IcicleInn Posted September 3, 2024 Posted September 3, 2024 1 hour ago, stefmuell said: Hey I got the Problem that the courier never shows up and I dont know why. Courier never showing up usually means you have a different quest or mod actively using the couriers and preventing them from spawning normally. While I can't tell you what is interfering, one potential fix is to type the following into the console: prid 00039FB7 moveto player This will "select" and then summon one of the couriers to you and should be able to talk to the courier to trigger any relevant dialogue.
Allen Harris Posted September 3, 2024 Posted September 3, 2024 2 hours ago, stefmuell said: Hey I got the Problem that the courier never shows up and I dont know why. Sometimes the courier can get stuck - I've had it happen on BoS. You might try loading an earlier save to find the courier, clicking him with console open to get the RefID, then using that in your latest save to player.moveto
FromMindoir Posted September 3, 2024 Posted September 3, 2024 4 hours ago, stefmuell said: Hey I got the Problem that the courier never shows up and I dont know why. Is that the first courier that shows up at level 9? Or the one that gives the invitation (obvious or not) for Gordian Knot after you completed A Snare to Loosen? If it's the former, then it's likely a glitch, as you usually at the same time get both the bottle of wine & invitation to Dragon Bridge and the message from the Jarl of Falkreath from Hearthfire. In any event, you can look at this list to find a quest you might have started. It happened to me when I only did part 1 of The Wolf Queen quest in Solitude - Couriers stopped popping up until I did the small Elisif fetch quest (deliver Torygg's horn to the shrine of Talos), and as soon as it was done, a courier popped up with like 3 or 4 letters, including the Trappings of Fate one.
MrBig Posted September 7, 2024 Posted September 7, 2024 first of all, amazing mod. big fan of Aelies various games and love seeing that within skyrim in a playable fashion. talking to Irkalla after everything with the 4th wall break I wanted to drop some ideas your way. most of these will be from the view point of keeping Irkalla as a Mistress, I'm afraid I don't really have many ideas about if you wish to be the dom. Now in terms of whats already been done I think the trials of both toy and prisoner were stand outs within the mod itself. very much enjoyed both of them and would love to see more of that, short scenarios with a heavy emphasise on bondage and escape. trial of the toy in particular would be nice to be expanded upon as a repeatable game proper as Irkalla actual toy. much the same principle as it already is, give the player various restraints to select (with a wild card that maybe occasionally Irkalla will pick the restraints for you) then pick the orgasm amount, primary difference would be offering actual rewards/punishments. rewards could be simple from gold/items, to maybe things like Irkalla unlocking restraints or something, punishments meanwhile could be things like Irkalla leaving you locked in the chosen restraints after the game or maybe equipping you with special sets while you go off adventuring. perhaps the amount of orgasms could be a 'difficulty' or reward check, 7 orgasms could be tough to reach but offer a huge reward for example, and if you fail the punishment could be harsher. like wise 0 orgasms would offer little reward but big punishment for failing. 2nd idea is more vague but as I said, in line with prisoner trial, some short escape challenges, maybe 4 or 5 that could be picked from at random. If you become Irkalla's toy then she will give you a magical mark, then every couple of days in game time the mark would compel you to return to her when she has devised a new game, at which point it would select on of the short escape games for you. success in these would give rewards and failure would lead to punishments (failure would either be a give up option or maybe timed like the prisoner trial) 3rd idea would be a trial of the pet game with Irkalla, honestly though got no ideas for this, would just love to see more petplay. the pet crawler was used only briefly during the main quest and with the petsuits around Irkalla clearly enjoys them and would like a pet to play with xD 4th would be a reverse escape game, instead of freeing yourself from bindings prgressivly, instead you would start free and have to find and bind yourself more and more to progress, by the end of the game you would be a tightly bound toy for your Mistress to enjoy for a bit. this could be repeatable or maybe a punishment that Irkalla could throw you into occasionally if her toy isn't performing well enough, so it can learn its place in bondage. final idea is more just long term engagement with Irkalla, occasionally she might call you to her just to tie you up, or have some fun with you. I picture various sets of restraints she could pick from such as turning you into an ebonite doll, or a pony girl etc and it would be more just her binding you on a whim and sending you on your way. or maybe she requests that you have to wear a catsuit for 1 week, or a time locked elbow binder for a few hours just to entertain her; a chastity belt and plugs that she controls remotely, teasing you when she feels like it. just some prolonged use along with this the player can freely approach Mistress Irkalla and request some bindings. previously mentioned sets like pony girl or ebonite etc or some special sets enchanted by Irkalla during her research, a catsuit and set of cuffs that boost magic for example, or a collar with some revealing gear that boosts things like speech, some mittens that boost unarmed etc etc as a few examples. anyway I know not all will be feasible or desired but hopefully something gives an idea or 2. love the mod and can't wait to see more of it.
farber12 Posted September 10, 2024 Posted September 10, 2024 crash_.log Hi,everybody.After sleep in dragon brige inn nothing wrong,only black window.Crashlog is here.
JuliusXX Posted September 11, 2024 Posted September 11, 2024 20 hours ago, farber12 said: crash_.log 14.76 kB · 0 downloads Hi,everybody.After sleep in dragon brige inn nothing wrong,only black window.Crashlog is here. This happens to me if I have a lot of stuff in my inventory. Try to reduce the amount of items you are carrying around.
Jim55 Posted September 15, 2024 Posted September 15, 2024 (edited) That camp is un-fing-findable. If you're like me, here's where it is. ( search aid keywords: irkalla invitation gordian bind start cave camp map ) Spoiler Step 1. Find Stone Creek Cave by any means. Online, map, stick to the mountain line, whatever. Step 2. Walk directly west with a very mild south slant. You will hit a fork in the road, at an angle. In the image, the marker (teal) is the fork in the road you need. Not the one before it or any other fork. Step 3. The camp is hidden. Here's where: The upper left shows the fork highlighted by the marker, the bottom right is the camp. If you are a map geek, here's me staring at the irkalla gift: Note I have Atlas installed, some of the markers here might not be on your map. You can just find the dragon mound and then walk south east. This should be sufficient. Edited July 12, 2025 by Jim55 I meant west 4
Zaflis Posted September 15, 2024 Posted September 15, 2024 4 hours ago, Jim55 said: That camp is un-fing-findable. If you're like me, here's where it is. ( search aid keywords: irkalla invitation gordian bind start cave camp map ) If you didn't continue to part 2 straight away with dialogs, you will later get sent to the camp anyway by quest. I never needed to guess its location.
BlackEagle251 Posted September 15, 2024 Posted September 15, 2024 Hi, I found incompatibility with Immersive Hair Growth and Styling (YPS Fashion). This mod bring incompatibility with infinite black screen after loading location from quest A Snare To Loosen, if you have nails or pierced ears.
Jim55 Posted September 16, 2024 Posted September 16, 2024 22 hours ago, Zaflis said: If you didn't continue to part 2 straight away with dialogs, you will later get sent to the camp anyway by quest. I never needed to guess its location. Never happened it's been like a year in game. Also, I don't know if this is unfinished or just bugged, but Spoiler After I save both Irkalla and Slab, she stands at an edge, he punches her, she falls down, gets back up and then Slab walks away and she reverts to regular NPC. Has a quest marker but wanders around the home like she owns it, and I have to equip quest level combos just to open doors to keep up. She doesn't engage in dialogue. She has a quest marker and just idles. Stands at desk. Eats a bread. The quest is pinned at "Decide irkalla's fate". I walked around till I found the exit and resumed my Skyrim. Erm. Ok? I expected to "let her live" when I left but no. Either this is unfinished or too obscure. Walkthrough also ended. Other feedback in no particular order: * the walkthrough is needlessly weirdly paced. Sometimes it just tells you what to do, other times it sort of drops hints for no reason. It's a walkthrough. I heard I need the third paper. Just tell me where it is. I wouldn't be licking a walkthrough if I knew what to do. "between some shelves" is not a solution. * is there a real in game hint on what you need to progress through doors? One of them said "it looks nice you should wear it more" and all I had was a dress and another item. But then they just become obscure and vague, and it takes a full minute to equip and unequip items. Maybe I'm wrong, but the laboratory hinted that I should have no stolen items in my inventory and have drunk the potion (clear mind and light fingers or smth), in reality it likes straightjackets. * can the keys just work? Or, like, put them in a description? I don't remember what color boot an ornate tiny metal key unlocks. It's easier to just struggle. Eventually I just remembered what could be done with a key and I used a mod. Takes less time. Like, after being used to unlock ear protection, "tiny metal key" should be replaced by "earplug key". * if gargoyles are supposed to be un-coverable in act two and obnoxious, add them to the pop-ups. "mecha girl was nice to cover for me, I can't put her in danger again. I'll have to dodge the gargoyles somehow" or smth. They look broken after a taught mechanic stops working. If I missed it, sorry. * the fork quenching is iffy. I tried it 14 times before I realized that holding a hot fork over blood is correct, and putting it IN THE BLOOD and having it make a splash is incorrect. Same with water. Sound means it works. If you need to hold it, put something like "pray for the blood" or "saturate it with the fumes of tainted blood". I don't know. Invisible wall so it doesn't splash? If I toss a red hot key in water and it goes "splish" that is positive feedback. * I liked that looking at things with blindfold on doesn't trigger them. Attention to detail. * My companion just teleported in at the part where irkalla comes back to "toy" with me. Around the part where I "see the garden for the first time", companion spawned. Eventually, she got aggroed when irkalla started putting spells on me and they locked into an essential duel. Had to reload and use a mod that can force followers off and waiting for irkalla to reset. They can't path home, BTW. She changed into civilian clothes and hanged around the garden. * putting gargoyles everywhere to discourage you from carrying everything and the demanding I carry everything with me like staves is weird. yes gargoyles don't affect staves, but either hoover everything or nothing. "you need all 6 staves" made me sigh. I used the console. * there is a conflict with DDe. I shall notify the author of some issues I had, but basically this mod expects me to be able to interact with things that I cannot because "heavy bondage". I should not have expected it to work, just adding to the list of conflicts, maybe save some trouble. * collapsing the pillars took way longer than I care to admit. They should glow if you want an action scene. Either this is a puzzle, or it's action. Standing around with the "escape" music on while I try the 15th thing doesn't really work. I tried all types of damage, shouts, magic, staves. If the sound played it was covered by the dialogue and screaming and the cave being unstable. I expected obvious split decision. IMHO, the entire column should take damage, it's not worth the puzzle. I liked the entire experience, overall, it's just a little polish away from perfect. Needs an ending (unless mine glitched) and some parts can get grating if you don't know what to do. For example, in the first room/cell, you get weighed down A LOT and told to look for the alchemy recipes. If you can't find one, it takes forever to go around again. And you don't know there's nothing in the storage room. Limiting the area or making the papers easier to find would help. 3 are in plain view and one is only visible for 3 pixels.
Jim55 Posted September 16, 2024 Posted September 16, 2024 Addendum on that DDe issue, now that I am back in Skyrim the option to turn off heavy bondage options is back enabled. Either it detects quest items or some form of dungeon detection. It was disabled mid game. This means that turning off heavy bondage interact interdiction will simply fix the conflict.
Vouldor Posted September 18, 2024 Posted September 18, 2024 Hey folks, just finished the quest and i feel pretty empty now. Just wondering if anyone knew what is the purpose of mark of molag bal? I don't see how it changes the story. Or is it WIP?
Allen Harris Posted September 19, 2024 Posted September 19, 2024 21 hours ago, Vouldor said: Hey folks, just finished the quest and i feel pretty empty now. Just wondering if anyone knew what is the purpose of mark of molag bal? I don't see how it changes the story. Or is it WIP? Nothing yet. The post final battle stuff hasn't been developed yet
Allen Harris Posted September 19, 2024 Posted September 19, 2024 Hey @Frayed - remember how i said the VR port crashes when placing the key in the wall crack? I am getting into SKSE plugin development and thinking about trying to rewrite that event handler as an SKSE function - to see if that wont crash. Can you remind me which file thats in?
Frayed Posted September 21, 2024 Author Posted September 21, 2024 On 9/19/2024 at 8:05 PM, Allen Harris said: Hey @Frayed - remember how i said the VR port crashes when placing the key in the wall crack? I am getting into SKSE plugin development and thinking about trying to rewrite that event handler as an SKSE function - to see if that wont crash. Can you remind me which file thats in? Yeah I remember, I've tried to fix it like 6+ times now but it keeps happening. Doesn't help that I can't troubleshoot it myself without VR. I still don't have the foggiest idea what is actually causing it. I think it's something to do with moving/disabling the key that the player is holding, but I'm not even sure. Anyway, the relevant script should be FraySomethingIndentedScript.psc. On 8/31/2024 at 2:10 PM, FromMindoir said: GLITCH POST [snip - big wall of useful bug reports] 1. Couldn't reproduce the issue, but I made the key activator not movable just in case. 2. DD bug where the package override on the player isn't properly cleared. Should have been fixed in DD NG, but I still see it sometimes. I added a workaround anyway, for people still running DD 5.2. 3. I see this all the time and it's driving me mad. It's not a control issue, it's not an animation state issue, it's not a scene issue, it just seems like the activator straight-up disappears sometimes. No fucking clue why. I suspect a native Skyrim bug. Suggestions welcome. 4. Sounds like an invalid DD state. If you're running 3BA, it uses an equip slot that conflicts with DD genital piercings causing those to malfunction. 5. I fucked up the gargoyle reset when I added it and it's bugged on v2.0.4, they're supposed to be uncovered but you should be able to re-cover them. Will fix in v2.0.5. 6. Native Skyrim bug - it's save/load system is garbage. DavidJCobb once wrote something on it IIRC. Items can just straight-up not respawn on game load. Blame Todd. 7. Probably a mod interaction bug like you said, but I'll keep an eye out if other people start reporting it. On 9/1/2024 at 5:18 AM, FromMindoir said: IDEAS POST [snip - giant wall of ideas] These are great. 1. Will probably add that gargoyle. 2. This was actually planned very early on in my design (hence the existence of that dialogue), but I couldn't get the aggro/detection behavior working properly before. I've been adding it in the recent patches and it seems to work okay for now, so I might add this. 3. Well, the current pillar animation is similar in spirit, just more magic-y, which I thought fit better. 4. Spoiler For the first trial I don't think I'll add anything like that. Its gimmick isn't that you should do as Irkalla says or she'll punish you, it's that Molag Bal is forcing you to play along with the script. Adding a bad end suggests the player has agency there - but the whole point is that they don't. As for the second trial: actually, what's now that hanging pole bad ending was originally planned to be part of the second trial. If you failed to figure out the trick in the first part, the second would tie the player up in an even more extreme way, and the only way out would have been very tedious. I scrapped that idea, mainly because it made the trial too long. 5. Yeah, I've been meaning to improve the messages for the Gordian Bind intro for a while, the current ones are actually still the sort of "first decent draft" placeholders. The ones for the bad endings are straight-up rushed 6. Sorry, but this I will not add. It's a great suggestion in and of its own, but it's not in line with Khamtragch's personality. He's supposed to be a lecher, but mostly harmless. Not a "lecherous bastard". I think there are already too many mods on LL that add lecherous bastards, I don't think it's interesting to add another. 7. He should be scripted to already ask sometimes. But that whole part seems to not work so well yet, so I'll have to improve it still. 8. Good suggestion. There's not much reason to go back yet, but I'll see if I can think of something. 9. Nothing's set in stone for Irkalla's post-quest content yet, but I'll probably stay away from making things that Cursed Loot, Devious Followers or any of their myriad similar mods already do. There's already good options for a bunch of that stuff. But we'll see. 10. First off, I'm not making a sequel any time soon. That said, "BDSM version of the Diplomatic Immunity quest" is almost good enough of an idea to make me reconsider that. Seriously, that has potential. But I really need some time away from this project for a good while once The Gordian Bind is stable and leaves beta. I'm kinda burnt out on it, and that usually takes a good few months of doing something else to cure for me. On 9/7/2024 at 5:21 PM, MrBig said: first of all, amazing mod. big fan of Aelies various games and love seeing that within skyrim in a playable fashion. talking to Irkalla after everything with the 4th wall break I wanted to drop some ideas your way. [snip] Thanks for the praise . And good suggestions, I might take some elements from those.
Frayed Posted September 21, 2024 Author Posted September 21, 2024 On 9/16/2024 at 7:22 PM, Jim55 said: [snip] Thanks for the feedback. That's not how the ending is supposed to work, so that's a bug. You're supposed to have more dialogue with Irkalla there. I think I've seen it myself as well, I'll see if I can fix it. The fork tuning and gargoyle issues you describe are likely bugs. The former I haven't seen or heard before, the latter is me fucking up the gargoyle reset code in v2.0.4. I still need to fix follower handling. Not sure what the best method for it is. I've mostly just discouraged the player from starting the quest with a follower active through text, but obviously that won't always work. Comment about the pillars in the finale is fair. It's supposed to be an action sequence, but it's way too slow atm. I'll probably just make all pillars collapse simultaneously or something. I did not want to make a walkthrough because I think that if a player feels like they need to tab out of the game and look up the solution, then really I've just designed something poorly. If I make the walkthrough good, then people will no longer inform me of things I should really change. I understand that might be frustrating for you now but sorry, that's why this mod has a big red BETA tag. I might move that note, it's not intended to be that hard to find. Your other remarks are avoidable: Spoiler Lab door literally says "keep your hands to yourself" and mentions Walker, who has a straitjacket in her hut. Keys are named with a theme that correspond to the devices they open. With the risk of sounding somewhat snarky: I don't think it's too unreasonable to ask a player to remember certain things in a puzzle mod. Gathering devious devices, avoiding getting locked into them and figuring out and obtaining ways to get out of them is part of the core gameplay of this mod.
Allen Harris Posted September 21, 2024 Posted September 21, 2024 36 minutes ago, Frayed said: Yeah I remember, I've tried to fix it like 6+ times now but it keeps happening. Doesn't help that I can't troubleshoot it myself without VR. I still don't have the foggiest idea what is actually causing it. I think it's something to do with moving/disabling the key that the player is holding, but I'm not even sure. Anyway, the relevant script should be FraySomethingIndentedScript.psc. Thanks - I'm gonna try writing an SKSE plugin for it and see if that fixes it; at the very least, I might be able to trap the bug in a try/catch block and gather more details.
firebinder Posted September 22, 2024 Posted September 22, 2024 Okay, so I completed the Gordian Bind Quest. Now - where did all my gear go? I'd kinda like to get it back.
Talesien Posted September 22, 2024 Posted September 22, 2024 11 minutes ago, firebinder said: Okay, so I completed the Gordian Bind Quest. Now - where did all my gear go? I'd kinda like to get it back. Before confronting Irkalla, you pass by a chest, maybe you should've a look? ^^
firebinder Posted September 22, 2024 Posted September 22, 2024 36 minutes ago, Talesien said: Before confronting Irkalla, you pass by a chest, maybe you should've a look? ^^ I'm seeing no chest. I just ran back and looked through every bit of the Uncovered Sanctum, and no chest. Where is it supposed to be?
Talesien Posted September 22, 2024 Posted September 22, 2024 20 minutes ago, firebinder said: I'm seeing no chest. I just ran back and looked through every bit of the Uncovered Sanctum, and no chest. Where is it supposed to be? Ahhh sorry, it seems I can't read today, I thought you had stated A snare to loosen, not Gordian Bind as you wrote, my apologies.
IcicleInn Posted September 23, 2024 Posted September 23, 2024 (edited) 1 hour ago, firebinder said: Okay, so I completed the Gordian Bind Quest. Now - where did all my gear go? I'd kinda like to get it back. Spoiler The Temple to Mephala should have all of your stuff in a chest right before Irkalla's black soul gem room. Edited September 23, 2024 by IcicleInn
IcicleInn Posted September 23, 2024 Posted September 23, 2024 (edited) Minor Glitches, Bugs and other details, spoilered for details. These comments cover v 2.0.4 up through roughly the halfway point of a Gordian Bind (Haven't had the time to do the second trial and onwards yet: Updated with comments through completion. Spoiler Minor Glitches, Bugs and other details, spoilered for details: 1. Using 2.0.4 I verified again and Altmer / (probably beast races too) do not show the gag in "A Snare to Loosen." Interestingly enough, I tried a modded race (Ohmes-Raht) and they worked fine. Both pictures are taken immediately after removing hood in a Snare to Loosen Spoiler 2. I have inconsistent issues with some of the scripts at the beginning of Gordian Knot. Sometimes if I am aligned towards a furniture when Irkalla demonstrates the control effects of the collar, I'll also interact with a piece of furniture and get locked back in the chair, or get stuck in the X-cross. Likewise sometimes the override to return to the cross doesn't trigger and I have to manually advance that script by locking myself in. 3. Any way to have bundles of rope dropped on the ground after you cut your way out of the tight black rope restraints like the items drop in A Snare to Loosen? Would make for more interesting ambiance since the restraints themselves are wholly removed. 4. Some Daedric warded doors (Notably First cell door, Irkalla's Study) seem to zap you even if you're wearing the right gear. 5. Interacting with Azura's Shrine is also inconsistent, sometimes the animation for "Tied to a pole" plays, sometimes it does not. Also the completion of the scene removes all DDs (Except the collar) including the soulgem piercings. This creates an inconsistency when you go back to the X-cross to "hide" as the ropes are requipped but the piercing is not. 6. As far as Beast-race stuff goes, the hood in "A Snare to Loosen" covers ears. The "Muffling Hood" used and found in Irkalla's bedroom does not: Spoiler 7. Minor Nitpick: Collar dormant text Spoiler 8. Issues getting the Embalming tool closer with shout. Wouldn't move well for whatever reason. 9. Weight-sinking into Mephala's pool worked in my last run, but I've had a couple instances of bouncing off the water instead of sinking down 10. It's been mentioned before, but a number of mods will replace the Grand Staff of Charming making it not appear, strong recommendation of having a unique item in your mod to cover it. Workaround is using the CALM spell on the pedestal and fighting off the compulsion afterwards. 11. Boethiah's Liberation (and shouts in general?) do not seem to be castable if wearing a petsuit. This isn't a big deal as the petsuit you can pick up in Gordian Bind has a key, but it's a bit anticlimactic to have Boethiah free you of your Hood and Gag, only to wait for you to unlock the petsuit to do the shout. Of note: I was able to access the hidden room in Mephala's shrine correctly for the first time. I assume the fact I hadn't flame'd *every* batch of webbing around the room is what prevented me before. Edit: couple of more items in no particular order: Irkalla Soul Crystal Bad End: I'm floating in space, not hanging for some reason? is the character supposed to be suspended over the gap with the gargoyles looking? I beat A Snare To Loosen by paralyzing Irkalla before she started dialogue with me and then taking her out before she recovered. I ended up getting "Friendly" find this camp letter rather than the "Unfriendly" here's a bounty letter. Dialogue in a Gordian Bind was did not have the friendly dialogue however. Edited September 24, 2024 by IcicleInn
firebinder Posted September 23, 2024 Posted September 23, 2024 1 hour ago, IcicleInn said: Hide contents The Temple to Mephala should have all of your stuff in a chest right before Irkalla's black soul gem room. That was it. Thanks!
FromMindoir Posted September 23, 2024 Posted September 23, 2024 On 9/21/2024 at 7:10 PM, Frayed said: Glitches & Ideas quote I'm not going to quote-back everything because that would be yet another very long post, but in no particular order... First, if you cannot replicate some bugs, it is probably on my side - as I said the last time I reinstalled the game DD was acting up and I have to go through a DLL error message everytime I launch it. So my current DD is probably much glitchier than average. When I'll play the game again in a couple of months (or years), as per usual, I'll restart from scratch and hopefully be better at it (or maybe pick a better time DD-wise). The pillar animation probably was another glitch on my side - my character just stood there standing while the battle raged without any interaction with the pillar. But again - glitchy DD is likely responsible. What you describe is exactly what I was looking for. Regarding the "Evil Khamtragch" idea, I totally understand - honestly it's just that I was so pleasantly surprised to see some petsuit bondage being used by a sorta-exterior force (and in such a fantastic way too) that my enthusiasm got the better of me. So far I've never seen it, for example, being found in Cursed Loot chests, no matter how extreme the settings are (even though hobble dresses that slow you down and tie you up just as much are fair game). Maybe it's me being bad at customization, though. Irkalla's lab is the only place in Skyrim that is both tagged as "owned" once the quest is over (making it useful to store a ton of stuff) and that has in-built bondage furniture. Alright, I assume there are others bondage mansion mods around here, but I doubt any of these is tied to such an elaborate quest (so it comes with the memories!). I'm not huge on house building in Skyrim, so if this one becomes easily accessible as a main base, I will absolutely use it. I expect it could also easily interact with mods that have dominant/submissive followers considering there are two prison cells available, even after all the wards are off. I understand the issue here - the problem being that Irkalla's traps so far have been so elaborate and entertaining that it is quite difficult to imagine how she would behave when she does not have a grand plan in mind. She would almost need a "Radiant Puzzle Quest" system, or to have a couple of in-built small riddle quests you can trigger if you so choose (or if you complete the previous ones), the excuse being that now that she doesn't have anything complex in mind, she needs to make sure the Dragonborn remains adept at escaping traps to properly save the world. They could be inspired by some parts of the Trappings quests? For example, she could lock a treasure in her lab's cell where Gordian Knot begins, behind a ward similar to Molag Bal's (maybe another color though...), and only give you a piece of paper with a list of random, radiant locations/chests where you would find both cryptic clues and some bondage gear. So you'd have to go adventuring to gather everything, and if you manage to put on the proper gear, and maybe also perform specific actions in front of the ward, then the door would open and you would be freed...but if you don't, she would come to teach you a little lesson before telling you to rethink it and freeing you to try again. I however have no idea how complex it is to create and write riddles, nevermind bondage ones - I just thought that if the writing part is not too long, then the modding part shouldn't be too complex either as it would mostly rely on fetch quest mechanics or on things that already exist within Gordian Knot (but as I said - I know nothing of how modding works). Finally, and most importantly, I (and probably others here considering the reception of your mod I have read in this thread) would much rather you take your time and a big break that eventually gives your some more inspiration, than pressure you into releasing something ASAP until you quit entirely. Actually, if the ideas/suggestions become bothersome, just say so and I'll stop - again, enthusiasm speaking, this mod was the first one in 13 years of Skyrim that pushed me to actually download tools to look inside and try and see how modding works (...and then realize I am terrible at that).
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