Jump to content

Recommended Posts

Posted
8 hours ago, PigeonAsh said:

The first part

 

Spoiler

You have to edge by touching the tentacle plant several times. First, activate the moon ornament in the first room - that will increase your sensitivity. Then, go touch the tentacle plant - that will trigger the vibrator. The vibrator will edge you into exhaustion. You have to do that several times (up to 8, if I recall correctly). Eventually, the harness will weaken and crack. Then, you can take it off.

 

Posted

Saw some others in this thread had a minor issue that I shared, so I thought I'd drop my findings here.

 

When using an XInput controller (the issue might only be for specific types of controllers, not sure), I was unable to bring up the dialogue boxes for escaping the furniture, but only when it was different from the normal device escape boxes used in DD. The pillory in the first quest and the cross in the cell in the second quest are two specific places I've had problems. Attempting to use the interact button popped up a message that said "This device cannot be interacted with" or something similar. Using the interact button on the keyboard solved this issue for me.

 

It seems like the script isn't checking for controller inputs for some reason. Which is strange because the normal DD dialogue boxes work fine. Must just be a case of how they function in TTOF. Hope this helps fix the issue! Love this mod!

Posted
5 hours ago, Gregload said:

Saw some others in this thread had a minor issue that I shared, so I thought I'd drop my findings here.

 

When using an XInput controller (the issue might only be for specific types of controllers, not sure), I was unable to bring up the dialogue boxes for escaping the furniture, but only when it was different from the normal device escape boxes used in DD. The pillory in the first quest and the cross in the cell in the second quest are two specific places I've had problems. Attempting to use the interact button popped up a message that said "This device cannot be interacted with" or something similar. Using the interact button on the keyboard solved this issue for me.

 

It seems like the script isn't checking for controller inputs for some reason. Which is strange because the normal DD dialogue boxes work fine. Must just be a case of how they function in TTOF. Hope this helps fix the issue! Love this mod!

Yeh I had the issue in VR. I just used the spacebar on my keyboard. Slightly inconvenient but it didn't hold me up

Posted
16 hours ago, Gregload said:

Saw some others in this thread had a minor issue that I shared, so I thought I'd drop my findings here.

 

When using an XInput controller (the issue might only be for specific types of controllers, not sure), I was unable to bring up the dialogue boxes for escaping the furniture, but only when it was different from the normal device escape boxes used in DD. The pillory in the first quest and the cross in the cell in the second quest are two specific places I've had problems. Attempting to use the interact button popped up a message that said "This device cannot be interacted with" or something similar. Using the interact button on the keyboard solved this issue for me.

 

It seems like the script isn't checking for controller inputs for some reason. Which is strange because the normal DD dialogue boxes work fine. Must just be a case of how they function in TTOF. Hope this helps fix the issue! Love this mod!

 

Hm. You're probably right about that one. I'm only checking for the activate key on keyboard input. Interestingly though, so does DD. But I think DD itself double-dips on the activate because it both overrides the activate key and allows you to activate the contraption like you would a normal activator, so it actually works normally. I wonder if that's intentional... Regardless, I'll change the script to auto-detect the device Activate key. I'm not sure if that'll be sufficient, but we'll see next patch.

Posted (edited)

This mod is really amazing! Loved how the story played out and i'm waiting for more :)
Works on LE but sometimes freezes or scenes don't play like they should. 

SPOILERS AHEAD

Spoiler

For example: when last of three tests from Boethiah - there was some major fuck up and scene didn't played out right. 
Also when you're going to the last barrier and later you need to shout - for some reason you can't do that when character is wearing petsuit.

 

Edited by Aerothick
Posted

the weather in fungal cave is not included in original Skyrim, every time I'm in that cave(houses not included) there will be a red letter box poping out saying “Weather is undefined" . Though this issue is only for several players with ENBs, I still ask if the creator can edit the environmental settings of that cave, so that annoying letter box won't take my screen center.

Posted (edited)
Spoiler

Hello there does anyone know what the consequence of accepting Molag Bal’s deal in the third trial actually is? I didn’t find anything myself and it seemed no harm to me even long afterwards near the end of the quest.

So maybe I guess it’s related to some sort of alternative ending or debuff thing while author has not done this part? I’m quite fond of the storyline and the idea of handling deals between daedra princes so I pretty much aspire for the future plan for this one 😊

 

Edited by lynnlain
Posted
1 hour ago, lynnlain said:
  Hide contents

Hello there does anyone know what the consequence of accepting Molag Bal’s deal in the third trial actually is? I didn’t find anything myself and it seemed no harm to me even long afterwards near the end of the quest.

So maybe I guess it’s related to some sort of alternative ending or debuff thing while author has not done this part? I’m quite fond of the storyline and the idea of handling deals between daedra princes so I pretty much aspire for the future plan for this one 😊

 

Spoiler

At this stage, I think the most consequential choice during the quest is accepting Mephala's help or not. If memory serves (game's not installed yet to check), if you accept Molag's offer and refuse Mephala's help, then you can trade Irkalla's soul at the end of the quest for your freedom - but you won't get to interact with NPC Irkalla afterwards, obviously.

 

If you accept Molag's offer and then Mephala's, I think Mephala's trick supercedes it and Molag ends up destroyed (and Irkalla saved) no matter what.

 

Posted
9 minutes ago, FromMindoir said:
  Hide contents

At this stage, I think the most consequential choice during the quest is accepting Mephala's help or not. If memory serves (game's not installed yet to check), if you accept Molag's offer and refuse Mephala's help, then you can trade Irkalla's soul at the end of the quest for your freedom - but you won't get to interact with NPC Irkalla afterwards, obviously.

 

If you accept Molag's offer and then Mephala's, I think Mephala's trick supercedes it and Molag ends up destroyed (and Irkalla saved) no matter what.

 

Yeh - Frayed has not yet continued the "after-quest" consequences of siding with Molag. Supposedly, there will be recurring quests in the line of "dominating" others at some point - but he was pretty burned out when he finished the quest. So I'd say it's 50/50 that we get much after-quest stuff.

(No hate, btw - I love the work Frayed did; I'm just being realistic)

Posted
11 hours ago, Allen Harris said:

Yeh - Frayed has not yet continued the "after-quest" consequences of siding with Molag. Supposedly, there will be recurring quests in the line of "dominating" others at some point - but he was pretty burned out when he finished the quest. So I'd say it's 50/50 that we get much after-quest stuff.

(No hate, btw - I love the work Frayed did; I'm just being realistic)

 

Oh yes, he has mentioned taking a long break once A Snare To Loosen is out of beta, and it is completely understandable when you look at the insane scale of the mod and the fact that he does all of this on his own. One of the selfish reasons I (sincerely) praise this mod on a regular basis is to increase the odds of a third part releasing, now matter how long I have to wait for it.

 

And if Frayed decides he had enough of Irkalla's shenanigans, I just hope he'll pass the torch to a padawan (or a sith apprentice)(or several of them) so that the adventures may continue.

Posted
24 minutes ago, FromMindoir said:

 

Oh yes, he has mentioned taking a long break once A Snare To Loosen is out of beta, and it is completely understandable when you look at the insane scale of the mod and the fact that he does all of this on his own. One of the selfish reasons I (sincerely) praise this mod on a regular basis is to increase the odds of a third part releasing, now matter how long I have to wait for it.

 

And if Frayed decides he had enough of Irkalla's shenanigans, I just hope he'll pass the torch to a padawan (or a sith apprentice)(or several of them) so that the adventures may continue.

Well, I'm thinking of taking up where Deviously Vanilla left off as a way of breaking into mod authoring. But good god there's a lot to learn. Just to figure out how to make a Devious Device unremovable except by script is like trying to learn how to read and speak Ancient Egyptian lol. I don't know how people do it.

Posted
14 minutes ago, Allen Harris said:

Well, I'm thinking of taking up where Deviously Vanilla left off as a way of breaking into mod authoring. But good god there's a lot to learn. Just to figure out how to make a Devious Device unremovable except by script is like trying to learn how to read and speak Ancient Egyptian lol. I don't know how people do it.

 

Eh, I assume that while Skyrim is highly customizable, it hasn't been designed with "let's make it easy to mod in mind". Then you have to factor in the fact that you would be working within the DD framework which, while amazing on its own, probably hasn't been designed with "let's make it as user friendly as possible" in mind either.

 

And then you add the incredible levels of original triggers Frayed has designed for both mods - the dialogue windows, the items you can only interact with under certain conditions, the items which transform once you have performed a specific actions, and several of the amazing ideas of AStL

Spoiler

like looking at the sky and walking back to open a door, or using staves in a certain order, or the whole gargoyles design,

and...yeah, it looks like a mountain to climb when you start from scratch.

 

Still, it's the first mod that I tried to open with the Creation Kit to see how it worked and how it was designed (and to check some dialogue options/boxes). That's saying something, because I never do that.

Posted
22 minutes ago, Allen Harris said:

Well, I'm thinking of taking up where Deviously Vanilla left off as a way of breaking into mod authoring. But good god there's a lot to learn. Just to figure out how to make a Devious Device unremovable except by script is like trying to learn how to read and speak Ancient Egyptian lol. I don't know how people do it.

If you aren't on it already, this (or another channel on that server) is probably where you want to go for advice or assistance: https://discord.com/channels/1132395152758018159/1132395153349431382

Posted (edited)
38 minutes ago, Talesien said:

If you aren't on it already, this (or another channel on that server) is probably where you want to go for advice or assistance: https://discord.com/channels/1132395152758018159/1132395153349431382

...it takes me to a virt a mate channel?

 

Edit: Oh I see - Discord's wigging out because I don't have access to the channel. I think I need an invite.

Edited by Allen Harris
Posted (edited)
49 minutes ago, Allen Harris said:

...it takes me to a virt a mate channel?

 

Edit: Oh I see - Discord's wigging out because I don't have access to the channel. I think I need an invite.

My bad, appears invite permissions are restricted on that server. Kinda odd given there is an open invite on the Devious Devices NG DL page: https://www.loverslab.com/files/file/29779-devious-devices-ng/
So use the link provided on that page please, and sorry for the confusion.

 

Edited by Talesien
Posted

 

Hm, didn't see any of this in thread from a brief look through, but the design of the entry encounters for Gordian and Snare means any cosmetic equipped item will be removed.  This means Ears, Wigs or Tails which may well be fully intended but thought it worth a mention.

Posted
11 hours ago, GranthookTheBarbarian said:

I received the letter, opened it, and nothing happened? i wasn't handed any additional item, im very confused.

Try going to Dragonbridge and talking to the Innkeeper. If there's dialog about Irkalla, she'll give you another wine. When you drink it, the fun starts.

If you don't have that dialog, your install's messed up somehow.

Posted (edited)

When she brings me to her room, and ties me to the cross after asking if I like the game, she says "Now toy, lets play a little game" and then nothing happens.
Any idea? Has anyone reported this bug?

 

EDIT: If anyone else has this problem, open your console and select Irkalla. Type Disable. Then Type Enable. Close the console, and she'll continue her scene.

Edited by CuriouslyMods
Posted

Ok, I'm assuming I have some script lag?  To start off with, when the collar is put on and she tells me to walk to her, I'm not forced walked.  I can just walk over.  I don't get placed into the XCross.  I can manually do it but, then the quest never updates.  She just tells me to put my feet here and then nothing happens.  Looking at the quest stages, I'm able to advance to the next quest where she tells Jurgin to watch me.  I escape the cross and am placed into ebonite gear and placed back onto the cross.  At this point, I can't escape.  Can't interact with cross, access inventory or even look at journal.  Looking at the quest stages, they now have jumped around and it's not clear what quest to advance, or if I should.  How am I supposed to escape?  Is Jurgin supposed to help me?  Is a quest not updating? Help please.... 

Posted
On 11/12/2024 at 7:32 PM, Aerothick said:

This mod is really amazing! Loved how the story played out and i'm waiting for more :)
Works on LE but sometimes freezes or scenes don't play like they should. 

SPOILERS AHEAD

  Hide contents

For example: when last of three tests from Boethiah - there was some major fuck up and scene didn't played out right. 
Also when you're going to the last barrier and later you need to shout - for some reason you can't do that when character is wearing petsuit.

 

Good to hear it still mostly works on LE, it's been a while since someone verified that for me. Not being able to shout at that time is a known issue - the way I coded it to work isn't entirely reliable atm, I plan to rework that. If you find any other specific issues feel free to let me know, I don't know exactly which parts do and don't work on LE.

 

On 11/13/2024 at 9:18 PM, Ionenschatten said:

I was lvl 1, lvled to 19, never got the mail. Courier came every now and then for this and that but never for the right letter.

 

Strange, especially if you've had the courier come over a few times. It's coded to start whenever you next get to a new location after being level 9 or higher - there's nothing else involved. Something external may have messed with the courier's inventory or something. Could you check the quest stage in the console (via sqs frayescapequest)?

 

On 11/19/2024 at 6:34 PM, La furie du Dragon said:

I think it would be interesting to add some dialogue in case you play an absolute nympho who loves to be tied up, I wish I could make my character say to the dremora "please fuck me"

 

Could be fun. It's not my usual writing style so feel free to suggest some lines and where you feel like you'd want them, I can take those as inspiration and maybe add a few.

 

On 11/20/2024 at 8:01 AM, Sue_Birkin said:

the weather in fungal cave is not included in original Skyrim, every time I'm in that cave(houses not included) there will be a red letter box poping out saying “Weather is undefined" . Though this issue is only for several players with ENBs, I still ask if the creator can edit the environmental settings of that cave, so that annoying letter box won't take my screen center.

 

This sounds much more like the author of that ENB forgot to turn off their own debug tools, I doubt that they intend to ruin the visuals any time a mod-added weather comes up. Try looking in your ENB configuration for a flag that governs that popup. There's a good reason those weathers are custom, I'm not going to swap them to Skyrim default weathers.

 

 

On 11/20/2024 at 12:39 PM, lynnlain said:
  Hide contents

Hello there does anyone know what the consequence of accepting Molag Bal’s deal in the third trial actually is? I didn’t find anything myself and it seemed no harm to me even long afterwards near the end of the quest.

So maybe I guess it’s related to some sort of alternative ending or debuff thing while author has not done this part? I’m quite fond of the storyline and the idea of handling deals between daedra princes so I pretty much aspire for the future plan for this one 😊

 

There's

Spoiler

currently no real consequences, just a placeholder debuff with a visual. I had to draw a line somewhere for what gets included in this "part 2" and what doesn't - this didn't. I'm not sure what I want to do with that part yet, it's mostly just an open plot hook for later at this point. If you've got ideas, feel free to pitch them.

 

 

On 11/21/2024 at 9:02 AM, IcicleInn said:

Hm, didn't see any of this in thread from a brief look through, but the design of the entry encounters for Gordian and Snare means any cosmetic equipped item will be removed.  This means Ears, Wigs or Tails which may well be fully intended but thought it worth a mention.

 

Both just use the RemoveAllItems papyrus function so yes, they'll strip anything. Tbh I didn't even think of equippable ears, wigs or tails when I coded it. It's a bit hard to do this 100% correct anyway because I don't know for sure what kind of items will use which slots. If DD uses any slots that could also be things like ears, wigs, tails, wings or whatever I don't think I can really distinguish them anyway. I don't think I'll change this for now, it's rather complicated for how much it'd bring.

 

20 minutes ago, CuriouslyMods said:

When she brings me to her room, and ties me to the cross after asking if I like the game, she says "Now toy, lets play a little game" and then nothing happens.
Any idea? Has anyone reported this bug?

 

I think I've seen that forcegreet package mess up occasionally, not sure why. You should be able to just initiate dialogue with her yourself, though. The "talk" prompt may not come up while your character is in a contraption, but you can still talk to NPCs in range like normal.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...