Talesien Posted September 23, 2024 Posted September 23, 2024 (edited) On 9/15/2024 at 8:23 PM, 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. I got the quest aye, but no quest markers, so it's not that easy to find the camp, especially if you use some mods that make the flora hide a lot from sight, so the hints were welcome. Edited September 24, 2024 by Talesien
Allen Harris Posted September 25, 2024 Posted September 25, 2024 On 9/21/2024 at 1:10 PM, 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. Okay, @Frayed - I found a way to make the event work and tested it without a crash in AE and VR. The DropObject call probably isn't needed, but I left it in there anyway. (Sorry it took so long - getting all the BS set up that I needed to get setup to do proper mod development, and learning them, was a big pain) Scriptname FraySomethingIndentedScript extends ObjectReference {Triggers something when an object is moved into the trigger box.} Actor Property PlayerRef Auto Quest Property FrayEscapeQuest Auto Int Property FrayEQStageToSet Auto String Property SuccesfulUseMsg Auto Message Property FrayEQSelectDeviceMenuMsg Auto Message Property FrayEQWrongDeviceForKeyMsg Auto Keyword Property FrayEQKey Auto Key Property RequiredKey Auto String Property RequiredDeviceName Auto String Function SelectDevice() Int msgChoice = FrayEQSelectDeviceMenuMsg.Show() ; display menu if msgChoice == 0 ; None return "None" elseif msgChoice == 1 ; Armbinder return "Armbinder" elseif msgChoice == 2 ; Belt return "Belt" elseif msgChoice == 3 ; Blindfold return "Blindfold" elseif msgChoice == 4 ; Boots return "Boots" elseif msgChoice == 5 ; Gag return "Gag" elseif msgChoice == 6 ; Harness return "Harness" elseif msgChoice == 7 ; Hood return "Hood" elseif msgChoice == 8 ; Mittens return "Mittens" elseif msgChoice == 9 ; Piercings return "Piercings" endif EndFunction Auto State Waiting Event OnTriggerEnter(ObjectReference akActionRef) GoToState("Busy") if akActionRef.hasKeyword(FrayEQKey) String DeviceName = SelectDevice() if DeviceName == RequiredDeviceName && akActionRef.getBaseObject() == requiredKey ; Experimental fix 4: DropObject probably isn't needed, since it isn't actually in the player's inventory. So I left it in there. PlayerRef.DropObject(akActionRef) Utility.Wait(0.1) ; safety wait Debug.MessageBox(SuccesfulUseMsg) Utility.Wait(0.5) Input.TapKey(Input.GetMappedKey("Activate")) ; Tap activate key to drop held item. Utility.Wait(0.5) akActionRef.disable() FrayEscapeQuest.setstage(FrayEQStageToSet) self.disable() else FrayEQWrongDeviceForKeyMsg.show() Utility.Wait(3.0) EndIf endIf GoToState("Waiting") EndEvent EndState State Busy EndState
Sprix Posted September 29, 2024 Posted September 29, 2024 hello ! just replayed through this quest after a long time, and i just wanted to give you some feedback for the gorgian bind quest : in the bedroom area Spoiler irkalla attacks me if i fail to pickpocket her the key of the box containing the potion, maybe add a failsafe so she donesn't kill us but punish us? also for me, the piercing was not in the chest i had to add it in my inventory with console command it's personnal but i think adding some "playtime" with Irkalla would be fun, or some slave task in between some steps Staff Altar door Spoiler I couldn't make the Staff door work even with the solution as i didn't have 2 illusion altars as told but had a destruction one the end seems buggy as Spoiler Irkalla is waiting indefinitely, in the cave, kneeling, and i can't talk to her 2nd trial Spoiler the glove part didn't work the second time (first was fine) i did it, the puddle seemed to not do anything after heating the gloves but thanks for the mod it was an amazing playthrough, and i will play it with every character i'm making, and i'm looking forward for updates
Petardo8 Posted October 2, 2024 Posted October 2, 2024 Just wanted to say that the scenes of Irkalla dominating the player are some of the hottest stuff I've played on skyrim. Spoiler I would love to see more interactions like those from the follower option in the future. Amazing stuff. 1
IcicleInn Posted October 4, 2024 Posted October 4, 2024 (edited) Funny, scripting bug from my last gordian bind opening. Got out of the starting room in the alchemy chamber, turned around and uh. Spoiler My. That's awkward. Fortunately she was just stuck in a scripted walk-away animation and eventually just sauntered out. Edited October 4, 2024 by IcicleInn
unknownPlunger Posted October 12, 2024 Posted October 12, 2024 End of A Gordian Bind: Spoiler When Slab (the bandit guy, I don't remember his name, which is ironic) punches Irkalla, she ragdolled down The Pit. Afterwards, I couldn't interact with here to finish the quest. I eventually figured out it was because she had -10000 health and was actually bleeding out even though the animation wasn't playing. I fixed it with a `resethealth` command. Might be worth altering the positioning of the scene a bit. It auto-started as soon as I took the lift out of The Pit and Irkalla got teleported behind me (standing right on the edge of The Pit). Love the content so far and very much looking forward to more. Thoughts for the future: Spoiler I quite liked the control collar thing (big into hypnosis and Mind Control). It'd be cool if dom Irkalla comes up with a more consensual and less daedric device in the future that the player can wear. Maybe have Irkalla give the player a safeword or something to remove it. Maybe make it glow blue or pink or another softer color instead of the bloody red of Bal's collar to give it some visual distinction. Not sure exactly what would happen from there. Maybe she can give you remote commands with it or teleport to you or teleport you to her or maybe even just teleport some restraints to you as special events.
Frayed Posted October 18, 2024 Author Posted October 18, 2024 Patch day! Lots of fixes, some small tweaks, two new voice packs (check them out!). If I didn't break anything important I think it's ready to leave beta. There's only some small stuff I want to fix still. Some of Khamtragch's epilogue stuff is still broken, but that's post-Gordian Bind content so I can leave it for later. v2.0.5 (BETA): Bugfixes (The Gordian Bind): Fixed gargoyles not being interactable after being reset. Fixed issues with bad endings triggering incorrectly during trials sections. Fixed a bug that would make the Submerged Cave pool not switch state properly. Added a workaround for a DD bug where sometimes during scenes it would seem like the player gets warped back into a DD contraption they had already escaped earlier. Fixed some WIP and typo stuff in collar effect descriptions. Fixed a bug where defeating Irkalla in the first quest before she gets a chance to speak didn't set an ending flag, which causes the "friendly" inrto to the second quest to be used instead despite player response being very much unfriendly. Made Irkalla use an idle marker after the epilogue so she doesn't wander off inappropriately. Fixed missing head slot on Muffling Hood that was causing it to show ears/hair while equipped. Changed aggro behavior for Jurgin and Walker. They should now flee from combat. Removed an incorrect link in Khamtragch's dialogue. Fixed an incorrect condition causing "an armored Dunmer" not being able to comment if you failed the first trial. Fixed softlock if you pick "no" on Are You Sure menu during 2nd trial. Turned the lights back on in the living quarters after the finale is done. Suppressed some non-story-critical non-con content in The Gordian Bind if player takes sufficiently hostile actions during A Snare To Loosen. Fixed the first of Khamtragch's device hint dialogues having an invisible continue flag marked leading nowhere, which could trigger other mod's dialogues or do weird stuff. Changes & Additions (The Gordian Bind): Updated xVASynth voice pack. Added an optional voice pack for Irkalla's voice lines only, generated via Elevenlabs (with thanks to @krzp!). Added an optional voice pack for all Daedric characters in this mod, generated with xTTS. Removed True Directional Movement workaround now that Ersh fixed the player AI driven walk bug. Irkalla can now catch you if you go through her stuff at the wrong time. Added custom staff replacing the Grand Staff of Charming, to prevent a conflict with mods that replace that staff. Added an extra gargoyle to The Gordian Bind in a place where it made sense. Improved pacing in the finale by making it so that breaking one pillar is enough to progress. Relaxed the quest stage condition for the hidden shrine trigger to be a little earlier, since some people (including myself) sometimes got to it before hitting the needed stages. Added two scripted saves in useful places (after bedroom scene and before a choice at the hidden shrine). Made one of the alchemy notes a bit easier to spot. Changed gloomy ruin lights a bit more after cleansing it, and removed a few sound markers. Added some baskets / buckets to the upper living quarters. Changed key and minigame menu entries so they fit on screen better. Changed some notification and menu text to be phrased more neutral. Bugfixes (A Snare to Loosen): Changes Something Indented script to a version provided by @Allen Harris that doesn't cause a CTD on VR. Thanks a ton for this Allen, I was pulling my hairs out over this one! Made a key activator immovable to prevent a softlock. As immersive as it is to get yourself stuck by fumbling a key out of your reach, that wasn't really intended. 7
Snook001 Posted October 18, 2024 Posted October 18, 2024 Hi Great mod, I found the first part very good, kudos 👍. Sadly I have an issue in the second part. 🙁 I have all the requested ingredients and read the four notes, but noting happen when I want to action the cooking pot, actually I don't have an option to action it. I read the hint note, to make sure I did not miss anything. I tried to activate the cooking pot with only the requested ingredients and with all the ingredients available in the lab, and the notes in my inventory, still noting ☹️. Spoiler I have all the following: invisibility potion, a resist magic potion, lavender, a creep cluster root and bread. The only thing is I don't have "creep cluster root" per say but I have "creep cluster". Is it the same thing, or is there a "creep cluster root" to find?🤔 Thanks for your time. 😃
Frayed Posted October 18, 2024 Author Posted October 18, 2024 3 minutes ago, Snook001 said: Hi Great mod, I found the first part very good, kudos 👍. Sadly I have an issue in the second part. 🙁 I have all the requested ingredients and read the four notes, but noting happen when I want to action the cooking pot, actually I don't have an option to action it. I read the hint note, to make sure I did not miss anything. I tried to activate the cooking pot with only the requested ingredients and with all the ingredients available in the lab, and the notes in my inventory, still noting ☹️. Reveal hidden contents I have all the following: invisibility potion, a resist magic potion, lavender, a creep cluster root and bread. The only thing is I don't have "creep cluster root" per say but I have "creep cluster". Is it the same thing, or is there a "creep cluster root" to find?🤔 Thanks for your time. 😃 Are your character's hands bound? If you can't activate the cooking pot at all, it's probably blocked by a device. If you're not wearing devices but you still can't activate the pot, then something outside of this mod is blocking it.
Allen Harris Posted October 18, 2024 Posted October 18, 2024 1 hour ago, Frayed said: Patch day! Lots of fixes, some small tweaks, two new voice packs (check them out!). If I didn't break anything important I think it's ready to leave beta. There's only some small stuff I want to fix still. Some of Khamtragch's epilogue stuff is still broken, but that's post-Gordian Bind content so I can leave it for later. v2.0.5 (BETA): Bugfixes (The Gordian Bind): Fixed gargoyles not being interactable after being reset. Fixed issues with bad endings triggering incorrectly during trials sections. Fixed a bug that would make the Submerged Cave pool not switch state properly. Added a workaround for a DD bug where sometimes during scenes it would seem like the player gets warped back into a DD contraption they had already escaped earlier. Fixed some WIP and typo stuff in collar effect descriptions. Fixed a bug where defeating Irkalla in the first quest before she gets a chance to speak didn't set an ending flag, which causes the "friendly" inrto to the second quest to be used instead despite player response being very much unfriendly. Made Irkalla use an idle marker after the epilogue so she doesn't wander off inappropriately. Fixed missing head slot on Muffling Hood that was causing it to show ears/hair while equipped. Changed aggro behavior for Jurgin and Walker. They should now flee from combat. Removed an incorrect link in Khamtragch's dialogue. Fixed an incorrect condition causing "an armored Dunmer" not being able to comment if you failed the first trial. Fixed softlock if you pick "no" on Are You Sure menu during 2nd trial. Turned the lights back on in the living quarters after the finale is done. Suppressed some non-story-critical non-con content in The Gordian Bind if player takes sufficiently hostile actions during A Snare To Loosen. Fixed the first of Khamtragch's device hint dialogues having an invisible continue flag marked leading nowhere, which could trigger other mod's dialogues or do weird stuff. Changes & Additions (The Gordian Bind): Updated xVASynth voice pack. Added an optional voice pack for Irkalla's voice lines only, generated via Elevenlabs (with thanks to @krzp!). Added an optional voice pack for all Daedric characters in this mod, generated with xTTS. Removed True Directional Movement workaround now that Ersh fixed the player AI driven walk bug. Irkalla can now catch you if you go through her stuff at the wrong time. Added custom staff replacing the Grand Staff of Charming, to prevent a conflict with mods that replace that staff. Added an extra gargoyle to The Gordian Bind in a place where it made sense. Improved pacing in the finale by making it so that breaking one pillar is enough to progress. Relaxed the quest stage condition for the hidden shrine trigger to be a little earlier, since some people (including myself) sometimes got to it before hitting the needed stages. Added two scripted saves in useful places (after bedroom scene and before a choice at the hidden shrine). Made one of the alchemy notes a bit easier to spot. Changed gloomy ruin lights a bit more after cleansing it, and removed a few sound markers. Added some baskets / buckets to the upper living quarters. Changed key and minigame menu entries so they fit on screen better. Changed some notification and menu text to be phrased more neutral. Bugfixes (A Snare to Loosen): Changes Something Indented script to a version provided by @Allen Harris that doesn't cause a CTD on VR. Thanks a ton for this Allen, I was pulling my hairs out over this one! Made a key activator immovable to prevent a softlock. As immersive as it is to get yourself stuck by fumbling a key out of your reach, that wasn't really intended. Dammit Frayed - now I have to play the mod again 😛
IcicleInn Posted October 19, 2024 Posted October 19, 2024 (edited) 16 hours ago, Frayed said: Patch day! Oooh a lot of nice bugfixes. I'll spin up a run with a bosmer to test the beast race compatibility and let you know how it goes. Thanks for all your hard work! Edit: Initial test, cleared through a Snare to Loosen, friendly delayed ending. the 11L Irkalla voice works pretty well, but she reverted to normal generated voice once in the post-escape conversation. On the plus side, 'mer gags seem to be fixed on this release Spoiler Edited October 19, 2024 by IcicleInn Updated
Jimi123 Posted October 20, 2024 Posted October 20, 2024 Dont know if its the right support page but it crashes on putting up the prisoner iron shackel and the iron chains... already searched that but even the hotfix bodyslide file didnt work
lordbor Posted October 20, 2024 Posted October 20, 2024 The Gordian Bind When the character is being led on a leash, he gets stuck on the stairs. The decision to quickly press the ESC key helped me. The character moves a little bit when opening the menu. The lift does not work when we are told to eat and go upstairs. I registered an increased jump on the command line.
IcicleInn Posted October 21, 2024 Posted October 21, 2024 (edited) Bosmer runthrough documented glitches and assorted knicknacks 1. Campfire for friendly entry into Gordian Bind is misaligned off of the ground mesh. Spoiler 2. Got caught by Irkalla on the second floor. After the resultant Bad End, I experienced the "float up" glitch which only resolved on exiting Skyrim and reloading. Not sure where Irkalla was when she caught me but pathing close to her room caused the dialogue without her being in sight. 3. Took Lethal level damage from discharge while using the tonal fork to disarm crystals. 4. The Greatsword in the lab did not respond to Unrelenting Pull 5. The brazier near the pillory cell reacts to camera position and will turn lights off if camera is in the wrong place. 6. Still have intermittent pathing issues but they aren't story breaking. Most Notable one is Irkalla sometimes has trouble walking past you in the "safe" cave. 7. The "Stealing hired thugs" interaction still exists, and for some reason the spawn location for thugs happens in Irkalla's bedroom. I had the funny situation where I dismissed Irkalla, walked by her room and triggered the Thug dialog, went up to check it out and promptly saw the three thugs kill Irkalla and then come after me. Only spawns them AFTER Gordian Bind is complete. 8. Post Gordian Bind dialogue typo: Spoiler ** Didn't find the new gargoyle on this first pass, will check again when I do choice troubleshooting There seems to be a bit of weird detection distance near Irkalla's bedroom. Getting visual triggers from people due to proximity from outside the first door. Edited October 21, 2024 by IcicleInn
dav42 Posted October 22, 2024 Posted October 22, 2024 (edited) On 9/15/2024 at 9:54 AM, 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 ) Thank you, thank you, thank you. I was going nuts trying to find it. And unfortunately I am getting a CTD as soon as I teleport. Edited October 22, 2024 by dav42
InfernoVictor Posted October 22, 2024 Posted October 22, 2024 Ok so after scrolling a while i see no mention of my problem so here goes. When i drink the gifted wine the bed disables nothing can being it back except enable from console but when i do it does not have the activate option just sleep... I am unsure what broke it in this play through then again previous playthrough ikarla would just stand above my PC doing nothing while they're paralyzed. I use MO2 and if a modlist is required i can send it not sure how to get it tho
Allen Harris Posted October 22, 2024 Posted October 22, 2024 2 hours ago, InfernoVictor said: Ok so after scrolling a while i see no mention of my problem so here goes. When i drink the gifted wine the bed disables nothing can being it back except enable from console but when i do it does not have the activate option just sleep... I am unsure what broke it in this play through then again previous playthrough ikarla would just stand above my PC doing nothing while they're paralyzed. I use MO2 and if a modlist is required i can send it not sure how to get it tho Actually, I had that happen to me in an earlier version. Fixed it by starting an entirely new game with the mod installed from the beginning.
dav42 Posted October 22, 2024 Posted October 22, 2024 (edited) On Gordian Knot is there supposed to be a key for the Ebonite Gloves? I saw earlier a mention it was behind the chest (I guess in the second room), but nothing is there (I think the sturdy key was there for the iron cuffs). What is the key called? Edit: I ended up firing up SSEEdit to figure out what key was required, the key is the Stylish Key, and then figured out where it was placed: Spoiler Stylish Key can be found in the Living Quarters, second floor, in the room with other Ebonite devices on a small side table. Edited October 23, 2024 by dav42
Kyrche Posted October 23, 2024 Posted October 23, 2024 I cannot seem to progress the quest after getting the wine from the inn keeper. I've drunk the wine and slept in both inn bed with/out a companion and done the same out in the middle of nowhere in a shack. I have to wonder if Complete Alchemy and Cooking Overhaul is somehow affecting the mod because it gives the wine four charges. I also turned off another sleep mod like Fever Dreams cause I thought that was overriding the mod script.
Kyrche Posted October 23, 2024 Posted October 23, 2024 2 minutes ago, Kyrche said: I cannot seem to progress the quest after getting the wine from the inn keeper. I've drunk the wine and slept in both inn bed with/out a companion and done the same out in the middle of nowhere in a shack. I have to wonder if Complete Alchemy and Cooking Overhaul is somehow affecting the mod because it gives the wine four charges. I also turned off another sleep mod like Fever Dreams cause I thought that was overriding the mod script. Nevermind, I was drinking the wrong wine.
Snook001 Posted October 24, 2024 Posted October 24, 2024 I just finish your mod and I find it awesome, you did a very good story, quite entertaining, thank you for a well done adventure 👍 😊. I found a bug, or maybe I miss something, when visiting Azura for the second time, there is not way to reach her, I turned around her spot and was able to se her through the wall because of the Succubus vision, but I could not reach here. I finally had to disable one of the wall (the closest of the entrance) to finally reached her. Beside that your mod is very well done and very well written. Thank you again. ☺️
Steone Posted October 27, 2024 Posted October 27, 2024 (edited) I can't open the first door in the second quest. It says to put on clothes(boots, glowes, legchains) from the table, I put them on. He hits me with a taser and throws me back as if I wasn't wearing anything... And for some reason, the rope gag is invisible although I updated all the files via bodyslide Edited October 27, 2024 by Steone
jbezorg Posted October 27, 2024 Posted October 27, 2024 8 hours ago, Steone said: I can't open the first door in the second quest. It says to put on clothes(boots, glowes, legchains) from the table, I put them on. He hits me with a taser and throws me back as if I wasn't wearing anything... And for some reason, the rope gag is invisible although I updated all the files via bodyslide If you are using Devious Devices NG, it may be that. Some races are not assigned to the device which cause it to not appear. Mostly elves.
Allen Harris Posted October 28, 2024 Posted October 28, 2024 On 10/24/2024 at 11:00 AM, Snook001 said: I just finish your mod and I find it awesome, you did a very good story, quite entertaining, thank you for a well done adventure 👍 😊. I found a bug, or maybe I miss something, when visiting Azura for the second time, there is not way to reach her, I turned around her spot and was able to se her through the wall because of the Succubus vision, but I could not reach here. I finally had to disable one of the wall (the closest of the entrance) to finally reached her. Beside that your mod is very well done and very well written. Thank you again. ☺️ I have had an issue with getting to her my entire playthrough. You have to come at her from the opposite end of the dungeon than you enter. It's a pain in the ass - most of the time, after trying several times, I just TCL and walk up to her. But also - make sure you have everything equipped that you need. If you reach her and you don't have everything equipped, you'll fail the trial and get sent back.
darthradik Posted October 30, 2024 Posted October 30, 2024 have an issue with the beginning of "The Gordian Bind" After getting locked in the cross, Irkalla goes and talks to the guy in the next room. Then she shuts the door to the first room and proceeds to just stand there. Whenever I get out she immediately tells me stop and results in a bad end. Is there a timeframe for when she walks away?
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