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Posted

Well, I was kidnapped successfully, but as long as I resist and escape, everything will come to a standstill

Posted (edited)
10 hours ago, quietly-confident said:

In v 2.0.3:

 

- At the beginning of 'Gordian Bind' when Irkalla tells my character to stop she stops, but when Irkalla tells her to come back the forced movement doesn't start. Instead I can move freely and the quest does not continue.

- The game crashes when I try to enter Fungal Cavern. This also happened when I tried to enter from the other side when getting lured in by the bounty quest after ' A Snare to Loosen'

 

Both issues work when I revert back to v 2.0.2 so I don't think it's something with my other mods.

 

I had the same issue with the "Come here" part. No forced movement. It worked before but not with the new version.

Edited by HereBeTentacles
Posted (edited)

I crash every time I try to move buckets in the first (original) part. When trying to cover the gargoyles heads.

 

EDIT: Not sure how I fixed, but a couple of reloads later and I finished the snare quest. However... I "screwed up" and tried removing the piercings, got sent to Simple Slavery. Is my inventory from when I first entered the Four Shields nuked, or is there a way to get it back somehow?

Edited by MysticDaedra
Posted
On 7/30/2024 at 12:33 AM, quietly-confident said:

In v 2.0.3:

 

- At the beginning of 'Gordian Bind' when Irkalla tells my character to stop she stops, but when Irkalla tells her to come back the forced movement doesn't start. Instead I can move freely and the quest does not continue.

- The game crashes when I try to enter Fungal Cavern. This also happened when I tried to enter from the other side when getting lured in by the bounty quest after ' A Snare to Loosen'

 

Both issues work when I revert back to v 2.0.2 so I don't think it's something with my other mods.

Also @HereBeTentacles(and @Z-JR?): If you're free to move then a) your controls are not disabled and b) the player isn't set to AI-driven. If Irkalla told you to stop then at least the scene started, but when it did it should have done both of those things. So either part of the script failed to run, or something restored your controls in between the start of the scene and the part where Irkalla says stop. Either is possible.

 

I can't reproduce either of these problems unfortunately, so I'm gonna have to ask you for some papyrus + crash logs to help me diagnose the problem.

 

 

12 hours ago, MysticDaedra said:

I crash every time I try to move buckets in the first (original) part. When trying to cover the gargoyles heads.

 

EDIT: Not sure how I fixed, but a couple of reloads later and I finished the snare quest. However... I "screwed up" and tried removing the piercings, got sent to Simple Slavery. Is my inventory from when I first entered the Four Shields nuked, or is there a way to get it back somehow?

There's a nasty possible crash there that has to do with moving/disabling items that the player is holding. To my great dismay and frustration this crash happens differently across Skyrim versions and platforms: LE, SE and VR all seem to behave differently... I did change that script recently though, so perhaps this is another problematic variation. Could you tell me which platform/version you're playing on? I can fiddle with the script again to try to see if I can fix it, but it's one of those things I can't easily test myself, so iterations are slow.

 

Your second point I can definitely fix, though. That ending was originally just a hard game over, so I forgot to give the player back their stuff after I changed how it worked. Your stuff should still be in the chest in the quest cell. Just TP there for now and get it (console command "coc frayescapequestcell"). I've added some code to to return the player's stuff when they trigger that ending and will include it in the next patch.

 

 

On 7/28/2024 at 12:58 PM, PNclarity001 said:

these are the last 4 things that occur during the loading screen crash

[07/28/2024 - 03:47:52AM] CoW Commentary XMarker cell detached
[07/28/2024 - 03:47:52AM] DB commentary XMarker cell detached
[07/28/2024 - 03:47:52AM] TG Commentary XMarker cell detached
[07/28/2024 - 03:47:52AM] [Zad]: RepopulateNpcs()

It can be reproduced every time but tbh Idk what actually conflicts.

Try to get me a crash log (e.g. from Crash Logger, or .NET Script Framework if you're on LE/SE 1.5.97). The papyrus log is not useful for debugging CTDs.

Posted
6 hours ago, Frayed said:

There's a nasty possible crash there that has to do with moving/disabling items that the player is holding. To my great dismay and frustration this crash happens differently across Skyrim versions and platforms: LE, SE and VR all seem to behave differently... I did change that script recently though, so perhaps this is another problematic variation. Could you tell me which platform/version you're playing on? I can fiddle with the script again to try to see if I can fix it, but it's one of those things I can't easily test myself, so iterations are slow.

 

Your second point I can definitely fix, though. That ending was originally just a hard game over, so I forgot to give the player back their stuff after I changed how it worked. Your stuff should still be in the chest in the quest cell. Just TP there for now and get it (console command "coc frayescapequestcell"). I've added some code to to return the player's stuff when they trigger that ending and will include it in the next patch.

I'm on the latest version of AE, 1.6.1170. Glad this is a known issue, just because... I'm very cognizant of the fact that with as many mods installed as I have, crashes are likely! Hope you are able to find a way to fix it, but if not: anyone else reading this from search, just save frequently and keep trying, I was eventually able to finish the quest without further interruptions!

 

And thanks for the tip about where my stuff is. No worries! Just happy that you're still updating the mod and adding new stuff after all these years :) Thanks for sharing with us!

Posted
9 hours ago, Frayed said:

@HereBeTentacles(和@Z-JR?):如果您可以自由移动,则 a) 您的控件未被禁用,并且 b) 玩家未设置为 AI 驱动。如果 Irkalla 告诉您停止,那么至少场景已开始,但当它开始的时候,它应该已经完成了这两件事。因此,要么是脚本的某个部分运行失败,要么是某种东西在场景开始和 Irkalla 说停止的部分之间恢复了您的控件。两者都有可能。

 

不幸的是,我无法重现这两个问题,所以我不得不向您索取一些纸莎草纸 + 崩溃日志来帮助我诊断问题。

 

 

移动/禁用玩家持有的物品时可能会发生严重的崩溃。令我非常沮丧和沮丧的是,这种崩溃在不同 Skyrim 版本和平台上的发生方式不同:LE、SE 和 VR 似乎都表现不同……不过我最近确实更改了该脚本,所以也许这是另一个有问题的变体。你能告诉我你在哪个平台/版本上玩吗?我可以再次摆弄脚本,看看我是否可以修复它,但这是我自己无法轻松测试的事情之一,所以迭代速度很慢。

 

不过,我肯定可以解决你的第二点。那个结局原本只是一场艰难的比赛,所以在我改变它的运作方式后,我忘了把玩家的东西还给他们。你的东西应该还在任务单元的箱子里。现在只需 TP 到那里并获取它(控制台命令“coc frayescapequestcell”)。我添加了一些代码,以便在玩家触发该结局时归还玩家的东西,并将在下一个补丁中包含它。

 

 

尝试获取崩溃日志(例如,如果您使用的是 LE/SE 1.5.97,则来自Crash Logger.NET Script Framework)。纸莎草日志对于调试 CTD 毫无用处。

I don't know how to export crash logs

 

Posted
9 小时前,Frayed 说:

@HereBeTentacles(和@Z-JR?):如果您可以自由移动,则a)您的控件禁用,并且b)玩家未设置为AI驱动。如果Irkalla告诉您停止,那么至少场景已经开始,但当它开始的时候,它应该已经完成了这两件事。因此,或者是脚本的某些部分运行失败,或者是场景开始和 Irkalla 停止说的部分之间恢复了您的控件的某些部分。两者都有可能。

 

不幸的是,我无法解决这两个问题,所以我不得不向您索取一些纸莎草纸+崩溃日志来帮助我诊断问题。

 

 

移动/禁止玩家持有的物品时可能会发生严重的崩溃。让我非常沮丧和沮丧的是,这种崩溃不同的天际版本和平台上的发生方式不同:LE、SE和VR似乎都表现不同...... …不过我最近确实更改了该脚本,所以也许这是另一个有问题的变体。你能告诉我你在哪个平台/版本上玩吗?我可以重新制作可以修改的脚本,看看我是否修复它,但这是我自己无法轻松测试的一件事,所以迭代速度很慢。

 

那个结局到底是一场艰难的比赛,所以在我改变它的运作方式之后,我忘了把玩家的东西还给他们。你的东西应该还在任务中单元的箱子里。现在只需TP到那里并获取它(控制台命令“coc frayescapequestcell”)。我添加了代码,以便在玩家触发该结局时归还玩家的东西,放在下一个补丁中它包含。

 

 

尝试获取崩溃日志(例如,如果您使用的是 LE/SE 1.5.97,则来自Crash Logger.NET Script Framework)。纸莎草日志对于调试 CTD 毫无用处。

我不知道如何导出崩溃日志

I asked others to translate all the text into my national language, and after opening the game and opening the second chapter, the dialogue automatically accelerated.

Posted
9 小时前,Frayed 说:

@HereBeTentacles(和@Z-JR?):如果您可以自由移动,则a)您的控件禁用,并且b)玩家未设置为AI驱动。如果Irkalla告诉您停止,那么至少场景已经开始,但当它开始的时候,它应该已经完成发生了这两件事。因此,或者是脚本的某些部分运行失败,或者是场景开始和 Irkalla 停止说的部分之间恢复了您的控件的某些部分。两者都有可能。

 

不幸的是,我无法解决这两个问题,所以我不得不向您索取一些纸莎草纸+日志来帮助我诊断问题。

 

 

移动/禁止玩家持有的物品时可能会发生严重的崩溃。让我非常沮丧的是,这种不同的崩溃的天际版本和平台上的发生方式不同:LE、SE和VR似乎都表现不同。 ..... ...不过我最近确实改变了该脚本,所以也许这是另一个有问题的变体。你能告诉我你在哪个平台/版本上玩吗?我可以重新制作可以修改的脚本,看看我是否修复了它,但这是我自己无法轻松测试的一件事,所以重建速度很慢。

 

那个结局到底是一场艰难的比赛,所以在我改变它的运行方式之后,我忘了把玩家的东西还给他们。你应该的东西还在任务单元的箱子里。现在只需TP到那里并获取它(控制台命令“coc frayescapequestcell”)。我添加了代码,以便在玩家触发该结局时归还玩家的东西,将其包含在下一个文件中。

 

 

尝试获取崩溃日志(例如,如果您使用的是 LE/SE 1.5.97,则来自Crash Logger.NET Script Framework)。纸莎草日志对于调试 CTD 毫无用处。

我不知道如何导出崩溃日志

我让别人把所有文字翻译成我的国语,打开游戏开启第二章之后,对话就自动加速了。

You have one or more script extender plugins which failed to load!

 If you want this notification to go away, here are some steps you can take:
  • Look for updates to the mod or the specific plugin included in the mod.
  • Disable the mod containing the plugin.
  • Hide or delete the plugin from the mod.

To refresh the script extender logs, you will need to run the game and/or editor again!

The failed plugins are:
  • 无法加载 cbp.dll (CBPC - Physics with Collisions)。最后的错误代码是 1114。
  • hdtSMP64 版本 200500 (hdtSMP64.dll, Faster HDT-SMP) 加载期间报告为不兼容。

 

Posted
On 7/30/2024 at 1:33 AM, quietly-confident said:

The game crashes when I try to enter Fungal Cavern

Same problem. I need to try 5-6 times to re-launch the game and praying it will work. And sometimes it is. Dont know is it some conflict with my mod list or issue in the current mod

Posted
On 7/31/2024 at 11:57 AM, Frayed said:

Try to get me a crash log (e.g. from Crash Logger, or .NET Script Framework if you're on LE/SE 1.5.97). The papyrus log is not useful for debugging CTDs.


logged as
 

Skyrim SSE v1.6.640
CrashLoggerSSE v1-14-1-0 May 18 2024 23:00:58

Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF6FDE0A5E5 SkyrimSE.exe+141A5E5    mov rax, [rcx+0x48]

Posted

50% point, so far so good. The rock entrance is pretty buggy, 80% of the time it just won't let me in to to access the ruins door despite following the instructions... then sometimes it just randomly works. Something janky there.

 

The wakeup scene with Boethia is buggy too: Irkalla was still standing in front of me (no dialogue options), and Boethia also just stood there after their dialogue. Additionally, control was not restored to my character, and I had to go into the ZaZ MCM to release controls to escape the chair.

 

As for hints, the only thing I'd request is better advanced notice of the need for some devices "coming up". For example, in the walkthrough it says to grab the petsuit and muffling hood from the bedroom before proceeding because I'll need them later... but I didn't see any indication that it would be a good idea to do so. IMO the least amount of needless back-and-forth the better. Back-and-forth that serves the story is fine, but going to the next area and finding that I need to go back and grab something that I didn't know I'd need... that's a bit annoying.

 

Regardless, really enjoying the quest!

Posted (edited)

Trial bugs:

 

First trial. After putting the clothes on the table, Irkalla tries to forcegreet enter dialogue with me, but there are no quest-related dialogue options. I can't see any way to continue the trial...

 

Second Trial: Cannot escape from the pole, I've literally picked the lock on my wrist restraints like 5 times... nothing happens, I stay locked in.

Edited by MysticDaedra
Posted

Where is the key for the high security fitted ebonite items? I was carrying around the corset/belt device and the gargoyle by the initial cell locked me up in it... and now I can't put the plugs in that the dremora says I need to do to go into the pit.

Posted

Finished the quest (I think?), but Irkalla died (hit her with my two-handed by accident while dealing with the spawned dremora while trying to knock down the pillars, she agro'd on me and I had to kill her). Now I cannot remove the collar... and the quest will not show as "completed" in my journal.

Posted

hey frayed I am trying to start the quest but the courier never comes, I used the cheat to advance my skill with xp but at level nine no matter where I go he never comes and the code you have for lowering the starting level does not work. I have got it to work before but I had to reset my computer and now it is not starting.

I am using the ae version

Posted
2 hours ago, Predator12458 said:

hey frayed I am trying to start the quest but the courier never comes, I used the cheat to advance my skill with xp but at level nine no matter where I go he never comes and the code you have for lowering the starting level does not work. I have got it to work before but I had to reset my computer and now it is not starting.

I am using the ae version

You are getting other couriers though, like the Falkreath one and Dawnstar museum (that might be level 10)?

Posted

For people getting crashes when they enter quest locations, I'm going to repeat myself again: please post me an actual crash log! There are a lot of things that happen during cell loading on a modded Skyrim setup, so I need a log to narrow down possible causes. Especially since I'm not able to reproduce these crashes on my own setup.

 

 

On 7/29/2024 at 5:09 AM, Azatthot said:

Yo Can I request For Irkhala to be in follower faction after completion of quest. After a small note in the end or something??

 *waves magic time-travel wand* your request has been granted. (I already added this with v2.0.3 😉)

 

On 8/2/2024 at 7:14 PM, poporaltemporal said:

I am curious if there is patch or version of this mod that supports Ostim standalone? Btw I loved the first part of the mod thanks for really awesome content.

Not to my knowledge. But believe it or not,

Spoiler

there's really only one actual sex scene in the entire mod, and it's optional (with the dremora in the first quest). That said, it probably doesn't work with OStim at the moment. For now it's not really worth the effort to add explicit support for it, but I'll consider it if/when I end up adding more sex scenes.

 

 

21 hours ago, vaultman112 said:

the thanks i get for saving her from molag bal

  Reveal hidden contents

72850_20240803121246_1.png.fa02e8a425bccd64309e4b9caf58e0ab.png72850_20240803121305_1.png.3378113bbb7efd93519192016b0781d5.png

That's hilarious. 😄 I guess changing the cell ownership has a few more side effects than I thought!

 

 

@MysticDaedra There's an ending for Irkalla not surviving but you killed her after locking in another ending, which I did not account for. I'll change some stuff to make sure that can't happen and bundle it into next patch. Can I assume that all your previous issues were eventually resolved e.g. by reloading, or did you have to bypass by setting stages manually?

Posted

I just got to the second part and early feedback.

1) Once you complete the first part it feels bit weird that the kidnapper suggest recapture and that you can go for it.
2) I am playing with darker nights and it makes it very difficult to navigate in the cavern. Could you add some speciality ring or add some guiding lights in the cavern? Ring could be basically candlelight that stayed on as long as you wore it.

I actually manage to run out of the cavern to skyrim half blind without seeing where I run. Which made it impossible to navigate back. In case you got out like this maybe the collar would teleport back you to the area?

Posted (edited)

Issues that I found in Gordian bind.

 

1.Bugs

  • First barrier doesn't recognise the ebonite bondage, even when my pc have it equiped (got pass it after reload the save a couple of times) 
  • The tentacles in the azura altar area doesn't recongnise the boots and catsuit (have to tcl over)
  • Irkhala become hostile after toying with my pc in her bedroom (reloading saves doesn't work)
  • Irkhala doesn't talk to my pc when I sit down on the chair in her bed room (reloading saves doesn't work)
  • Walker got weird static texture on her face 

2.Gameplay Issues

  • In the azura altar area you need to have Blindfold and Chasity Belt, but you don't know that unless you read the walkthrough
  • I think the map is too open. I started the Gordian Bind quest at 12am and finish the part where you find the hint to azura altar in 3am (mostly because of bugs)

I really like this mod but gonna have to pause the gordian bind quest because of the bugs.

 

also here's my load order.

 

Load Order.txt

Edited by ggwp555
Posted

logs.zip

 

My logs after trying to enter the Fungal Cave.

I disabled all mods that were added or changed after the previous version of the "Trappings of Fate".

Gordian Bind worked flawlessly, as did Irkalla's Arcaneum.

 

Posted
3 hours ago, Frayed said:

 

@MysticDaedra There's an ending for Irkalla not surviving but you killed her after locking in another ending, which I did not account for. I'll change some stuff to make sure that can't happen and bundle it into next patch. Can I assume that all your previous issues were eventually resolved e.g. by reloading, or did you have to bypass by setting stages manually?

Yes, most issues were resolved by reloading. I seem to recall that I had to setstage at one point, but I think I ended up reloading that save as well, so... pretty sure it all worked out?

 

The only "non-fixable" bug that I can recall is that the entrance to the ruin wouldn't let me in most of the time, I'd hear the sounds, get the "woosh" sound, holding S to back into the rock... nothing. Used TCL to bypass.

 

Oh one more thing, I think after the confrontation with Irkalla after seeing Boethiah was supposed to be the end of the gargoyles effectively, correct? Most of them were inert after that, but the one by the initial cell in the arcanaeum still put devices on my character until the very end after defeating Molag Bal.

 

ONE ONE more thing... Irkalla did waaaaaaaaaaaaaaaaaaaaayyyyy too much damage during the final battle. I was basically getting one-shot by her, didn't even get any runic bindings until I had to cheat and used TGM for that entire scene. Absolutely related to my mod list, but... yeah. Don't know if there is a way to make that battle easier, or if I made it harder than it should have been with my own list, it's hard to do balance when everyone is using a different (or no!) combat mod lol.

 

BTW, killing Irkalla was totally an accident, she got caught in the wide swing of my battleaxe. Maybe at that point just make her essential or something so she can go down instead of being killed, and maybe make it so she doesn't aggro immediately? xD

 

Really really enjoyed the mod. It was a tad on the long side for being stuck in such a small worldspace I'd say, but overall... really enjoyed. Looking forward to seeing what you cook up for Irkalla after the mod is over. Actually that brings me to one more thing I might suggest... some way to skip most of the mod in the future. Over in the Fallout 4 forum we have a mod that similarly requires a lot of time to progress/complete, called Nuka Ride. There, if you want to experience new gameplay or story from an update, you usually have to go back and play the entire mod again from the beginning... which is usually pretty annoying and boring to do, since much of the experience of these kinds of mods are the discovery made. If you've played it before already, unless you forget it... it's not nearly as enticing. Not saying your mod is exactly like that, but if there was a way to skip larger chunks of the main story to get to the Irkalla ending in the future when that ending has some meat to it, that'd be much appreciated. I realize that is probably a pretty tough task though. Consider this a wishlist item from me rather than a formal request xD

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