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Posted

I have trouble in the first quest, when have sex with alter and my character locks herself in pillory.The alter removes the harness of my character and stuck do nothing.

Posted
1 hour ago, Sora丶 said:

I have trouble in the first quest, when have sex with alter and my character locks herself in pillory.The alter removes the harness of my character and stuck do nothing.

You're not meant to fuck the Daedra until you've removed all the bindings (except the nipple clamps). That's a bug 

Posted

hey, i recently downloaded the mod but during act 1 i get no options to leave the pillory and during act 2 it gives me no options for the x cross either

 

Posted (edited)

 

8 hours ago, Allen Harris said:

@Frayed said he's still working on it. But he hasn't been on here a lot. I figure given how long it took to get Act 2 up, its reasonable to trust that Frayed is trlling the truth.

@Allen Harris ok thanks for letting me know 

Edited by daf475
Posted

I have the problem, that in the second quest in the first cell the door ward is not dispelled, even when I equip the devices on the table. Just getting the same shock and message as without them. Also some of the devices including the tight black rope gag, blindfold and earplugs aswell as the harness in the first quest are invisible while equipped.

 

 

Posted
2 hours ago, Morigo said:

I have the problem, that in the second quest in the first cell the door ward is not dispelled, even when I equip the devices on the table. Just getting the same shock and message as without them. Also some of the devices including the tight black rope gag, blindfold and earplugs aswell as the harness in the first quest are invisible while equipped.

 

 

Invisible devices are usually a download, requirement, or bodyslide issue, having run into that one myself on more occasions than I like to count.

Posted (edited)
On 7/4/2024 at 1:35 AM, Allen Harris said:

At the end of Act 1, you talk to Irkalla. She doesn't re-bind you - but rather ragdolls you (if you still have the nipple clamps locked on and not deactivated). You don't end up bound again until the beginning of Act 2.

The recommended method is that in Act 1:

  Reveal hidden contents

You don't take the deal with the underwater Dremora who deactivates the nipple clamps. Remove all the rest of the bindings, make a deal with the Dremora by the bookcase to fuck you in exchange for deactivating the blocking spell on the door. Retrieve your gear, talk to Irkalla. Accept her offer rather than fighting her.

At that point, she will ragdoll you and Act 2 will restart - at which point you're bound again.

 

The only way you're supposed to fight Irkalla is if:

  Reveal hidden contents

1) You've completely removed your nipple clamps (in which I think she instantly aggros); or

2) You've deactivated the nipple clamps but not removed them; then, through dialog, Irkalla figures out that you figured out how to deactivate the nipple clamps

 

In Act 1, there should never be a point where you get "auto-re-locked-up".

No, youre right. there wasn't any gargoyle. I misremembered what was on that table when you opened the door. It was some kind of orb. I took the nipple clamps off because I was in a hurry to just take all that binding shit off. Though, for some reason, after I opened the door after grabbing my stuff I was re-bound in an ebony boxbinder, hood, and boots. Irkalla would instantly teleport away before she would finish her first sentence. I had no way out of them, and ended up legitimately softlocking myself by trying to struggle, and making the boxbinder tighter. It felt like the last "fuck you" to a long line of unfortunate circumstances.

I don't think I wouldve finished act one if I wasn't able to cancel the vibration events by quicksave/loading. It gets annoying after the third time, especially when you're trying to do something and now you gotta stop and wait for the damn animation to finish.

Edited by arlo2
Posted

Dunno if you're still looking for feedback but I just wanted to chime in and say that I loved this mod! It was super hot, super well-written, and in general the puzzles were tricky without feeling obtuse. There were a few I probably never would have thought of, but that had more to do with this being Skyrim than it did with the puzzles themselves, haha. I did encounter a few bugs here and there, though!

 

The biggest one was:

Spoiler

During the Gordian Bind, in the underwater cave with Mephalla's shrine, the wrong wall became invisible and I fell out of the world. Pretty disheartening, haha. Then I had the same issue a few other people have had, where I bound myself up nice and tight and got the Dremora's approval, but still couldn't get through that dome seal above the final confrontation. Oh, and I also had an issue where I had to reload a save during Boethiah's third trial, but I couldn't get the arch to trigger when I did. I had to revert back and redo all the trials to get it working again. :c And, finally, I dunno if this counts as a bug but, when I was using the Tuning Fork to shatter the soul gems surrounding the Black Book, at one point the explosion from one soul gem blew the fork out of my hand, and it got stuck behind the altar. I tried use Unrelenting Force (Pull) to get it back, but it was wedged in there pretty good. Had to reload then, too. I dunno if that's something that can be fixed but it was definitely irksome!

Phew okay honestly other than that stuff this mod was *awesome.* Honestly, it had me hooked from the moment my character woke up all trussed up during A Snare to Loosen, and I never lost interest from there. Having the walkthrough easily accessible was nice, too, because it let me feel clever for solving what I could but didn't interrupt the fun too much when I hit a wall. If there's a third quest coming, I'm eagerly anticipating it, and if not I might have to wait a few months and just replay the first two... we'll see! Great work, thanks for all you've done. :3

Posted (edited)
On 5/31/2024 at 7:03 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.

 

There appears to be a bug with checking prerequisite stages for allowing passage through the final pit's barrier to trigger the finale.  Running setstage quest_id 2000  in the console will make this check correctly, where quest_id is the FrayEQ2 quest FormID.

 

More technically, in FrayEQ2LivingQuartersPitBarrierScript.psc, there is code that checks for whether the prerequisite stages are done before allowing the finale confrontation

 

If myQuest && (prerequisiteStage == -1 || myQuest.GetStageDone(prerequisiteStage))

 

After the Mephala encounter, prerequisiteStage=2000.  If you take the fake gem, the quest stage is set on 2100.   If you take the real gem, quest stage is set on 2200.  In neither case does stage 2000 get set apparently.  I don't know if there is a conversation path that does set 2000 -- if there is, I didn't trip that path.  Maybe the daedra conversation should have set the stage at the end, but clearly it didn't work.

 

The debug script Fray_QF_FrayEQ2_0A990274.psc (which has a function to skip directly to the finale) does run setstage(2000), so I think during debug testing this oversight didn't get caught.

 

If you setstage 2000 then the barrier detection script runs as normal.

 

 

Edited by valentinian
Posted

I'm also having an issue with cleansing Azura's shrine. I'm following the walkthrough, with all of the proper items equipped, but pressing E on the shrine does nothing.

 

I even tried finding all the Shout words, first, no change.

 

Help, please!

Posted
On 7/13/2024 at 7:31 PM, valentinian said:

 

There appears to be a bug with checking prerequisite stages for allowing passage through the final pit's barrier to trigger the finale.  Running setstage(quest_id, 2000) in the console will make this check correctly, where quest_id is the FrayEQ2 quest FormID.

 

More technically, in FrayEQ2LivingQuartersPitBarrierScript.psc, there is code that checks for whether the prerequisite stages are done before allowing the finale confrontation

 

If myQuest && (prerequisiteStage == -1 || myQuest.GetStageDone(prerequisiteStage))

 

After the Mephala encounter, prerequisiteStage=2000.  If you take the fake gem, the quest stage is set on 2100.   If you take the real gem, quest stage is set on 2200.  In neither case does stage 2000 get set apparently.  I don't know if there is a conversation path that does set 2000 -- if there is, I didn't trip that path.  Maybe the daedra conversation should have set the stage at the end, but clearly it didn't work.

 

The debug script Fray_QF_FrayEQ2_0A990274.psc (which has a function to skip directly to the finale) does run setstage(2000), so I think during debug testing this oversight didn't get caught.

 

If you setstage(2000) then the barrier detection script runs as normal.

 

 

Thank you.  This took care of the barrier. 

Posted

It seems the hood have no proper meshes and texture for beastraces(khajiit and argonian).

When I'm equipped with hoods my whole head simply disappear.

Do you have future plan to add some sort of beastrace patch? Or is there anyway to do it myself?

A headless khajiit with all other binding devices is hilarious.

Posted
11 minutes ago, Neyri LL said:

Newest version "voiced" has microsoft defender complaining of a virus

Thanks for the heads up. It's not doing so for me, but let me see if I can repackage it or something to fix it.

Posted (edited)

I've been away for a bit, but I haven't been idle. So today, it's patch day!

 

Unfortunately, apparently the voice pack for this updated version seems to be raising a virus scanner alert. It's pretty late for me so I can't fix it right now, but I'll have a look at it tomorrow. If you have the old version just use that for now until I can get this sorted out. Don't download anything if you don't trust it.

EDIT: I've reuploaded the voice pack with zip compression rather than 7zip, and that seems to have fixed the issue.

 

v2.0.3 (2024/07/22) (BETA):
Main features:

  • Epilogue content for Khamtragch the dremora, and a little bit for Irkalla after The Gordian Bind ends.
  • Fixed pit barrier bugs that were blocking progress in v2.0.2.
  • Fixed an incompatibility with Immersive Interactions that could lead to animation softlocks.
  • Fixed gargoyles not working sometimes, but the underlying issue may still be present (player stuck in a scene).
  • Added proper support for Devious Devices - Beast Race Refit (BRRF) and Devious Devices - For Him.

 

Bugfixes (The Gordian Bind):

  • Changed the way gargoyles and a few triggerboxes detected player having control. This should hopefully fix most issues with them not working properly.
  • Fixed an incompatibility bug with Immersive Interactions where some players would get their character stuck in an invalid control/animation state after getting knocked back by the door barriers.
  • Disabled Havok settle on a few notes to stop them sometimes glitching though tables and and out of reach.
  • Removed quest item flag from earplugs as it was messing up certain unlock scripts due to it occupying a slot associated with hoods.
  • Propagated workaround for a bug in True Directional Movement to the third trial, where I forgot to add it last patch.
  • Fixed a terrain seam in Khamtragch cave.
  • Changed the campsite used in one of the starts for The Gordian Bind to only be enabled during said quest start.
  • Fixed the bug where the player could bypass a barred door. (By moving the functional door bar one outside and adding an activate parent dummy bar inside, so that the script gets loaded properly before the player visits the inside).
  • Changed encounter zones of quest cells to prevent them from being reset automatically.
  • Fixed the bug where the wrong VFX were used when failing to cleanse the bright one's shrine.
  • Changed second trial devices to use native DD ArmorAddons so they can benefit from BRRF / DD For Him meshes.
  • Fixed a bug with the tool used in the second trial.
  • Changed a few Scene.Start() to Scene.ForceStart() calls to hopefully prevent a few softlocks where actors needed for a scene were still stuck in another one. This might fix the "I can't activate Azura's shrine" bug, but I haven't been able to reproduce that to verify it as a fix.
     

Changes & Additions (The Gordian Bind):

  • Irkalla can now recruited as a follower after The Gordian Bind ends. She does not have any special follower content yet, though - that is planned for a later release.
  • Player now acquires ownership of The Gordian Bind locations as a player home after said quest is completed.
  • The dremora now has an epilogue after The Gordian Bind ends, which addresses choices made during A Snare to Loosen.
  • Added two quest-situational OAR animations: one for the collar being active, and one for an action during the second trial. Credit for this fantastic second animation goes to @krzp, who created it specifically for this mod and graciously allowed me to integrate it. Thanks ❤️
  • Integrated support for BRRF and DD For Him. You will still need the meshes from DD itself.
    If you have only DD 5.2 plus its BRRF Patch (so no DD NG), use the separate Trappings of Fate - BRRF Patch.
    OR
    If you have DD NG >=0.3.5, do NOT use the separate Trappings of Fate - BRRF Patch. Support is already added in the main file.
  • Placed a spare catsuit somewhere as a backup.
  • Made the vault puzzle reset after not interacting with it for a while.
  • Made vault puzzle reset on entering a wrong step of the code, instead of only after entering the full code length but in the wrong order.
  • Added one more gargoyle somewhere.
  • Tweaked a straitjacket to be slightly more forgiving and to hint player not to look for its key.
  • Added a key for the hobble dress for consistency.
  • Moved one of the two pet suits to a place that's only accessible later on, to avoid players getting locked into it before having a chance to get its key.
  • Gargoyles are now reset at a certain point in the quest where that makes sense, and Irkalla now reacts when you've messed with them.
  • Made pit barrier dissipate permanently once its criteria are met.
  • Reduced unrelenting pull force a bit to make it easier to pull light items towards you.
  • Added some small extra text/dialogue to warn player that The Gordian Bind is quite a bit longer than A Snare To Loosen, just so it doesn't end up an unwelcome surprise.
  • Changed some of Khamtragch's dialogue so the player is not pointed towards the pit barrier earlier than they're supposed to.
  • Made a note with a very important text a quest item so you don't accidentally leave it.
  • Moved the third gloomy ruin riddle note somewhere it is easier to find, since a lot of people missed it entirely.
  • Move Boethiah's pre-finale appearance to right after you dispel the barrier. This way players don't try to remove devices themselves and it's clear you can re-equip before the finale.
  • Moved the ending scene location up to the living quarters.
  • Removed a whole bunch of unused scripts.
  • Added some dialogue hinting at the existence of specific device keys.
Edited by Frayed
Posted (edited)

@Neyri LL None of the AV software I've tried is raising any alerts on the file for me. Could you post or DM me the warning yours is giving?

 

I also see that LL has flagged something as "pending approval", which I think is new. I'll wait a bit for now to see if it fixes itself. If not I'll try uploading the problematic files as .zip instead of .7z, maybe that helps...

 

Edit: Issue resolved.

Edited by Frayed
Posted
13 hours ago, Frayed said:

I've been away for a bit, but I haven't been idle. So today, it's patch day!

 

Unfortunately, apparently the voice pack for this updated version seems to be raising a virus scanner alert. It's pretty late for me so I can't fix it right now, but I'll have a look at it tomorrow. If you have the old version just use that for now until I can get this sorted out. Don't download anything if you don't trust it.

 

v2.0.3 (2024/07/22) (BETA):
Main features:

  • Epilogue content for Khamtragch the dremora, and a little bit for Irkalla after The Gordian Bind ends.
  • Fixed pit barrier bugs that were blocking progress in v2.0.2.
  • Fixed an incompatibility with Immersive Interactions that could lead to animation softlocks.
  • Fixed gargoyles not working sometimes, but the underlying issue may still be present (player stuck in a scene).
  • Added proper support for Devious Devices - Beast Race Refit (BRRF) and Devious Devices - For Him.

 

Bugfixes (The Gordian Bind):

  • Changed the way gargoyles and a few triggerboxes detected player having control. This should hopefully fix most issues with them not working properly.
  • Fixed an incompatibility bug with Immersive Interactions where some players would get their character stuck in an invalid control/animation state after getting knocked back by the door barriers.
  • Disabled Havok settle on a few notes to stop them sometimes glitching though tables and and out of reach.
  • Removed quest item flag from earplugs as it was messing up certain unlock scripts due to it occupying a slot associated with hoods.
  • Propagated workaround for a bug in True Directional Movement to the third trial, where I forgot to add it last patch.
  • Fixed a terrain seam in Khamtragch cave.
  • Changed the campsite used in one of the starts for The Gordian Bind to only be enabled during said quest start.
  • Fixed the bug where the player could bypass a barred door. (By moving the functional door bar one outside and adding an activate parent dummy bar inside, so that the script gets loaded properly before the player visits the inside).
  • Changed encounter zones of quest cells to prevent them from being reset automatically.
  • Fixed the bug where the wrong VFX were used when failing to cleanse the bright one's shrine.
  • Changed second trial devices to use native DD ArmorAddons so they can benefit from BRRF / DD For Him meshes.
  • Fixed a bug with the tool used in the second trial.
  • Changed a few Scene.Start() to Scene.ForceStart() calls to hopefully prevent a few softlocks where actors needed for a scene were still stuck in another one. This might fix the "I can't activate Azura's shrine" bug, but I haven't been able to reproduce that to verify it as a fix.
     

Changes & Additions (The Gordian Bind):

  • Irkalla can now recruited as a follower after The Gordian Bind ends. She does not have any special follower content yet, though - that is planned for a later release.
  • Player now acquires ownership of The Gordian Bind locations as a player home after said quest is completed.
  • The dremora now has an epilogue after The Gordian Bind ends, which addresses choices made during A Snare to Loosen.
  • Added two quest-situational OAR animations: one for the collar being active, and one for an action during the second trial. Credit for this fantastic second animation goes to @krzp, who created it specifically for this mod and graciously allowed me to integrate it. Thanks ❤️
  • Integrated support for BRRF and DD For Him. You will still need the meshes from DD itself.
    If you have only DD 5.2 plus its BRRF Patch (so no DD NG), use the separate Trappings of Fate - BRRF Patch.
    OR
    If you have DD NG >=0.3.5, do NOT use the separate Trappings of Fate - BRRF Patch. Support is already added in the main file.
  • Placed a spare catsuit somewhere as a backup.
  • Made the vault puzzle reset after not interacting with it for a while.
  • Made vault puzzle reset on entering a wrong step of the code, instead of only after entering the full code length but in the wrong order.
  • Added one more gargoyle somewhere.
  • Tweaked a straitjacket to be slightly more forgiving and to hint player not to look for its key.
  • Added a key for the hobble dress for consistency.
  • Moved one of the two pet suits to a place that's only accessible later on, to avoid players getting locked into it before having a chance to get its key.
  • Gargoyles are now reset at a certain point in the quest where that makes sense, and Irkalla now reacts when you've messed with them.
  • Made pit barrier dissipate permanently once its criteria are met.
  • Reduced unrelenting pull force a bit to make it easier to pull light items towards you.
  • Added some small extra text/dialogue to warn player that The Gordian Bind is quite a bit longer than A Snare To Loosen, just so it doesn't end up an unwelcome surprise.
  • Changed some of Khamtragch's dialogue so the player is not pointed towards the pit barrier earlier than they're supposed to.
  • Made a note with a very important text a quest item so you don't accidentally leave it.
  • Moved the third gloomy ruin riddle note somewhere it is easier to find, since a lot of people missed it entirely.
  • Move Boethiah's pre-finale appearance to right after you dispel the barrier. This way players don't try to remove devices themselves and it's clear you can re-equip before the finale.
  • Moved the ending scene location up to the living quarters.
  • Removed a whole bunch of unused scripts.
  • Added some dialogue hinting at the existence of specific device keys.

SUPER thrilled to see you again, buddy!

Posted

So great to see all the updates!

 

Now I'm in something of a bind (hehe), because on one hand I'd love to test that new version of The Gordian Knot, but on the other I have been trying out Masterstroke recently (in which I must say A Snare To Loosen worked without any issue) and I don't think I am confident enough to install this new version in a modlist that doesn't include part two (and it kinda was a pain to level up to 9 in MS ^^').

 

Decisions decisions.

Posted

Having some issues with the most recent patch.

I was able to complete the story (using a few work arounds for a few bugs here and there. (Namely the Dremora not giving me any more hints for the final rune door after I equipped a gag and Boethiah not spawning in to remove my gags as I entered the finale room.)

But now after finishing the main quest I cannot leave the caverns as it makes my vision fade to black with nothing happening. Only way to fix it would be to force quit the game and restart, but still cannot leave the caverns without console commands.

Posted (edited)

Just another question / bug report. 
Is this compatible with skyrim SE 1.5.97? If so Any idea why the game would crash on equipment of the chains in the first room of Gorgon Binds?

I suppose this a more a DD Issue, but I'll leave it up here just in case someone knows.

Edited by TheMaze.
Posted
7 hours ago, TheMaze. said:

Just another question / bug report. 
Is this compatible with skyrim SE 1.5.97? If so Any idea why the game would crash on equipment of the chains in the first room of Gorgon Binds?

I suppose this a more a DD Issue, but I'll leave it up here just in case someone knows.

Check your Faster-SMP setup for HDT. Also how you installed your body and run Bodyslide in regards to all relating HDT. I hope your installed skeleton is already suitable for it (but not all are)?

Posted

To anyone having the issue that I just brute-force-resolved, the "grand staff of charming" not existing can be bypassed by simply having ANY staff whose effect is "Target enemy up to level X will not fight for Y seconds" in order to get one of those, Additemmenu or an equivalent is likely a good short term fix. If you are interested, I used an equivalent mod to add ALL non-unique staves to my inventory, then shot them. All of them. Two at a time, at the pedestal. The effect is normally known as "Calm" or its derivatives.

Posted

So, I'm not sure if this is still in the works, but I am stuck. I got the note and drank the wine. Then I went to the tavern and talked with the innkeeper. But after drinking the wine and laying on the bed, the summon cycle appears, but now I am on an infinite loading screen. Can someone please help? I have been sitting here for 15 minutes, I also tried reloading, and I can access my pause menu but not my inventory screen, the console also works, and I hear the tavern.

Posted

Heyo. 

I posted a while back when the mod first came out about a progress blocking bug in the bedroom. Where it isn't possible to interact with the chair and your "visitor" doesn't despawn and stands there indefinitely. I've seen a few others post about the same bug since but I couldn't find a fix in the replies, nor could I work around it myself. Gave the mod another go after the update hoping it had been fixed (and aside from this one snag its been fantastic) but I ran up against the same issue again. Has anybody worked out how to fix/get around this yet? Any help would be massively appreciated as I'm keen to actually play through the whole thing.  

Posted
5 hours ago, omegadusk said:

So, I'm not sure if this is still in the works, but I am stuck. I got the note and drank the wine. Then I went to the tavern and talked with the innkeeper. But after drinking the wine and laying on the bed, the summon cycle appears, but now I am on an infinite loading screen. Can someone please help? I have been sitting here for 15 minutes, I also tried reloading, and I can access my pause menu but not my inventory screen, the console also works, and I hear the tavern.

It's likely the fault is somewhere in your mods installation. But without that info it is tricky for others to help you.

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