allen Harris could you check if the Something Indented and the like work for you on VR in A Snare to Loosen? If so I can propagate that fix to the gargoyles. Hopefully without breaking them on LE as @Twiggy01 mentioned... A Snare to Loosen worked without issue in VR, including the gargoyles (except for the quest not triggering as completed when you immediately accept Irkalla's offer). I played the beta release from a completely fresh game, so I had to do the whole first quest. Also, thanks for the response. I'm glad you released when you did Edited March 6, 2024 by Allen Harris
rogalxxx Posted March 6, 2024 Posted March 6, 2024 Spoiler I'm stuck after trials. And i have some notes from first beta. (English not my first leanguge) 1. I didnt take out piercings from first quest ,went and talked to elf, started next quest but 1 quest didn't end telling me i still have to unequip piercings. 2. Had to reload my game when i get on coss. 3. Had to start over becouse i coudn't interact with statue. 4. Teleporting in maze is just weird. (I had everything equiped but monsters whould somethime just stand in place and you cant go pass them...) 5. After first altar elf appeard and told me to go to mushroom, character went in, out and in again just to spawn upstairs. 6. While on cross dialogue would start to soon sometimes. ( I mean elf should go away but she would start new dialogue. 7. Waking her up didn't do anything. 8. For the fork part, it was second time i had to search for answer. (first was empty bottle) Now trials First trial - I reloaded game and 1 of contraptions dissapeard, went for the other one, elf started saying "How did you get free toy?" over and over again. Had to restart game with diffrent save. Second trial - Didn't know how to kill him so i cheated. Third trial - guy didn't have head. And thats it, im stuck, don't know what to do, probably will have to restart because chest with your items was broken. Mod is very good. First part was super cool. Second quest is massive. I hope after you finish beta you wont stop making mods becouse you have great talent for that :).
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