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Posted (edited)
6 hours ago, Allen Harris said:
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So, there's something just past the fire brazier that you can use a shout to get. You'll need that thing, but not quite yet. The mittens are thermally sensitive, maybe there's something you can do to weaken them?

I'll give another hint if you're still having trouble figuring it out.

 

What's the trick?

Spoiler

You have exactly 3 loose objects; the lockpick, cuffs and the hood. I tried flaming all 3 of them but that doesn't do anything, nor can i attach them to that cracked wall. And interacting with the brazier does nothing either.

 

Edit: Oh there is also a knife on the ritual circle, though i'm having very hard time trying to get it with shout. Ok it goes to wall... But then i can't do anything with it 😛

 

Edited by Zaflis
Posted (edited)
3 hours ago, Zaflis said:

 

What's the trick?

  Hide contents

You have exactly 3 loose objects; the lockpick, cuffs and the hood. I tried flaming all 3 of them but that doesn't do anything, nor can i attach them to that cracked wall. And interacting with the brazier does nothing either.

 

Edit: Oh there is also a knife on the ritual circle, though i'm having very hard time trying to get it with shout. Ok it goes to wall... But then i can't do anything with it 😛

 

Spoiler

It's the fire on the brazier. Hold out your hand like in combat over the fire until you see a "burning" magic effect indicator in the top right corner of the screen. Then quickly submerge them in the puddle. Do it a second time and you'll get a warning that you should be "prepared". Do it a third time and the mittens crack enough that you can unequip them.

But you do need to be prepared. There's an embalming tool or something like that just on the other side of the brazier you need to have for the next part that you use the pull shout to get

 

Edited by Allen Harris
Posted

Hi on Le and having trouble prepearing the potion to remove the effects of the collar.

I believe you are supposed to drop the ingridients into the cauldron but when i try to do this they just sit on top on an invisible wall.

Am I doing something wrong or is this not working correctly on le?

20240401174639_1.jpg

Posted
24 minutes ago, Sinduss said:

Hi on Le and having trouble prepearing the potion to remove the effects of the collar.

I believe you are supposed to drop the ingridients into the cauldron but when i try to do this they just sit on top on an invisible wall.

Am I doing something wrong or is this not working correctly on le?

20240401174639_1.jpg

Spoiler

Nope - you have to read all the hidden notes and have the ingredients in your inventory. Then just activate the cooking pot - it'll show up as a recipe just like any other cooking recipe

 

Posted (edited)
On 3/29/2024 at 8:06 PM, Allen Harris said:

What object is that on? I don't see a gargolye in furniture. If it's on an instance of an object, what's the EditorID of the worldspace it's in?

I can see the script file it's in (FrayEQGargoyleHitboxTriggerScript), but I can't figure out where that's referenced.

 

Edit: Looked at one of the instances of the gargoyles in the first quest. There's an activator script, but it's not the right one. I also looked in the quest scripts and couldn't find it there either.

 

Edit: Okay, I found it. Loaded FrayEscapeQuestCell and found FrayEQGargoyleTrigger and it's in the scripts. I didn't see it before because when you click the activator in the render window, it never selects the right activator lol.

Okay - I'll start doing some testing and try to have a fix for you by next weekend.

Okay @Frayed - I found a fix:

Spoiler

Event OnTriggerEnter(ObjectReference akActionRef)
    if FrayEQValidCoveringItems.Find(akActionRef.getBaseObject() as Form) != -1
        FrayEQGargoyleCoveredMsg.show()
        FrayEscapeQuest.setstage(FrayEQStageToSet)
        self.disable()

        ; Block activation on bucket, wait a tiny time so player releases object due to messagebox (moving a held object by script can CTD), move bucket to its place, fix it in place by disabling motion
        ;akActionRef.BlockActivation()
        ;Utility.Wait(0.1)
        ;akActionRef.SetMotionType(Motion_Keyframed, false)
        ;akActionRef.MoveTo(BucketPositionMarker, abMatchRotation=true)
        
        akActionRef.BlockActivation()
        Utility.Wait(0.1)
        akActionRef.SetMotionType(Motion_Keyframed, false)
        akActionRef.DisableNoWait()
        Debug.MessageBox("Step 5")
        akActionRef.MoveTo(BucketPositionMarker, abMatchRotation=true)
        akActionRef.Enable()

        GazeBeamToDisable1.disable()
        GazeBeamToDisable2.disable()
        coveringItem = akActionRef
    endIf
EndEvent
 

 

I don't know why it's happening - but if you put a message box in the indicated spot, the game doesn't crash. So if you could find a canonical reason to put a message box there, that would fix it. And it shouldn't break LE or SE.

Or, if you'd like me to try something else, let me know.

 

As to the first cell door crashing, I haven't found it yet. I tried setting up some message boxes in FrayEQDoorTriggerScript, but it must happen after that event is triggered. lol - even tried editing the script for Stage 41 to disable the "Set Objective Displayed" function (just as a test) and Creation Kit crashed.

Edited by Allen Harris
Posted
On 3/31/2024 at 7:12 PM, tesenfeu said:

Hi, i'm stuck at the end :

  Hide contents

 i take the soulgem, go talk to the daedra, put everything and he say it's ok, i go to the main barrier in the pit, and it's shout me away, did i make something wrong ? 

There was a bug in v2.0.1 where the dremora didn't recognize all devices properly and gave you the "everything ok" dialogue too early. It should be fixed in v2.0.2, but since upgrading mid-quest is a bad idea, here's the list of things you need:

Spoiler

- zad_DeviousGloves (Fitted Ebonite Gloves)
- zad_DeviousBoots (Fitted Ebonite Boots)
- zad_DeviousBelt (Fitted Ebonite Corset)
- zad_DeviousBlindFold (Fitted Ebonite Blindfold)
- zad_DeviousHood (Muffling Hood)
- zad_DeviousGag (Fitted Ebonite Gag)
- zad_DeviousSuit (Blood-Red Catsuit)
- zad_DeviousPetSuit (Fitted Ebonite Pet Suit)
- zad_DeviousPlug (any plug)
- FrayEQ2Earplugs (Locking Earplugs)

 

 

On 3/26/2024 at 6:32 PM, sivb1 said:

Hello! Finished the mod, had lot of fun, was wondering if someone knew all the different ending (it seems that the endings are not all finished/implemented, but would still like to see those that are).

 

On a side note to the you Frayed, here are my few comments on bugs I found:

  Hide contents

I play on LE, so I dont know if the problem comes from there or not, but I got the *gargoyles not working* initialy. It fixed itself after I went back onto the cross in the initial room (by myself, nothing forcing me onto it). Seems like it kinda didnt register the first time and going back on the cross forced a reset or something.

 

Another bug is the scen in the bedroom, where the game always crashed after the masturbation scene. I went past it by using another mod that have a *end scene* option, and then used console command. Really dunno about this one.

 

Another bug (i think) is the shouts in the maze. Getting all three results in having the unrelenting pull unlocked, thatys good, but I also got the second word to marked for death (without the first) and the first word for elemental fury. Also got the first word of urelenting pull after killing the first dragon of the game.

 

Another bug is during the trial where you have to escape bedfore the crystal hit the ceiling, i cant get the tool inside the hole in the wall. I think its a bug but it could just be that i tried it too early or something. I was sliding it everywhere on the wall but it did not work.

 

Final bug is that after using boethias shout, if i try to save the game, my game just crashes instead. Dunno what causes this. Just ended up getting all the devices off normaly, but yeah.

 

One not bug related thing is that the jacket to enter the laboratory is pretty anoying to get out of compared to like the white jacket. I dont mind that much devices that are hard to get out without a key, or that dont have a 100% chances to get out, but this one kinda annoyed me. Personal preference, but i would increase the chance of getting out a little (if you can, maybe its not something you can easily control, i dont know).

 

Again, thanks for the mod.

Glad to hear you enjoyed it 🙂 regarding your comments:

Spoiler

I've seen a few reports of the gargoyles not working properly right away, I'll have to look into that at some point.

 

The crash in the bedroom should be fixed on v2.0.2.

 

The shouts is not entirely a bug - I tried to reuse already existing Words because I thought it made sense thematically and because I thought that way the shout might retain the voice lines. It doesn't, unfortunately. I could rework them to use new Words that don't overlap with the vanilla ones, but I don't think it's a big issue.

 

Tool in the wall in the trial is another bug fixed in v2.0.2.

 

Crashing when you use Boethiah's shout should definitely not happen. All it does is try to unlock all DD devices on you, so there's probably something going wrong there. I'm assuming that since you're on LE you're using DD 5.2 LE and no other DD frameworks? I don't think Unforgiving Devices is on SE, is it? DD NG certainly isn't. If this crash happens every time, try posting a papyrus and a crash log, maybe I can get a clue for what's going on there.

 

Jacket escape isn't intended to be too difficult, so I can tweak that % a bit 🙂 

 

 

On 3/31/2024 at 7:16 AM, petterparker said:

At the end of "A Snare to Loosen" I chose the dialogue: "That sounds fun. But first I need time to take care of other things." then she told me that he would send me an invitation soon...
Weeks passed... and the invitation to start "The Gordian Bind" never actually came... no hint of the second part of the mission emerged...
What was supposed to happen?

There are three ways to go from A Snare to Loosen to The Gordian Bind:

Spoiler

Accept Irkalla's offer: Quickstarts into The Gordian Bind right away.

Accept Irkalla's offer with delay: Receive Irkalla's Invitation from the courier the next time you enter a new location (currently with no delay because beta).

Reject Irkalla's offer: Receive a fake bounty from the courier pointing you towards:

Spoiler

the Stony Creek Cave in Eastmarch. In there you'll find a door to a Fungal Cavern, where The Gordian Bind will start.

I suspect the courier isn't showing up properly for you. You can spawn in a courier to check if he has something for you, or just use the console command "setstage frayeq2_intro 1020" to bypass the courier entirely for now. I'll take a look at the courier problems soon, since by now a few people have reported issues.

 

11 hours ago, Allen Harris said:

Okay @Frayed - I found a fix:

  Reveal hidden contents

Event OnTriggerEnter(ObjectReference akActionRef)
    if FrayEQValidCoveringItems.Find(akActionRef.getBaseObject() as Form) != -1
        FrayEQGargoyleCoveredMsg.show()
        FrayEscapeQuest.setstage(FrayEQStageToSet)
        self.disable()

        ; Block activation on bucket, wait a tiny time so player releases object due to messagebox (moving a held object by script can CTD), move bucket to its place, fix it in place by disabling motion
        ;akActionRef.BlockActivation()
        ;Utility.Wait(0.1)
        ;akActionRef.SetMotionType(Motion_Keyframed, false)
        ;akActionRef.MoveTo(BucketPositionMarker, abMatchRotation=true)
        
        akActionRef.BlockActivation()
        Utility.Wait(0.1)
        akActionRef.SetMotionType(Motion_Keyframed, false)
        akActionRef.DisableNoWait()
        Debug.MessageBox("Step 5")
        akActionRef.MoveTo(BucketPositionMarker, abMatchRotation=true)
        akActionRef.Enable()

        GazeBeamToDisable1.disable()
        GazeBeamToDisable2.disable()
        coveringItem = akActionRef
    endIf
EndEvent
 

 

I don't know why it's happening - but if you put a message box in the indicated spot, the game doesn't crash. So if you could find a canonical reason to put a message box there, that would fix it. And it shouldn't break LE or SE.

Or, if you'd like me to try something else, let me know.

 

As to the first cell door crashing, I haven't found it yet. I tried setting up some message boxes in FrayEQDoorTriggerScript, but it must happen after that event is triggered. lol - even tried editing the script for Stage 41 to disable the "Set Objective Displayed" function (just as a test) and Creation Kit crashed.

Super, thanks for checking! Hm, the fact that placing a message box there fixes things makes me think it might be a timing issue. Before I try your suggestion, let's see if we can fix it with some extra delays between the script steps. Could you try this experimental fix: TOF VR Patch.7z? It replaces the gargoyle and the key/door script in A Snare to Loosen. Make sure to start a new game to ensure no old scripts get used. Also: can you confirm for me that the Something Indented trigger doesn't cause a crash for you? In principle it does something very similar, so if that works reliably it'll narrow things down more.

Posted

I've not progressed very far into the quest yet, but I'm really enjoying the mod so far. But I think I found a few bugs (I play on SE with DD NG and DDe):

 

  • I went to sleep in the bed right after escaping the X-Cross at the start of part 2. After I woke up, I could no longer talk to the male NPC because he had moved a few steps away from where he's supposed to stand and I could no longer reach him from inside the cell. I had to load an earlier save to progress.
  • I was able to walk up the stairs and leave the alchemy lab right after escaping the very first prison cell without having to solve the alchemy puzzle a lot of people are talking about in this thread. (Or do I have to solve that later into the quest?)
  • I can just straight up leave the quest area whenever I want to. I don't think I'm supposed to be able to do that.
  • The game keeps telling me that I performed a forbidden action but nothing happens. Also, apparently the gargoyles are supposed to force you to equip the DDs in your inventory whenever they spot you, but they don't do that either.
Posted
1 hour ago, Shmurtle said:
  • I was able to walk up the stairs and leave the alchemy lab right after escaping the very first prison cell without having to solve the alchemy puzzle a lot of people are talking about in this thread. (Or do I have to solve that later into the quest?)
  • I can just straight up leave the quest area whenever I want to. I don't think I'm supposed to be able to do that.
  • The game keeps telling me that I performed a forbidden action but nothing happens. Also, apparently the gargoyles are supposed to force you to equip the DDs in your inventory whenever they spot you, but they don't do that either.

From those 3 issues i would suspect you are missing some dependency or some important mod is for wrong Skyrim version. It could help if you uploaded your modlist and plugins list (load order). Make sure you use SE mods if on SE and LE mods on LE, and check your mod launcher for any warnings. Or maybe you have a borked savefile that has heavy script load.

Posted
10 hours ago, Frayed said:

Super, thanks for checking! Hm, the fact that placing a message box there fixes things makes me think it might be a timing issue. Before I try your suggestion, let's see if we can fix it with some extra delays between the script steps. Could you try this experimental fix: TOF VR Patch.7z? It replaces the gargoyle and the key/door script in A Snare to Loosen. Make sure to start a new game to ensure no old scripts get used. Also: can you confirm for me that the Something Indented trigger doesn't cause a crash for you? In principle it does something very similar, so if that works reliably it'll narrow things down more.

Okay, I tested the VR patch from an unmodded save. The gargoyle didn't crash, but the first cell door did.

And, yes, I can confirm that the "Something Indented" did not crash (And didn't even before applying the patch in your comment).

 

Not sure what could be jacking up the door.

Posted
Quote

Crashing when you use Boethiah's shout should definitely not happen. All it does is try to unlock all DD devices on you, so there's probably something going wrong there. I'm assuming that since you're on LE you're using DD 5.2 LE and no other DD frameworks? I don't think Unforgiving Devices is on SE, is it? DD NG certainly isn't. If this crash happens every time, try posting a papyrus and a crash log, maybe I can get a clue for what's going on there.

 

The shout does not work on the misogyny belt, btw.

Posted
On 3/31/2024 at 6:18 AM, Allen Harris said:

About the first door of the second quest

  Reveal hidden contents

You don't get any lockpicks directly. You find an empty bottle and drop it from your inventory. It shatters and the shards are lockpicks

That one is tough to figure out bc there were never any hints.

I have the shards, do I just need to keep them in my inventory when I go to unlock the door? Or do I need to take them out and hold them up to the door?

Posted (edited)
2 hours ago, noobsaleh said:

I have the shards, do I just need to keep them in my inventory when I go to unlock the door? Or do I need to take them out and hold them up to the door?

If theyre in your inventory, You should just be able to lockpick at that point like normal.

Edited by Allen Harris
Posted

I just cleaned the Temple of Azura...

Spoiler

I was able to learn a new cry with the first and second word of power (strength and air)..
However I don't learn the third power word... the table says "touch beyond touch."


Is it a bug?

Posted
On 4/2/2024 at 6:51 AM, Frayed said:

 

Glad to hear you enjoyed it 🙂 regarding your comments:

  Reveal hidden contents

I've seen a few reports of the gargoyles not working properly right away, I'll have to look into that at some point.

 

The crash in the bedroom should be fixed on v2.0.2.

 

The shouts is not entirely a bug - I tried to reuse already existing Words because I thought it made sense thematically and because I thought that way the shout might retain the voice lines. It doesn't, unfortunately. I could rework them to use new Words that don't overlap with the vanilla ones, but I don't think it's a big issue.

 

Tool in the wall in the trial is another bug fixed in v2.0.2.

 

Crashing when you use Boethiah's shout should definitely not happen. All it does is try to unlock all DD devices on you, so there's probably something going wrong there. I'm assuming that since you're on LE you're using DD 5.2 LE and no other DD frameworks? I don't think Unforgiving Devices is on SE, is it? DD NG certainly isn't. If this crash happens every time, try posting a papyrus and a crash log, maybe I can get a clue for what's going on there.

 

Jacket escape isn't intended to be too difficult, so I can tweak that % a bit 🙂 

 

 

Thank you for the answer! 

Spoiler

Regarding Boethia's shout, it doesnt directely crashes the game, using it does work and remove all the devices, its just that if i try to save after using it, even after the quest is done, thats where it crashes. Honnestly, I've tried papyrus logs in the past but my files are kinda a mess so i was never able to make it work (and dont want to fuck everything by moving files and shit), so i cant help you for that, but it seems nobody else has reported the bug, so its probably just a problem with my game.

 

While im at it, what are all the endings for the second part? I know the ones where you get the real gem and then you can give it to molag, break it, or you can get the fake and give it to molag too, but are there any other? is there anything related to submitting to molag during the trials? I think I recall someone mentionning a court, not sure tho, and also that you havent completely finished the ending, so its fine otherwise.

 

Again, great work,.

 

Posted

I reached 50%...

Spoiler

To be honest, I had to solve several stages with the help of this forum. However I did it to save time in some parts where I got stuck and thought it might be some mistake.
The most frustrating thing was getting past the gate barriers... as they don't give any clue as to what type of device you have to carry or what you have to do to find it. Some clue as to which device to use or at least where to find it would be great.
At this point I should mention that using Curset Loot with this mod is not a great idea... the number of devices multiplies and makes everything more complex... just disable the Cursed Loot event trigger from the MCM.
True Directional Movement is another mod I shouldn't have used, I was literally able to exit into Skyrim every time he regained control.
One bug I found was after Irkalla came back and I pretended to be tied up the whole time. He was supposed to take me to the giant mushroom house... but right before that he was going to introduce us to Walker. Turns out Walker was never there... so I had to bring her in with console commands so I could follow the scene.


Without a doubt...excellent mod! Thank you very much for the work you did behind it, you achieved a quality mod with great development and history.

Posted
On 4/2/2024 at 7:55 PM, Shmurtle said:

I've not progressed very far into the quest yet, but I'm really enjoying the mod so far. But I think I found a few bugs (I play on SE with DD NG and DDe):

 

  • I went to sleep in the bed right after escaping the X-Cross at the start of part 2. After I woke up, I could no longer talk to the male NPC because he had moved a few steps away from where he's supposed to stand and I could no longer reach him from inside the cell. I had to load an earlier save to progress.
  • I was able to walk up the stairs and leave the alchemy lab right after escaping the very first prison cell without having to solve the alchemy puzzle a lot of people are talking about in this thread. (Or do I have to solve that later into the quest?)
  • I can just straight up leave the quest area whenever I want to. I don't think I'm supposed to be able to do that.
  • The game keeps telling me that I performed a forbidden action but nothing happens. Also, apparently the gargoyles are supposed to force you to equip the DDs in your inventory whenever they spot you, but they don't do that either.

 

I had the exact same issue on my first playthrough on SE.

 

I found that, for some reason, removing Devious Devices NG seemed to fix it. Would recommend you do the same for the duration of your play through this mod's quests.

 

I also personally use Unforgiving Devices, and have found some mild incompatibilities - stuff like UD spitting out errors in the console whenever certain devices from this mod are equipped, and being able to remove the piercings you get equipped with at the start - but nothing gamebreaking.

Posted
On 4/2/2024 at 2:55 PM, Shmurtle said:

I've not progressed very far into the quest yet, but I'm really enjoying the mod so far. But I think I found a few bugs (I play on SE with DD NG and DDe):

 

  • I went to sleep in the bed right after escaping the X-Cross at the start of part 2. After I woke up, I could no longer talk to the male NPC because he had moved a few steps away from where he's supposed to stand and I could no longer reach him from inside the cell. I had to load an earlier save to progress.
  • I was able to walk up the stairs and leave the alchemy lab right after escaping the very first prison cell without having to solve the alchemy puzzle a lot of people are talking about in this thread. (Or do I have to solve that later into the quest?)
  • I can just straight up leave the quest area whenever I want to. I don't think I'm supposed to be able to do that.
  • The game keeps telling me that I performed a forbidden action but nothing happens. Also, apparently the gargoyles are supposed to force you to equip the DDs in your inventory whenever they spot you, but they don't do that either.

I had the same issue; it's also been reported elsewhere earlier in the thread. I ended up loading an earlier save and re-starting part 2, and then everything worked correctly. It looks like sometimes the quest just doesn't fully startup properly. Or perhaps there is something that you can do in the first room to bug it out.  Another symptom when it was bugged is that I noticed that the struggle animations for devices from the mod were broken/not playing. I was several hours in before I noticed that this was from a quest-breaking bug, but after restarting I am proceeding through it and everything seems to be working smoothly.

Posted

Hi I just download the latest version of this mod. I think the initiation of mod has some problem. The courier never come to me. And when I try to use setstage ...10, not letter appear in my inventory. I have to setstage to 20 in order to start the mod. My character is level 9 already.

Posted

Stuck... after completing the three tests

 

Spoiler

- I'm supposed to find a way to negotiate or something to get rid of the collar.

I leave the sanctuary and Irkalla forces me to go to a cave where no one is supposed to see or hear the conversation.. then Irkalla runs away.

I don't know what to do anymore... I went around the entire map several times without any success... I didn't find anything.

I wanted to look for Mephala without knowing where (I ran all over the map explored so far) and even go to the dark labyrinth sanctuary in search of clues (the labyrinth was still there but the sanctuary was now blocked with a wall).
 

By the way, I found a hidden cell under the waterfalls with a couple of empty cages and some shackle devices inside a chest (elbows, hands and a chained ball). It caught my attention to have the key to enter there, since until the moment of the story I had never had to go to that place before.

 

Posted
2 hours ago, zwdragonbone8314 said:

Hi I just download the latest version of this mod. I think the initiation of mod has some problem. The courier never come to me. And when I try to use setstage ...10, not letter appear in my inventory. I have to setstage to 20 in order to start the mod. My character is level 9 already.

The letter that the messenger delivers is disguised as "Bounty"

Posted (edited)

Hi all,

 

I completed my 1st Run of the Gordian bind and overall I really like this mod (thank to MasterDemonologist Walkthrough in page 45 of this topic).

 

It's really cool to have a Devious device mod that revolve around the escape rather than slavery/sex mod as most of the other do.

 

Like other say before, I think it would help to get more hind sometimes (some part like the 2nd trial require a lot of trial and error).

 

Here are some of the bugs I encounter alonge my run:

 

In general:

- My follower pop up when switching room, especially in the 2nd part of the mod (I'm using Amazing Follower Tweak). It may be better to do force the player to dismiss them before going to the mushroom cave maybe.

 

In more details:

Spoiler

On Azura trial, it would probably be best to only unequip the device at the end or duplicate some key equipment like the catsuit as I could find another one for the final part of the mod).

 

On the Alchemy lab (2nd part) I couldn't make the soulgem explose with the fork (despite having it heated and cool down in blood). I had to cheat to get the sword. In general it's really easy to loose the fork out of range on that puzzle

 

On trial of the slave, the  tool is out of reach, I also had to cheat to bring it closer to the door. As many before I also had to us Setstage for the 1st look of the yoke as the tool was stuck on the "it can be use as a lookpick" message.

The end of this trial isn't really clear, as soon as  I destroy the gem, the daedra pop up (I didn't had time to struggle out of the armbinder) and the quest fail. I had to kill it thru console after loosing 3 times in a row to this.

 

The final barrier was also bugged for me (I'm running 2.02). The daedra tell me that I wear the correct device (I also check in regards to the list publish by Frayed) but the door still block me, I agin had to use setstage to pass this part.

 

The final fight was really bugged for my run (1st because of the compagnon as mentionned above). I had to rerun the fight a dozen time because the NPC keep attacking me despite Molag Bag shoud "STOP" (the dialog remain stuck but the quest never pass to the next stage).

I also encounter issue when destroying the pillar because as oftenn with Skyrim, the npc get in the way and got hit by my weapon. It cause them to attack me.

 

On a specific note, I think Irkalla spam a bit much the runic bind at the end. I often get totally bind in less than 10s (at least it allow me to see the end when she defeat you :) ).

 

I don't knwo it it's wanted or note but after I choose to spare her at the end, she remain kneeling with no interraction possible (maybe a message box at the end to clarify it).

 

 

 

 

 

Edited by zouzou
Posted (edited)

So, first things first: I'm not native english speaker, and it's not a hateful comment. I'm just pointing on problems.

1. The Gordian Bind absolutely broken. It seems that some people can complete it, but I'm in category, that can't.

As some people respond: the gargoyles don't work, collar restrictions don't work (only messages shown).

2. Stuck in Azura shrine. From this point, I can complete quest only by console commands. (some scenes and stages still working, but, mostly not).

3. DD framework has been f.... stop working after The Gordian Bind started. Things like "Tug belt", "You incredibly horny and try..." don't play anims. Also other events (vibrating for example) Immediately stop after they called. Only message appears.

4. Even after I complete quest, DD won't restored it's functions. BUT after I disabled Trappings of Fate.esp, DD come back to live.

Don't now Is it incompatibility with something or not, but here it is.

I tried on existed save, (where I complete Snare to loosen), after updating, and on new save, but, problems have appeared in both cases.

P.S. In new save, I started The Gordian Bind by setstage FrayEQ2_Intro 1020.

Strange that for some people, this quest works fine, and for some people, there problems, similar to mine.

There just one thing, that broke it all, but I can't figure out, what is this.

That's all folks.

Edited by ivan.kote
Posted (edited)

Is anyone else getting a CTD when they remove the boots in the first set of puzzle rooms? It crashes immediately after getting the boots off sending me to desktop. It also does not produce a Crash Log from the trainwreck-CrashLogger mod. Anyone have any suggestions?

 

Edited by Zaneling

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