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Posted (edited)
8 hours ago, FromMindoir said:

 

P.S.: if some of you have found other Bad Endings than

  Reveal hidden contents

the one where you lose the fight while having the real gemstone, 

I'd be interested to know what triggers them (through PM or spoilers in this thread). Gives me an excuse to replay the mod once again.

 

 

I'm about to try running through Gordian again to check but:

Spoiler

If you alert Irkalla before you go do Azura's Shrine (She's in her bedroom on the second floor of the mushroom) by making noise upstairs, she will aggro you and then shout at you to "STOP".  You end up back on the "X" with catsuit, hood, full gear and dremora barriers on the cross.  The one time I got that I ultimately just got stuck there with no actions and reloaded a save but will check again if it's more fleshed out.

 

EDIT: I have not been able to replicate this, but I'm seeing how OSL Aroused works rather than a SLA version.  So far, very buggy.

 

EDIT EDIT: So far have managed to get into the "bad end" by attacking irkalla then sheathing during bedroom dinner scene.  There is literally nothing to do about being trussed up and script sends you back to main menu.

Spoiler

image.png.f266bdda915f316d6a93caef4120842c.png

 

 

 

Also FWIW the Dwarven Devious Cuirass is its own mod, I believe it's simply being used just for Walker.

Edited by IcicleInn
Posted
5 hours ago, FromMindoir said:

Right, I reached an ending on the 2.0.4 playthrough. I encountered a few glitches, but I'm also having global issues with Devious Devices as a whole (the .DLL file doesn't seem to be up to date at the moment) so that might be the reason for it. Although, to be fair - I think all DD worked as intended. Some might also be just me being daft and missing a clue, mind.


Glitches:

 

  Reveal hidden contents
  • One on A Snare To Loosen actually, albeit very very minor:  several times after I unlocked the mittens I got an automatic GM message saying a key had been dropped around (presumably because the game thought I lost it) even though it was in my inventory. It happened with the Falcon and Bear keys, including once after I got out from the Cistern.
  • Globally, there were a few pathfinding struggles during the "automated walk" sections, but the destination was eventually (painfully) reached.
  • I got a couple of freezes/stuck without nothing happening during the bedroom scene right after Irkalla ties me on the cross. It happened when I was in 3rd person right before the previous conversation, and everything worked when I switched to 1st person somehow.
  • A strange one: I accidentally made Irkalla hostile by stealing the petsuit and hood right in front of her after she invites us to dinner. I then reloaded the last Autosave (dunno if there is a planned outcome when that happens though, maybe there is?), but as I did, the petsuit and hood never reappeared in the room afterwards, including during the escape sequence. I had to reload from an earlier save right at the end of the second trial.
    • Overall, I didn't remember that basically every single item was tagged as "Steal". Walker and Jurgen didn't react at all though, so I assume it's a feature.
  • As mentioned earlier, after the first trial, when Walker plays along and says she's the one who covered the Gargoyles, the buckets/baskets get removed. But I couldn't put them back on afterwards, and it was a huge pain, especially considering later on you're forced to carry a petsuit up to the dremora's cell, and this one has a low-ish chance of the key working even if you have it.
  • I couldn't heat the Tonal Fork. I held it over the forge for an entire minute and nothing happened. And if I used an attack, the collar took hold. So I skipped the puzzle by phasing through the door with the tcl command.
  • The Boethiah Shout only worked after I "manually" removed the petsuit, plus a couple more items a Gargoyle equipped on me that I was carrying by mistake (Iron Fetters & Chain). And during the fight, it did not always work (not to mention that with the number of runes, its CD makes it unreliable - then again, I assume the fight against many Dremora is supposed to be tough and unfair).
  • Not sure if it's a glitch or not, but I think one of the combat runes is supposed to be a gag, but if it is, the animation didn't show (the character opened her mouth as if she was gagged and couldn't Shout, but nothing was visible)
  • When I sided with Molag Bal and gave him Irkalla's real soul gem, there was no "end of fight" and the battle theme continued all throughout (also happened in one of the bad ends when losing to Irkalla by being bound in combat)
  • A funny final one: After going back to the main mushroom room with Irkalla, she was interrupted by Jurgin who, when he punched her, sent her back down the hole. Problem is that I had a Defeat mode active (SL Defeat Baka) and as such I couldn't talk to her anymore because, even if she got up and walked, she was considered at 0HP. Had to use healing hands to talk to her again.
  • And a final-er one (super minor): after defeating Bal, I went back to see whether Walker had some additional dialogue, and saw that the daedric seal on the cell door was still up.

 

 

 

 

In case anyone else has issues with the auto walk scenes.  What seemed to work for me was alt tabbing out of the game for about 30 seconds to a minute and it would be fixed when pulling up the game again.  Make sure to alt tab without a menu pulled up.  There might be a better way, but this is what worked for me.

Posted
3 hours ago, balgrufthegreat1 said:

 

In case anyone else has issues with the auto walk scenes.  What seemed to work for me was alt tabbing out of the game for about 30 seconds to a minute and it would be fixed when pulling up the game again.  Make sure to alt tab without a menu pulled up.  There might be a better way, but this is what worked for me.

 

For me the most common fix is to switch to first person, but the scenes don't always allow it to happen smoothly.

 

4 hours ago, IcicleInn said:

 

I'm about to try running through Gordian again to check but:

  Hide contents

If you alert Irkalla before you go do Azura's Shrine (She's in her bedroom on the second floor of the mushroom) by making noise upstairs, she will aggro you and then shout at you to "STOP".  You end up back on the "X" with catsuit, hood, full gear and dremora barriers on the cross.  The one time I got that I ultimately just got stuck there with no actions and reloaded a save but will check again if it's more fleshed out.

 

EDIT: I have not been able to replicate this, but I'm seeing how OSL Aroused works rather than a SLA version.  So far, very buggy.

 

EDIT EDIT: So far have managed to get into the "bad end" by attacking irkalla then sheathing during bedroom dinner scene.  There is literally nothing to do about being trussed up and script sends you back to main menu.

  Reveal hidden contents

image.png.f266bdda915f316d6a93caef4120842c.png

 

 

 

Also FWIW the Dwarven Devious Cuirass is its own mod, I believe it's simply being used just for Walker.

 

Right, so I tried it

Spoiler

by not sneaking during the night escape when Boethiah wakes us, 

and it worked like a charm.

 

The defeat message is exactly the same I experienced earlier

Spoiler

(hence my suggestion of customization, as the two bad ends I got are strikingly different from each other)

 

Also, I realized later that the Cuirass was a separate mod (by happening upon the thanks on the main page), so my bad on the off-topic suggestion. However, the mod page says that the outfit is supposed to be built with Bodyslide, but I don't think it happens when it's added by the Trappings mod (It's not in my Bodyslide list, or I haven't found it).

Posted (edited)
18 hours ago, IcicleInn said:

 

I'm about to try running through Gordian again to check but:

  Reveal hidden contents

If you alert Irkalla before you go do Azura's Shrine (She's in her bedroom on the second floor of the mushroom) by making noise upstairs, she will aggro you and then shout at you to "STOP".  You end up back on the "X" with catsuit, hood, full gear and dremora barriers on the cross.  The one time I got that I ultimately just got stuck there with no actions and reloaded a save but will check again if it's more fleshed out.

 

EDIT: I have not been able to replicate this, but I'm seeing how OSL Aroused works rather than a SLA version.  So far, very buggy.

 

EDIT EDIT: So far have managed to get into the "bad end" by attacking irkalla then sheathing during bedroom dinner scene.  There is literally nothing to do about being trussed up and script sends you back to main menu.

  Reveal hidden contents

image.png.f266bdda915f316d6a93caef4120842c.png

 

 

Oh, something I just noticed, but can you share your DD configuration so that corsets appear over catsuits? I realized that for me corsets are always underneath.

 

EDIT: Found the option in MCM > DD > Devices Underneath 1 > Remove "58-Corsets" from the "Body" folder.

 

Anyway, I got my fanfic glasses on and tried to think about how the "Bad Ends" I chatted about in my previous page's post could look like. I've also installed SSEEdit and started looking at how modding worked, so that hopefully in the far future I might offer something more constructive than random kinky ideas. Apologies in advance for the quality of the Screenshots, I barely use the feature.

 

#1
 

Spoiler

If the Dragonborn fails the Trial of the Prisoner by chatting to the guard instead of attacking him, then the next time around, the restraints would be much more severe.

 

PTFailure01.PNG.293b2e5d4ddc01609ddbb28b314e70e5.PNGPTFailure02.PNG.13f87fd370c89aeec69c44dccd8985e5.PNG

 

On top of that, the Dragonborn would be locked in a custom Strappado Gallows Pole with extra chains locking to her collar, thighs and ankles. The default one I tried only has a chain linked to the wrists, and removes the armbinder on equip, so it's a bit light considering it is supposed to be thoroughly unescapable. If it's possible, an extra chain locking the collar to the ankles would be even better.

 

#2

 

Spoiler

The Dragonborn decided to free Zakhi in order to get his help to fight Molag Bal, but gave him his anchor back before they went down the pit. Initially, all went according to plan: the barrier went down due to the heavy restraints she was wearing, and Boethiah intervened to ungag her - while remarking that it was foolish of her to bring such an unreliable backup, and that she hoped the Dragonborn had some serious guarantees. Then she disappeared, and before the first word of the Shout could be heard, Zakhi had forced the gag back in, and led the chained heroine to the Lord of Domination, bringing him Irkalla's Soul Gem in the process. Pleased by this initiative, Molag Bal allowed him to take this new pet with him to the Daedric Realms as he thought about how he would exact his revenge on Irkalla...

 

ZBetray01.PNG.d1fbda114f6f8f0bfbe87915880dde43.PNGZBetray02.PNG.24132122d3394ebd7e96f14551e24a91.PNGZBetray03.PNG.0e0851c074d5283f43b61b3b79ca2ec9.PNG

 

This one would be more on the naughty side, and since her new master is not nearly as possessive as Molag, not all orifices would be permanently sealed, except the one accepting the pet's tail. I noticed that with the base face mask + ring gag + blindfold you could get something similar to an open-mouth hood, which I think would be a fitting pick by the lecherous dremora. I think it would look better with a visible corset, but see my first question above.

 

To make the scene even better, I will see whether it is possible to create a cage using the model of the animal cage (like the ones in front of Cragslane Cavern, where the Skooma operation hides, with the Pit Wolves) but that would be much smaller, forcing the person inside to crawl.

 

Right, I'll go back to trying to learning the basics now, if only for my personal enjoyment (and I assume it won't hurt my abilities when modding skyrim in the future).

 

Edit: Here's the basic principle of what I mean by smaller animal cage - I used the default cage as a ref here, plus the 3D model & skeleton of DD's petsuit for scale

Spoiler

 

PCTest01.png.2e5080248bda8408a520b9475b61753c.pngPCTest02.png.556ec332fabe7a424c31b40fc02fdbf5.png


I just scaled down the dimensions of the cage & door, but I think that for better visibility it would be better to have fewer bars.

Edited by FromMindoir
Posted

Whatever MOD throws up this box, it's not compatible with Trappings of Fate.

I've tried disabling Deviously Helpless, Sexlab Approach Redux, and Babodialogue and either they're the wrong mods or disabling then isn't completely disabling them.

20240827232301_1.jpg

Posted
2 hours ago, jbezorg said:

Whatever MOD throws up this box, it's not compatible with Trappings of Fate.

I've tried disabling Deviously Helpless, Sexlab Approach Redux, and Babodialogue and either they're the wrong mods or disabling then isn't completely disabling them.

20240827232301_1.jpg

That's Cursed Loot, more specifically its rape function. You can set the conditions in MCM, or switch off this function entirely.

Posted (edited)

I got something similar happening during A Snare To Loosen a while ago (Irkalla showed up early...).

 

My recommendation is to disable the mod entirely while you are doing the Gordian Knot. Frayed mentioned DCL should become inactive while you are doing the quest, but there have been glitches, and if you get this one right now, chances are you'll end up tied up by random items when you open a container soon enough, which would completely screw the quest over (you might even potentially break the quest if you trigger Bondage Adventure or Damsel in Distress). At the time the similar thing happened to me, I got a bondage trap in the chest where I got my gear back...considering you seem to be right at the beginning of Gordian Knot, depending on how you set DCL up, the probability of something similar happening while you solve the puzzles would be near 100%.

 

If you have the "lock the menu when tied" option, I would recommend reloading the last save before starting the Gordian Knot, as the collar will prevent you from accessing MCM.

 

Note that it might also be caused by DCL acting up. Did you have a DLC quest active when you started A Snare To Loosen (something like one of the Chloe series, or Cursed Collar...)? The mod theoretically shuts down all its other functions while you do one of these quests, are you are supposed to receive specific restraints while doing them, but it might also have unintended consequences.

Edited by FromMindoir
Posted
On 8/11/2024 at 2:27 PM, Frayed said:

 

Actually the gargoyles only get disabled at the end of the quest (or if you disable them yourself), though perhaps narratively it'd make more sense to do it where you mentioned it.

 

I'll probably add a skip like once I've added significant post-Gordian Bind content. It's actually fairly easy to do.

 

 

 

I've changes those scripts again to try to find a variant that works on LE, SE and VR. This one works on SE at least, so could you test on LE for me? If it doesn't work, could you describe me how exactly it fails again? I don't quite remember if the issue on LE was a CTD or something else and I couldn't find it back in your posts. I know VR has CTDs, which I'm hoping @Allen Harris could maybe test for me?

 

 

Thanks for the hint - this made fixing it easier. This bug was actually kind of funny: I placed some plantable soil from Heartfires somewhere, and the way Bethesda set those up uses a hidden NPC somewhere. I placed those hidden NPCs in the Uncovered Sanctum cell, but the script on those guys listens for inventory changes. So when SOS constantly tries to equip them with dongs, it actually thinks you're trying to plant dongs in a planter box and gives you an "invalid item" error. Yeah, that's Skyrim modding for you 😄Bethesda's solutions are just as jank as the mods, if not more so. It should be fixed now in v2.0.4.

 

 

The functions I use for compatibility basically try to turn off TDM temporarily if a scripted walk starts and TDM is installed, but the functions to do that are part of TDM and only got added in a recent version. Older versions don't have them. And I can't check the version, because TDM doesn't have its version listed anywhere in its scripts. Doesn't really matter anyway unfortunately, since even with TDM "off" things still fail about half the time. This is really on TDM to fix. Unless I basically rework all scripted walk sections entirely I guess, which I'm really hoping to avoid...

 

 

Hm, most likely culprit seems to be something with the dremora's head mesh. Definitely not what I was expecting, so it's good that you posted that log. I've generated his face geom while disabling any mods that could change his meshes. Please try it and let me know if that worked. If not I might still have some kind of mesh overwrite in there I need to turn off and regenerate.

 

 

Two conditions:

1. A Snare to Loosen is complete.

2. The minimum time between the quests has passed. Currently this delay is set to 0 days for debug purposes during beta, so it should basically happen immediately.

I cleaned up some of the logic with the ending flags in v2.0.4 and fixed at least one bug with it, but I tested your scenario and I think that should have been working before already. Keep in mind that the courier triggers only on location changes and that some other game events can block him. You can try the command "sqs frayeq2_intro" and see if any quest stages are set. If so, then the items are at the courier and it's something else preventing him from showing up. If you want to bypass the intro on your current save, you can skip the intro and quickstart with "setstage frayeq2 1".

 

 

Thanks for testing, I had a look and indeed found some bugs here. Should be cleaned up now.

Sorry, I literally just saw this mention. I'll try out the new release in VR this weekend and let you know what I find.

Posted
9 hours ago, kapibar said:

That's Cursed Loot, more specifically its rape function. You can set the conditions in MCM, or switch off this function entirely.

 

Thanks!

Posted

Just finished the mod so far.  I have to say it was excellently done and written.

 

Spoiler

If I may add my 2 cents in the pot.  I would very much enjoy if when you finish the mod if you agree to be her slave (or 50/50 thing) you can code in something like when your near furniture she will lock you in it for awhile.

 

Looking forward to the finish mod.

Posted (edited)

Edit: Alright, I finished this rerun. I'm going to turn this post into a listing of the various glitches I encountered (although only one was seriously blocking my advance, and is easy enough to circumvent - plus I doubt it was a Trappings of Fate issue). Then I'll do a second post with ideas and suggestions so it doesn't become too bloated - and so I can dump all annoying info in here to get to the good stuff later.

 

And in case it's not made clear, no amount of glitches can reduce my enjoyment of this mod. Always an immensely satisfying experience to play through.

 

I also want to add that the earlier glitch in the Arcanaeum

Spoiler

that stopped me from getting the Tonal Fork tuned

was just me being an idiot and not doing what was required. It worked fine.

 

GLITCH POST

 

1 - A Snare To Loosen, first room

 

Spoiler

After getting rid of the Armbinder, Hood & Blindfold, if you try to immediately grab & slide the "Remote Key" hanging right outside the door (without first interacting with it so it falls by itself), it will fall on the ground without having been changed into a usable key, and interacting with it after that didn't turn it into a usable key either, so you won't be able to open the cell door.

 

2 - Gordian Bind, starting scene

 

Spoiler

After trying to punch Irkalla and being stopped, my character immediately got locked back into the Bondage Chair, got tied while in the Bondage Chair (that part was fun), but then remained on the Chair as she slid towards the X-Cross to be tied. There were no bugs afterwards, tying up on the Cross worked as intended.

 

I do not know what caused her to be tied back in the chair (maybe a hidden activation of the bondage device?). In any event, maybe it could be solved by adding a "get out of the chair" command just before moving towards the X-Cross? I've only just started looking into mods, I don't know exactly how sequential events like these are created.

 

3 - Gordian Bind, "night" scene

 

Spoiler

For some reason, the "Float" function to get up in her bedroom stopped working. The others kept working fine (go from first to second floor, or go to Bal's room).

 

Circumvented with tcl.

 

4 - Gordian Bind, "night" scene 2

 

Spoiler

The Clit piercing didn't help getting through the barrier, but I think it was a Devious Devices issue - they could be removed like normal gear without any message appearing, so I suspect the door thought I had manipulated the locks and didn't let me through. I had another example of a DD-related item glitching in the playthrough (I didn't get the "Engage/Manipulate the locks" message for the petsuit during the final part to go to the pit) but this time the barrier allowed me through.

 

If I had to guess, I think it might be because there were 2 clit piercings in the chest when I looted it (I used the "grab all" function), and sometimes Devious Devices misfire when you have several of the same items stacked and you want to equip one (it happens when cursed loot gives you the same item twice, for example).

 

In any event - circumventable with the tcl command, the quest properly advanced when I went through the door.

 

5 - Gordian Bind, post "night" scene

Spoiler

Gargoyles could't be covered again, but I noticed that for some reason they didn't force me in the petsuit...I don't know if I was lucky or if it is a feature to make them less punishing. Also, as mentioned above, the petsuit glitched a little with no consequences - it might have been glitched already and explains why the gargoyle missed it.

 

It might not be a glitch, though - but it can be pretty annoying.

 

6 - Gordian Bind, reaching the second shrine

 

Spoiler

In one save, I tried to explore the arcanaeum early, grabbed a few items (notes, soul gems, Reanimation Staff), but then for some reason I forgot, I reloaded an earlier save later on. When I reached the Arcanaeum, the items I had grabbed the first time around had not reappeared. They only did so when I went back to the main menu and reloaded everything.

 

7 - Gordian Bind, final confrontation


 

Spoiler

I got a "Bad End" glitch which probably was caused by the SL Defeat Baka Edition mod. A rape scene triggered as I lost the fight against Irkalla, and continued right as the "Futile Struggle" scene was supposed to start...and then Skyrim physics happened, and the Gallows Pole was teleported to the bottom of the location instead of being at the top (it's not nearly as cool).

 

ScreenShot18.png.52063958af0931860db0c9c2c07bd80b.png


 

Edited by FromMindoir
Posted (edited)

IDEAS POST

 

I'll try to post them in roughly chronological order going through the mod. Some of them might be repeat/expansions on things I mentioned in previous posts, but this way everything is stored in one place, and in the future I'll just edit it if I get even more inspiration (very possible).

 

1. Extra decoration in the cavern

 

Spoiler

I think it could be nice if there was a Gargoyle right over the small passage through which the cavern can be entered/exited. First, because it could play a role in the abduction that starts the Gordian Bind - I did it by refusing Irkalla's invite, so I got the fake bandit camp, and that's where the messages of "getting sleepy" appeared and the cutscene started. A Gargoyle right over the passage being the one thing that paralyzes the Dragonborn could be a nice touch. Second, because Irkalla mentions during the small chat with Walker that the Gargoyles are here to stop bandits who'd like to enter.

 

On top of the entrance Gargoyle, there could also be a couple of Bondage Contraptions right next to that location - with the idea that the Gargoyle would force unwanted visitors to tie themselves on Bondage posts or crosses as soon as they enter the cavern, making them easier to collect for Irkalla.

 

2. Do not do this clearly bad thing

 

Spoiler

There could be an additional "bad end" right as you exit the starting building and enter the cavern for the first time if you head straight for the mushroom's living quarters, as Jurgin repeatedly says "Irkalla could be here, do not go there, Walker is likely in her hut". If you do that, she would be on her way down to the pit and would catch you in the act, which would lead to the same scene than the one where we steal something in front of her/fail the escape (locked on the cross in inescapable restraints).

 

Now, so it's not too punishing, she could be on the second floor getting prepared to go down, and only react if the player does not sneak (giving time to do so or to get out before she reaches the first floor). This way, exploration would be encouraged (which is important), but only if the player is careful (which s/he is repeatedly warned to be by Jurgin, so it wouldn't be unfair).

 

3. Spicing up a fight

 

Spoiler

A small one, but it might be fun to turn the Warped Azura Shrine into a bondage pole, so the Dragonborn is tied to it during the battle between Azura and Hermaeus Mora to cleanse the shrine. It has kinda the same shape, too.

 

...if it's supposed to be what happens, then it doesn't work on my computer.

 

4. Illustrating the trials

 

Spoiler

I think a couple of "failure scenes" - not really "bad end", because they're not real and you escape even if you fail - could happen to punctuate the first and second of Boethiah's trials.

  • In the first one, it could trigger if you fail the trial in a specific way - tying up your arms despite Irkalla telling you not to with some of the drawer's restraints (Boxbinder...), or trying to get out of the room. It could lead to a short "totally restrained while locked in one of her contraptions" scene, that uses the many red & black ebonite items in her drawer, before the fade to white and the return to the island. Boethiah could then give some advice: don't be too obvious when you are in a weaker position, be treacherous and sneaky (hinting at the poison).
  • In the second one, as mentioned in an ealier post, it would just be a scene if you let yourself get recaptured by the Dremora, something like this :

Strap00.png.99a07bba9e0caff2b442358e9a8fd18f.png

...but with extra chains and straps, an armbinder... - and anything really that would clearly say "you are much more helpless than at the beginning of the Prisoner's Trial, and not getting out". Then fade to the island where Boethiah hints at what to do.

 

5. Fade from black + Extra description

 

Spoiler

In my humble opinion, the very beginning of A Snare To Loosen is a masterpiece in the way it slowly reveals the situation while a faint light starts to appear inbetween messages. It is also used at some points in Irkalla's bedroom, but in this case, we already know how the restraints look like since they are shown in the scene right before, so the effect is not quite the same. I think this staging method could be used in several scenes to enhance them :

  • The beginning of the Trial of the Prisoner as we "awaken" in the cell
  • Any of the two Bad Ends

Speaking of (and I already mentioned it before but I said this will be the one post where I store all ideas), I think that a succession of messages describing the bindings would greatly improve the "Bad End" scenes. Something similar to the beginning of A Snare To Loosen, like an echo, except it slowly reveals an utterly inescapable predicament. 

 

6. Our Friend the Daedra

 

Spoiler

So, as I already said before, I think it would be amazing to expand even further the "relationship" with Zakhi/Khamtragch, in good and bad ways, by giving the possibility to free him before going down in the pit. The requirement would be to find the key to the Anchor's room - in a location that contains a warning about Daedra being powerful/useful but also deceitful - and grab the Anchor before going to the pit . From there, there would be different possibilities, depending on your interactions with him before. Several things would influence the way it all pans out.

 

  • Whether you gave him the anchor/Whether you kept the anchor
  • Whether you had sex during ASTL/Whether you promised sex later
  • Whether you have the real soul gem/the fake soul gem

If you keep the anchor...

  • If you promised him sex later, you can convince him to join you in the pit in exchange of a longer session once he's free. He would be an ally who distracts Irkalla/the Dremora during the fight because he's an (in)famous perv even among the Daedra. After that, if you give him the anchor back, you would get the booty calls that last longer.
  • If you had sex before, you can convince him to join you in the pit in exchange for basically the same deal you made in ASTL to avoid sex : four days of booty calls. This way, people who had sex during ASTL can also get the booty call sessions later on (that's a fun mechanic).

If you give him the anchor back, he would ask for sex right as he is freed (whether or not you had sex with him in ASTL - it can be "round one" or "round two").

  • If you accept, then he would be an ally in the pit as mentioned above
    • If you promised him four days of sex, and you defeat Bal, he would offer you to exchange it against straight up summoning him if you're interested.
    • If you already had sex before, he would give you the book after defeating Bal.
  • If you refuse, then he would betray you by gagging you back right as Boethiah ungags you and disappears.
    • If you have the real gem, he would trade it back to Bal in exchange for owning the DB as a pet. Since he is a lecherous bastard, he would not plug her completely, instead allowing permanent access to some of her body parts (here it's face mask + blindfold + ring gag, gives an effect similar to a hood with open mouth)

ZBetray03.PNG.61d6ed0a7d8e5e4797e0b25ed6397dcf.PNG

    • If you have the fake gem, he would give it back to Bal, revealing Irkalla's plot to escape him. He would order her not to move, but would be stunned when the gem is revealed to be fake. Khamtragch would use this opportunity to take control of Irkalla and the DB, who would both become hiBetrayal01.PNG.ced49d49bf976328d7a75ec7e581e2a5.PNG

 

I mentioned it in the Devious Devices thread, but I think it would be awesome if there were smaller pet cages added to the game - they would fit this "Bad End" the best, and could be used in many other situations. Although alternatively, the two pets could also be kept in the very same cage Khamtragch is locked in during the Gordian Bind, as a final kind of revenge.

 

7. Booty Call diversity

 

Spoiler

 

Speaking of our Daedra friend - note that Booty Calls were glitched for me so maybe this functionality is here already - it would be fun if, in the name of consent, he asked what type of sex the Dragonborn would be up to, and this would trigger different flags of sexlab animations (agressive or vanilla). He could also offer to tie the DB up - with his own bindings, or with the bindings she's carrying (since the Booty Call is scheduled anyway, she could stockpile what she wants to use).

 

 

8. A Quick TP

 

Spoiler

...back to Irkalla's mushroom. Unless I'm mistaken, you have to go to the end of a bandit dungeon to go back to the area - an easy-to-access teleport location would be nice to return there once we finish the quest. Possible locations would be the Dragon Bridge tavern (since Irkalla knows the owner), or the Shrine of either Azura or Boethiah.

 

9. Irkalla ideas

 

Spoiler

This is openly suggested by the mod itself, so (and maybe it has been said already):

  • If she becomes mistress, she could have a mechanic similar to the booty call, but unannounced. She could even function as a pseudo-Cursed Loot event: depending on what the Dragonborn does, she might find herself in some kind of predicament caused by Irkalla. Among the possibilities (which could be mixed up)
    • She could surprise the DB with some furniture bondage with added restraints (like at the beginning of ASTL)
    • She could tie her up in chains
    • She could tie her up in red/black ebonite
    • She could lock some very powerful and very active piercings on her
    • She could lock her in chastity, with or without plugs
  • As for the reasons...
    • It could just be to mess with her, and she would then disappear
    • It could be an escape challenge, where the DB would get a reward if she gets out in a set amount of Skyrim time (using classing DD mechanics - keys, picking lock, struggling...)
    • It could be an incentive to do some fetch quest in order to be freed (bringing some item back to her, or getting rid of a monster/villain)
    • It could be to have sex with the DB...or to tease her like she did during the Cross scene, except without hiding it this time
    • The fetch quest could even, if the player agrees to it, be sexual in nature (go have sex with NPC X while tied)
  • And unlike Deviously Cursed Loot, it would not be completely random, the various restraint sets would be predetermined - allowing for some pretty bondage, and also making it possible to use either MCM or some dialogue for the player to configure the events
    • How severe the restraints should be (with a difficulty system going from "casually locks a gag and boots" to "remember what you had to do to reach the pit?")
    • How long she would have to escape during the timed missions
    • Whether sex quests would be allowed or not (and what kind - male and/or female)
  • And if she becomes a sub, or the DB and her have a Switch relationship, then some of those features could become accessible to the player instead to use on Irkalla instead.

 

10. Sequelitis

 

Spoiler

Alright, here are in no particular order the various ideas I had on how to continue this incredible story with Irkalla. They can obviously be compatible with each other

  • It turns out that before disappearing, Molag Bal did something to Irkalla's soul, and she might not be completely free of his influence after all...there is a way to do it, but she needs an extremely rare and well-protected artifact for that. Luckily, the owner of the artifact is also a bondage enthusiast (what a coincidence), and is throwing a huge party. Irkalla asks (if sub/switch) or orders (if mistress) the Dragonborn to go to this party posing as her toy, so she gets an entry ticket (as she's not yet famous among Skyrim's bondage lovers due to her reclusive nature). And once inside...caper time to get the artifact. A BDSM, much better version of the Diplomatic Immunity quest.
  • Another justification to get a McGuffin during the caper would be that it is required for the recipe to fully heal Walker's body, and Irkalla promised to take care of her. The artifact might even be Dwemer in nature to compliment Walker's armor.
  • Something different (although not necessarily...could be mixed with the aforementioned caper): this time, the story would be kickstarted when receiving a letter from Irkalla, saying that she is going to disappear in mysterious terms - prompting the DB to investigate. It could start in her mushroom (where she could have modified some of her gear to act up to protect her notes after seeing them being gathered all by the DB before), and then move on to another location where the DB would have to find how to rescue her...unless it was another of her elaborate games?
  • Among the Daedras that might get involved in shenanigans, I would suggest...
    • Clavicus Vile, who this time would have some "proper" offers to make (instead of being unprepared like he was in ASTL)
    • Sheogorath, because he zaniness could be an interesting way to expand the puzzles and riddles
    • Nocturnal if there is caper. The McGuffin could even be linked to her - after all, the Skeleton Key is the ultimate bondage escape tool...
    •  

 

Edited by FromMindoir
Posted (edited)

Hey @Frayed - so I tested it in VR. While I was able to put the bucket on the gargoyle without a problem, when I put the falcon key in the indent in the wall, it crashes.

 

Something else that happens in Skyrim AE is once I've gotten out of the first area of the second act and entered the mushroom house, the transport thing that pulls you up to the second floor suddenly stopped having an "activation" interaction. So I have to TCL up now. 

Edited by Allen Harris
Posted
2 hours ago, Allen Harris said:

Hey @Frayed - so I tested it in VR. While I was able to put the bucket on the gargoyle without a problem, when I put the falcon key in the indent in the wall, it crashes.

 

Something else that happens in Skyrim AE is once I've gotten out of the first area of the second act and entered the mushroom house, the transport thing that pulls you up to the second floor suddenly stopped having an "activation" interaction. So I have to TCL up now. 

 

I got this glitch once, although on a different one, on SE. So I do not think it is an AE-only issue.

Posted (edited)

Hmmm...I can't remember how to get Irkalla's bedroom door to open. It keeps sending me back to get locked up - and I've tried the pony tail, petsuit and muffling hood - including all together. But it doesn't work. What am I missing?

 

Edit: nm I figured it out. But I had to console the potion into my inventory because Irkalla kept going aggro, even when I was sneaking.

Edited by Allen Harris
Posted
On 8/31/2024 at 9:10 AM, FromMindoir said:

Edit: Alright, I finished this rerun. I'm going to turn this post into a listing of the various glitches I encountered (although only one was seriously blocking my advance, and is easy enough to circumvent - plus I doubt it was a Trappings of Fate issue). Then I'll do a second post with ideas and suggestions so it doesn't become too bloated - and so I can dump all annoying info in here to get to the good stuff later.

 

And in case it's not made clear, no amount of glitches can reduce my enjoyment of this mod. Always an immensely satisfying experience to play through.

 

I also want to add that the earlier glitch in the Arcanaeum

  Reveal hidden contents

that stopped me from getting the Tonal Fork tuned

was just me being an idiot and not doing what was required. It worked fine.

 

GLITCH POST

 

1 - A Snare To Loosen, first room

 

  Reveal hidden contents

After getting rid of the Armbinder, Hood & Blindfold, if you try to immediately grab & slide the "Remote Key" hanging right outside the door (without first interacting with it so it falls by itself), it will fall on the ground without having been changed into a usable key, and interacting with it after that didn't turn it into a usable key either, so you won't be able to open the cell door.

 

2 - Gordian Bind, starting scene

 

  Reveal hidden contents

After trying to punch Irkalla and being stopped, my character immediately got locked back into the Bondage Chair, got tied while in the Bondage Chair (that part was fun), but then remained on the Chair as she slid towards the X-Cross to be tied. There were no bugs afterwards, tying up on the Cross worked as intended.

 

I do not know what caused her to be tied back in the chair (maybe a hidden activation of the bondage device?). In any event, maybe it could be solved by adding a "get out of the chair" command just before moving towards the X-Cross? I've only just started looking into mods, I don't know exactly how sequential events like these are created.

 

3 - Gordian Bind, "night" scene

 

  Reveal hidden contents

For some reason, the "Float" function to get up in her bedroom stopped working. The others kept working fine (go from first to second floor, or go to Bal's room).

 

Circumvented with tcl.

 

4 - Gordian Bind, "night" scene 2

 

  Reveal hidden contents

The Clit piercing didn't help getting through the barrier, but I think it was a Devious Devices issue - they could be removed like normal gear without any message appearing, so I suspect the door thought I had manipulated the locks and didn't let me through. I had another example of a DD-related item glitching in the playthrough (I didn't get the "Engage/Manipulate the locks" message for the petsuit during the final part to go to the pit) but this time the barrier allowed me through.

 

If I had to guess, I think it might be because there were 2 clit piercings in the chest when I looted it (I used the "grab all" function), and sometimes Devious Devices misfire when you have several of the same items stacked and you want to equip one (it happens when cursed loot gives you the same item twice, for example).

 

In any event - circumventable with the tcl command, the quest properly advanced when I went through the door.

 

5 - Gordian Bind, post "night" scene

  Hide contents

Gargoyles could't be covered again, but I noticed that for some reason they didn't force me in the petsuit...I don't know if I was lucky or if it is a feature to make them less punishing. Also, as mentioned above, the petsuit glitched a little with no consequences - it might have been glitched already and explains why the gargoyle missed it.

 

It might not be a glitch, though - but it can be pretty annoying.

 

6 - Gordian Bind, reaching the second shrine

 

  Hide contents

In one save, I tried to explore the arcanaeum early, grabbed a few items (notes, soul gems, Reanimation Staff), but then for some reason I forgot, I reloaded an earlier save later on. When I reached the Arcanaeum, the items I had grabbed the first time around had not reappeared. They only did so when I went back to the main menu and reloaded everything.

 

7 - Gordian Bind, final confrontation


 

  Hide contents

I got a "Bad End" glitch which probably was caused by the SL Defeat Baka Edition mod. A rape scene triggered as I lost the fight against Irkalla, and continued right as the "Futile Struggle" scene was supposed to start...and then Skyrim physics happened, and the Gallows Pole was teleported to the bottom of the location instead of being at the top (it's not nearly as cool).

 

ScreenShot18.png.52063958af0931860db0c9c2c07bd80b.png

 

 

I always disable defeat mods when I do these quests. It is practically essential to do this.
Posted (edited)

Okay...now I can't remember how to complete the trial of the conqueror. I know about the staff, and I even bound myself with an armbinder after revealing him. But I end up forced to walk to them and there's nothing I can do except kill them.

I know I can choose the champion way, but I don't want to side with Molag Bal. Is there not a way to do it without falling to his influence?

Edited by Allen Harris
Posted (edited)

Running into a bit of a glitch in A Gordian Knot. Running on 2024_08_11_The Trappings of Fate v2.0.4 (BETA).7z

 

Spoiler

When my character is bound to the X Cross I saw in the walkthrough that there's supposed to be some sort of ability to struggle, but whenever I touch the cross I get the "This object cannot be interacted with. The Give up option never appears even after waiting a while. None of my DD settings seem to be causing it (Plus I made itn through A Snare to loosen just fine)

 

Edited by bukket123
Posted
12 hours ago, Allen Harris said:

Okay...now I can't remember how to complete the trial of the conqueror. I know about the staff, and I even bound myself with an armbinder after revealing him. But I end up forced to walk to them and there's nothing I can do except kill them.

I know I can choose the champion way, but I don't want to side with Molag Bal. Is there not a way to do it without falling to his influence?

 

Spoiler

Another solution is to kill any of the three NPC, loot the handcuffs of their corpse, and equip them so that you can't go on a rampage. If your pickpocketing skill is high enough you might also be able to just steal the shackles instead.

 

It worked for me each time.

Posted (edited)
57 minutes ago, FromMindoir said:

 

  Reveal hidden contents

Another solution is to kill any of the three NPC, loot the handcuffs of their corpse, and equip them so that you can't go on a rampage. If your pickpocketing skill is high enough you might also be able to just steal the shackles instead.

 

It worked for me each time.

That worked for me in earlier versions - but in this one, I tried that with an armbinder just to test and it didn't matter. The killing is done through dialog and being bound didn't change anything.

I wonder if that was a bug and @Frayed intended for you to have to kill everyone.

Edited by Allen Harris
Posted (edited)

Ah screw it - I took the deal with Molag Bal and betrayed him. But now, the dremora servant is asking me to bring a summoning anchor and I can't figure out where it is. The quest marker just points to the magic lift thing - but once I get up there, it isn't anywhere that I can find.

 

Edit: Nevermind - the quest marker was just bugged. I went back up and recruited Irkalla and it moved to the correct spot.

Edited by Allen Harris
Posted
4 hours ago, Allen Harris said:

That worked for me in earlier versions - but in this one, I tried that with an armbinder just to test and it didn't matter. The killing is done through dialog and being bound didn't change anything.

I wonder if that was a bug and @Frayed intended for you to have to kill everyone.

Two days ago it worked with the shackles, I didn't even know you could find an armbinder (in the closet I assume?). If not, I'm pretty sure Frayed will eventually add it for consistency's sake.

Posted
1 hour ago, FromMindoir said:

Two days ago it worked with the shackles, I didn't even know you could find an armbinder (in the closet I assume?). If not, I'm pretty sure Frayed will eventually add it for consistency's sake.

No, it was just a test, I added it by the console.

Posted
1 hour ago, Allen Harris said:

No, it was just a test, I added it by the console.

 

Ah well, I think most of the Trappings of Fate scripts rely on checking whether you are carrying/wearing a specific item, and not whether you are free to use some body part with DD rules - which is why I doubt you would be able to cross through Bal's pit if you console added Ebonite items instead of using the Fitted ones found in the area.


Honestly, building an escape-room themed mod while accounting for all possible Skyrim items, nevermind modded items, would probably be a complete nightmare to code. 

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