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Posted

i am on the trial of the toy and, according to the instructions, i am supposed to find a potion of lotus extract and have looked everywhere and completely unable to find it. anybody know where to look or am i supposed to find something else

 

Posted

found lotus extract and hav enow made to where i have to past the barrier in the middle of the living quarters. i found the dremora in the cage and listened to what he said  the devious devices i had to wear. i put them on till he said i was fine and if that didn't make it through the barrier then he did not know what to do. i approached the barrier and it shoved me away. anybody else run into this bug or am i doing something wrong

Posted
On 3/4/2024 at 6:44 PM, fmlwai said:

I think I've encountered a strange issue after the nightmare sequence thats stopping me from progressing. 

 

  Reveal hidden contents

After being put to sleep in the chair and woken up by boethiah. They complete their dialogue and then continue to stand there indefinitely. I can't interact with any devices, access my inventory and I seem to just struggle there infinitely. Its a shame as the update has been pretty smooth sailing fmp for me so far, but I'm unable to find a workaround for this. 

 

Have you found a way to fix this issue? i'm also stuck on the chair after getting woke up.

Posted (edited)
14 hours ago, Allen Harris said:

That probably means it's hung. She doesn't wait for long. I advise reloading a save from before you start the second act.

You might try opening and closing the console withe the tilde key. On rare occasion, that unhangs hung quest steps.

 

i managed to fix it by getting myself placed on the x-cross, saving, and then exiting to the main menu and loading that save.

now having a different issue, near the end of the quest:

 

Spoiler

I'm trying to dispel the barrier to get to Molag Bal, i got the go-ahead from the Dremora in the cage, but no matter what i have equipped, the barrier still pushes me away. can't progress through this point, all the setstage commands i try do nothing for me, it seems

 

Edited by Bobolinkfaith
Posted
7 hours ago, david5 said:

found lotus extract and hav enow made to where i have to past the barrier in the middle of the living quarters. i found the dremora in the cage and listened to what he said  the devious devices i had to wear. i put them on till he said i was fine and if that didn't make it through the barrier then he did not know what to do. i approached the barrier and it shoved me away. anybody else run into this bug or am i doing something wrong

I was never able to make it through the barrier and ended up just clipping through. I think there may be a restraint he doesn't mention. Clipping through the barrier doesn't hurt the story if you have everything he told you to put on equipped.

Posted
5 hours ago, Bobolinkfaith said:

 

i managed to fix it by getting myself placed on the x-cross, saving, and then exiting to the main menu and loading that save.

now having a different issue, near the end of the quest:

 

  Hide contents

I'm trying to dispel the barrier to get to Molag Bal, i got the go-ahead from the Dremora in the cage, but no matter what i have equipped, the barrier still pushes me away. can't progress through this point, all the setstage commands i try do nothing for me, it seems

 

See the message I wrote before this one.

Posted (edited)
15 minutes ago, Allen Harris said:

See the message I wrote before this one.

i did that initially, but according to the walkthrough:

 

Spoiler

Boethiah is supposed to show up and help you get free, but she doesn't do so, and using setstage to make her do so doesn't work either

 

Edited by Bobolinkfaith
Posted
31 minutes ago, Bobolinkfaith said:

i did that initially, but according to the walkthrough:

 

  Hide contents

Boethiah is supposed to show up and help you get free, but she doesn't do so, and using setstage to make her do so doesn't work either

 

Spoiler

Even when I clipped through the barrier, she showed up after I opened  the door and crawled for a brief bit. All she does is remove the gag iirc. After that, you're instructed to use the shout to remove the remaining restraints.

You don't crawl very far after the door. Maybe for about 10 or 15 seconds.

 

Posted
13 hours ago, shirootake said:

Have you found a way to fix this issue? i'm also stuck on the chair after getting woke up.

I encountered the same problem
Convert perspective to first person
The story proceeded normally

Posted
感谢作者的奇思妙想与辛勤付出!
总之,它是一个成功的,包含DD要素的解谜游戏。
期待第三部分
Posted
16 hours ago, Allen Harris said:
  Reveal hidden contents

Even when I clipped through the barrier, she showed up after I opened  the door and crawled for a brief bit. All she does is remove the gag iirc. After that, you're instructed to use the shout to remove the remaining restraints.

You don't crawl very far after the door. Maybe for about 10 or 15 seconds.

 

Okay here's how i fixed it:

 

Spoiler

> You don't need to equip both a gag and the muffling hood, the hood on its own is enough
> Clip through the barrier and don't float down, just crawl down to the door, and go through it
> Crawl a bit further ahead, to the lantern, and then use setstage [QUEST ID] 2800 to get Boethiah to show up and deliver the dialogue
>> To find the quest ID, use save funclist 1, a notepad screen will open, and then Ctrl+F to bring up the search function, type in 'Gordian' and the first number on the left is the quest ID
> After this, if Boethiah doesn't remove the hood automatically for you, use setstage [QUEST ID] 2810 to force the hood off, maybe give it a second to register
> Then use the shout and it should remove the pet suit

 

Posted (edited)

when i player a snare to loosen again, i found a bondage pole in the second room, i don't see relevant information in the walkthrough and wonder what's the purpose of this device

Edited by linliaoran012
Posted
8 hours ago, linliaoran012 said:

when i player a snare to loosen again, i found a bondage pole in the second room, i don't see relevant information in the walkthrough and wonder what's the purpose of this device

It has no relevance to the story. It was probably just Frayed playing with furniture objects when he was figuring out the original story

Posted (edited)

Full playthrough done! Commentary under the spoilers, split into two halves.

 

Spoiler

First of all...even ignoring the kink, holy shit this is probably the most impressive modded quest I've ever played in Skyrim. The entire Fungal cave looks amazing, you legitimately have multiple paths for completing and continuing certain quests, the cutscene for cleansing Azura's shrine was incredible. You've clearly put so much work into this, and it shows. This is 100% now my favorite kink quest mod, it knocks anything else out of the water.

 

I also want to gush about the little details and writing tidbits, because this quest just pushes my buttons so hard. If she didn't know about the whole Molag Bal thing, my Dragonborn probably wouldn't mind being Irkalla's slave too much, heh. The little teasing, the way the collar just yoinks control in subtle ways; like Jurgin being specifically ordered and unable to call her anything other than "Mistress Irkalla." I also love the way the collar glows when it's active; it's both a signal to the player and a reminder of the power it has, and accidentally triggering it, or seeing it trigger when Irkalla gives a direct order, is just so good. I also love that she uses it to force us to answer questions and admit that we're enjoying things, mmm.

 

And Irkalla is kind of just...nice? It helps that I'm into being enslaved this way, but she's polite, she makes sure we have food and rest relatively comfortably, she doesn't force herself on us, etc. I'm almost sad on this playthrough that I chose the violent route after the first escape game, because I just pickpocketed her letter and it's very sweet. If I had gotten that delivered I totally would have gone along with what she said for the promise of another game. She also clearly feels bad about what happened to Walker.

 

The actual puzzles I'm less qualified to talk about, since I had some install issues (that I'm fairly certain were my fault, nothing to do with the mod) so I looked at the guide to see if I was missing something or stuff was just bugged. I think the solutions are...decently clear, and I like hunting around for notes and the restraint doors. I did get slightly lost when I had to go back into the Arcanaeum for one of the pieces, since I just kept running around the house looking for a way through the bedroom door. But I really should have remembered that the other barrier was there. Maybe put in a hint that you can't get into the bedroom yet, or that you shouldn't be trying?

 

One bit of feedback: I do enjoy the gargoyle traps (One of the first things that happened was them forcing me to lock the belt/plugs from the alchemy lab on, which made the rest of the puzzles around there extra fun), but it might be a bit mean to give the player a petsuit early on, because everything else is decently easy to escape from except that. I had to reload a few times when the traps put that on me instead of the basic cuffs or the straitjacket.

 

The hidden door puzzle was a little finnicky. I got both parts to trigger (whispers and screams) but it took a few attempts walking backwards into the wall to get through completely. I don't know how much of that can be fixed, though, and it's a really cool puzzle otherwise. You're also really good at writing, and I love the NPCs you've put in here. It would be fun if they had a few more lines, it was always exciting to get to talk with them and go through their dialogue trees.

 

The shrine maze was genuinely creepy, and as someone who isn't a fan of horror it was definitely an experience. I did get pretty lost a few times, especially when looking for all three shout walls, but that seems to have been intended? It is a maze, after all. I did have one crash at the end of the cutscene, but it didn't happen the second time.

And then Irkalla playing with us is just fun. I enjoy her style, and I can't help but answer honestly as much as I can for when she asks if I'm into it. One suggestion: could we have a non-hostile dialogue option for the meal scene? Just something like "I'd like to eat now, Mistress Irkalla," so the subbier players don't have to tell her to go away.

 

I can't believe this is only halfway through! Oh my god Walker has an LPL reference that's incredible hahaha

 

 And part 2:

Spoiler

Aaaaaand done. Whew, that was a lot. Part two then! I like how many puzzles involve physically moving things around. It's pretty jank, sure, but it feels...real? Like actual puzzle solving, instead of just click the thing? The fork is probably the best example of it, along with the absolutely hilarious putting baskets on the gargoyles. I love that you integrated something so Skyrim into the actual solutions. Having to use the pull shout is...kinda iffy though? I get why you want it, and it does work, but that's stretching the limits of my Skyrim jank tolerance. Especially if it doesn't work once and you have to just stand there waiting for shout cooldown, and get back from where the collar takes you.

 

I will admit I had trouble finding Boethiah's shrine. Spent a while running around before I found the right spot, all the way up there. Does Walker have more dialogue to point you in that direction? I forgot to go and ask her. Could she work as a dynamic hint system, since she's not collared?

 

The trials are very cool. Just straight up teleporting the player into completely unique scenarios has a ton of potential, and I think you picked three good ones. I am sad I had to kill Irkalla during the first trial, but I get why. Maybe we can make it up to her by doing that for real later, because it's a fun game. The escape trial was also just a tiny escape room in its own right, and the crystal actually moving provides a lot of tension even though I never actually failed on time. I did experience...a LOT of jank with the embalming tool, and actually had to noclip out of the cell at one point, but it worked in the end. That section could probably also be looked at, although I think you do a good job pointing the player towards not just burning the mittens off right away.

 

The last trial was also great; giving the player the power for once, yet still being trapped under Bal's will; you literally put us in the same position Irkalla is in. And the solution to stop him from taking control made me giggle, because it's such a perfect idea to lock yourself in chains to have freedom. That was one of my favorite moments in the whole mod, I think.

 

Irkalla's motivation is interesting. I also appreciate that the kink aspects of this whole thing have...basically nothing to do with her actual goal, and she's just doing that all for fun. Makes her a better character, and obviously we're here for the fun too. It also makes sense for so many Daedric gods to have been involved, and also why she involved the Dragonborn specifically; she deliberately involved them to perform a better test, and the overall name of the mod makes a lot more sense now. It also feels nice that she's sort of silently rooting for us, even though she also has to try her hardest to stop us. That's a good dynamic.

 

There's something slightly comical about having a ball and chain in your inventory but needing to actually put it on to sink. Not a complaint, just an observation.

The pedestal puzzle wasn't too bad, but I had taken the note from the desk and remembered it. I think there should be a way to reset it, though, instead of having to fully complete it incorrectly before you can try again. That would probably reduce frustration a little. The note also makes a lot more sense in hindsight. It was a lot of fun just yoinking all the many, many gold piles. That was a nice touch.

 

I did have to look back at the guide to find what's-his-nuts in the cage near the water, but I guess the trial of the conqueror tells you that he is still around, somewhere? His dialogue was hilarious, just like last time, and it wasn't too complicated to follow his instructions. The dialogue after you get gagged was another favorite moment, with the glaring and the foot stomping, and just the exasperated sigh when you need to get OUT of everything just to go and get the hood (fortunately I already took it, because i grabbed literally every restraint I saw). I did run into the barrier bug where, even though I was wearing a full outfit, it wouldn't let me through, but I just noclipped past it after a few attempts. Boethiah didn't appear, but her shout did work once I got my gag off, so it wasn't a huge deal.

 

Then for the grand finale. I did actually play through the endgame twice, once for each crystal option, although obviously the fake crystal is the best plan. The progression of the player steadily ignoring the collar was great, and it was very empowering to finally have Irkalla give a direct command and get to say "No." Plus, then you do get a bit of (sometimes) harmless revenge by mocking her with the crystal. The runic binds are so, so cool. I really hope you have a way to make those a thing outside of just this one encounter, because they look awesome and are very unique to any other Skyrim restraint. Punching the pillars down was...kind of silly, but I get what you're going for and the dynamic textures and actual breaking on them still wowed me. Maybe you could just put magic barriers to punch away, and then activate a seal or crystal to actually destroy the pillar, so we're not literally breaking solid stone?

 

I did get stuck slightly with Irkalla in the tunnels, one of the falling rock traps got her and I had to reload after. Babysitting her through there was mildly tedious. I'm not sure what value the maze at the end adds, honestly. I know that Skyrim dungeons being incredibly linear is bad, but I didn't really have fun stumbling around blindly through those caves just to get to the finale. Maybe add some ominous red lights or more traps in there to have more gameplay? Up to you.

 

The ending was kind of abrupt. I really, really want an option to forgive Irkalla, like she asks for, and then actually do some fun play with her, in one form or another. You write such good kink scenes, and it feels odd to not have any closure on Irkalla's character given everything that happens in the finale. More than just one or two lines of dialogue and then boom, quest over, just leave. It would also be neat if we had some way of helping Walker out, especially with the hints that she might just stay anyways. A part of me wants a joke line saying "Hey, now that Molag Bal isn't involved, I don't mind this collar so much" but that doesn't really work, since the collar needs Bal to control and subjugate. Oh well. Just imagining Irkalla kneeling there, being told she has to make amends, and offering herself...only for the Dragonborn to haul her to her feet and ask her to tie her up again. We know she's into it, and with the fate question out of the way, well, surely Irkalla can let us go to do our own thing while still taking control of us every now and then, heh. We do still have to see her in a catsuit!

 

Overall, this mod is fucking incredible. Hands down the best kink quest and normal quest mod I've ever played. You did so much I didn't know was possible within Skyrim, and it was relatively bug-free; I've had far worse experiences, AND this is explicitly a beta version. I really hope you add on a little after-material, but even just this was a fantastic way to spend an afternoon.

 

Edited by mrsupersecretpants
Posted

I think there is more planned for the epilogue,  but Frayed is probably taking a well earned break. I think most of the mod is done, it'd be nice to see some more bad endings and epilogue stuff. Even Irkalla as a generic follower would be nice,

Posted

Not sure if this has been addressed elsewhere, but I'm encountering a bug near the end of The Georgian Bind

 

Spoiler

I talked to the Dremora and he said I'm sufficiently restrained to pass through the barrier, but the barrier still isn't letting me trough. I've equipped the Blood-Red Ebonite Catsuit, Fitted Ebonite Blindfold, Fitted Ebonite Boots, Fitted Ebonite Gag, Fitted Ebonite Gloves, Fitted Ebonite Pet Suit, Locking Earplugs, Muffling Good, Plug (Chaos) (Vaginal), and Polished Chastity Belt. 

I tried adding another plug and some piercings, but the barrier still wouldn't let me through. 

 

Posted

Well after putting on the handcuff to escape from the cell in The Gordian Bind, a strange thing happened. The FPS decended to a very low level, and the delay between operation and reaction increased greatly, which made my game unplayable. I'm not quite sure whether it is a bug but can prove it always happens.

Posted
12 hours ago, Jaisonboy said:

Will there be more content expansion?

 

It's still a beta, there needs to be a final version with an epilogue. But it is mostly complete from what I understand.

 

Persoanlly, the only bug I encountered on my heavy modded set up was to do with TDM being installed so I had to take manual control using console many times. I also couldn't get through the final barrier unfortunately.

Posted
On 5/31/2024 at 12:23 AM, quodphelph said:

Not sure if this has been addressed elsewhere, but I'm encountering a bug near the end of The Georgian Bind

 

  Hide contents

I talked to the Dremora and he said I'm sufficiently restrained to pass through the barrier, but the barrier still isn't letting me trough. I've equipped the Blood-Red Ebonite Catsuit, Fitted Ebonite Blindfold, Fitted Ebonite Boots, Fitted Ebonite Gag, Fitted Ebonite Gloves, Fitted Ebonite Pet Suit, Locking Earplugs, Muffling Good, Plug (Chaos) (Vaginal), and Polished Chastity Belt. 

I tried adding another plug and some piercings, but the barrier still wouldn't let me through. 

 

 

This seems to be a common bug. I've never been able to get through it, the only one I've really encountered. I might have a look in the files to see if there is a mistake. I had to TCL.

Posted (edited)

I had some trouble with Trial of the Prisoner (Boethiah's 2nd Trial)

 

After removing the straitjacket, I tried using the splinters to unlock the arms, but successfully completing the lockpicking mechanic has no effect. 

 

I reloaded and started over, but it's the same problem.

 

I had to restart and attack the dremora to advance.

 

Maybe it's because I still have the Skeleton Key in inventory, since its a quest item and unremovable, but I don't really know what the cause of the problem is.

 

 

Also in the Trial of the Prisoner, perhaps it might be better to optimize the pathing at the beginning of the trial during the walk to the Dremora. 

 

Either move the starting position of the player character closer to the Dremora, or remove the alcoves in the wall (or add gates to them) so its less likely for the pathing algorithm to get stuck.

 

 

Another recommendation is to add some lighting to the water leading to Boethiah's shrine.  It was completely black in my game even without a blindfold.

Edited by Vaenja
Posted

So I finished the Gordian Bind, my hats of to you, the ammount of effort, that went into this is incredible. Is there going to be some post game repeatable quest with Irkalla or Molag Bal? Something like beat and restrain some NPC in the name of your god or some kink play with Irkalla similar to the one in the Boethiah trial? 

Posted
On 5/31/2024 at 10:03 PM, philyb said:

 

This seems to be a common bug. I've never been able to get through it, the only one I've really encountered. I might have a look in the files to see if there is a mistake. I had to TCL.

 

I think the problem here is that there must be two instances of the Living Quarters zone with the barrier to the pit.

 

The original Living Quarters zone has normal lighting.

 

There is a 2nd Living Quarters instance with red lighting that seems to be used for Boethiah's 3rd Trial.  This instance seems to persist after the trial, and replaces the original.

 

The NPC in this trial casted a ton of fireballs which blasted the food from the kitchen everywhere. 

The blasted food was everywhere when I came back to the big mushroom after the trial.

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