Dendriah Posted April 24, 2025 Posted April 24, 2025 @Gav1in there should be beast race stuff in DD did you set that when you downloaded DD itself if not things wont fit right because the files it adds are beastrace (argonian etc) BS files and without them it wont ever fit right i suggest redownloading DD and making sure you checked them you will know because iirc there will be ESP's for them in your loadorder @Mordred013 as for your issue i think neferam has some mods that do interact oddly with trappings but i dont remember what
Allen Harris Posted April 24, 2025 Posted April 24, 2025 On 4/17/2025 at 5:32 PM, Meskor123 said: Greetings, I wanted to kindly ask if there is any bad endings where the collar finishes brainwashing you ? I tried waiting around in Irkalla's bedroom during the Gordian Bind but sadly nothing. No.
FromMindoir Posted April 25, 2025 Posted April 25, 2025 (edited) On 4/17/2025 at 11:32 PM, Meskor123 said: Greetings, I wanted to kindly ask if there is any bad endings where the collar finishes brainwashing you ? I tried waiting around in Irkalla's bedroom during the Gordian Bind but sadly nothing. As far as I know there is at least one : you need to Spoiler get caught while escaping Irkalla's bedroom at night. You can either do that by failing to pickpocket her so she wakes up, or by not using stealth. Although you only see yourself inescapably bound to the cross, there's no "brainwashed DB" scene. Edited April 25, 2025 by FromMindoir
Frayed Posted April 26, 2025 Author Posted April 26, 2025 Long time no post. I've been busy but finally found some time to wrap up another update for this mod. Mostly bugfixes and fine-tuning. No significant new content. It's also about time to bring this mod out of "beta" again. The current content is stable and by now quite thoroughly tested. v2.1.0: Changes & Additions (The Gordian Bind): - Added quest skip for A Snare to Loosen. You can talk to Faida (the innkeeper in Dragon Bridge) after reaching the starting level for A Snare to Loosen (level 9, by default) to skip it. - Added quest skip for The Gordian Bind. Talk to Faida after completing A Snare to Loosen. If you don't see the dialogue, you may have to fast travel somewhere first to get it to show up. - Made Walker a lockpicking trainer. Thanks to @IcicleInn for the suggestion. - Expanded bad endings a tiny bit with some messagebox descriptions. - Made the Gordian Bind cave area navmesh accessible. Previously the entrance was not navmeshed. - Made the water trough near the forge in the Arcaenaeum also work for a puzzle since it was easy and just makes sense. - Made big pot in alchemy lab a valid crafting station instead of a prop, since this was (understandably) confusing. - Improved pacing in the finale sequence. Made finale pillars play VFX in addition to SFX on first hit. - Added handling for followers when starting The Gordian Bind. (Custom followers may or may not be detected.) Bugfixes (The Gordian Bind): - Upped quest priority of The Gordian Bind from 70 to 99 to make sure its NPC packages are run with more priority than possible interfering ones from other mods. Set Trials quests to priority 100. - Made Irkalla teleport out after the scripted scene just before the quest title pops up, so she doesn't trigger a bad ending right away by sticking around. - Marked living quarters as public cell to avoid bugs with tresspassing behaviour. - Added extra conditions for Irkalla's tresspassing aggro to avoid it happening at inappropriate times (e.g. during the intro sequence). This should prevent unintended firing of bad endings and softlocks that people reported with last version. - Made alias snap script compare baseIDs rather than refIDs of items, to avoid issues with stackable items. This should fix cases where in the first trial the items are not recognized when dropped onto the table. - Removed Havok / collision BSXFlag from the red and green circle VFX nifs file to prevent them possibly interacting with smp hairs. I don't *think* that this is a thing, but it can't hurt. - Swapped tonal fork puzzle explosion to a custom non-damaging variant to avoid other mods making it unintentionally lethal. - Opened cave entrance (removed rocks) when quest completes, instead of during only one of the possible intro sequences. - Removed a few items that were set to spawn in Irkalla's inventory. These were remnants of earlier quest implementations, but are now obsolete. - Fixed Rune-Bound Body (pet suit) animations. - Changed Activate keycode in custom contraption overrides to use auto-detect device (0xFF) rather than keyboard (0). Should fix some issues with controller/VR, but I haven't been able to test this. - Added quest NPCs to WINeverFillAliasFaction to prevent most generic interactions from happening. No more thugs hunting you down because you nabbed something from Irkalla. - Made Jurgin teleport to his position in epilogue to avoid pathing or unfortunate accidents messing things up. - Marked food in bedroom as player-owned so that they can actually eat when Irkalla invites them to do so. - Added some dialogue conditions for Walker and Jurgin to prevent lines showing up past when they are relevant. - Added some logic to dremora epilogue quest to hopefully prevent it breaking. Might need more fixes - please let me know. Changes & bugfixes (A Snare to Loosen): - Changed inventory removal to use a custom loop rather than RemoveAllItems. Might prevent a few issues where people had infinite black screens and the quest didn't start properly. - Added check to intro wine to prevent quest start while having a follower active. (Custom followers may or may not be detected.) - Added key failsafe trigger for the Hound Key. - Unequipped piercings if player is still wearing them when quickstarting The Gordian Bind from A Snare to Loosen. - Added a warning message after contraption escape that players with UD should disable its hardcore mode for this quest, since this seems to be a common optional incompatibility. 11
DayTri Posted April 26, 2025 Posted April 26, 2025 1 minute ago, Frayed said: Long time no post. I've been busy but finally found some time to wrap up another update for this mod. Mostly bugfixes and fine-tuning. No significant new content. It's also about time to bring this mod out of "beta" again. The current content is stable and by now quite thoroughly tested. v2.1.0: Changes & Additions (The Gordian Bind): - Added quest skip for A Snare to Loosen. You can talk to Faida (the innkeeper in Dragon Bridge) after reaching the starting level for A Snare to Loosen (level 9, by default) to skip it. - Added quest skip for The Gordian Bind. Talk to Faida after completing A Snare to Loosen. If you don't see the dialogue, you may have to fast travel somewhere first to get it to show up. - Made Walker a lockpicking trainer. Thanks to @IcicleInn for the suggestion. - Expanded bad endings a tiny bit with some messagebox descriptions. - Made the Gordian Bind cave area navmesh accessible. Previously the entrance was not navmeshed. - Made the water trough near the forge in the Arcaenaeum also work for a puzzle since it was easy and just makes sense. - Made big pot in alchemy lab a valid crafting station instead of a prop, since this was (understandably) confusing. - Improved pacing in the finale sequence. Made finale pillars play VFX in addition to SFX on first hit. - Added handling for followers when starting The Gordian Bind. (Custom followers may or may not be detected.) Bugfixes (The Gordian Bind): - Upped quest priority of The Gordian Bind from 70 to 99 to make sure its NPC packages are run with more priority than possible interfering ones from other mods. Set Trials quests to priority 100. - Made Irkalla teleport out after the scripted scene just before the quest title pops up, so she doesn't trigger a bad ending right away by sticking around. - Marked living quarters as public cell to avoid bugs with tresspassing behaviour. - Added extra conditions for Irkalla's tresspassing aggro to avoid it happening at inappropriate times (e.g. during the intro sequence). This should prevent unintended firing of bad endings and softlocks that people reported with last version. - Made alias snap script compare baseIDs rather than refIDs of items, to avoid issues with stackable items. This should fix cases where in the first trial the items are not recognized when dropped onto the table. - Removed Havok / collision BSXFlag from the red and green circle VFX nifs file to prevent them possibly interacting with smp hairs. I don't *think* that this is a thing, but it can't hurt. - Swapped tonal fork puzzle explosion to a custom non-damaging variant to avoid other mods making it unintentionally lethal. - Opened cave entrance (removed rocks) when quest completes, instead of during only one of the possible intro sequences. - Removed a few items that were set to spawn in Irkalla's inventory. These were remnants of earlier quest implementations, but are now obsolete. - Fixed Rune-Bound Body (pet suit) animations. - Changed Activate keycode in custom contraption overrides to use auto-detect device (0xFF) rather than keyboard (0). Should fix some issues with controller/VR, but I haven't been able to test this. - Added quest NPCs to WINeverFillAliasFaction to prevent most generic interactions from happening. No more thugs hunting you down because you nabbed something from Irkalla. - Made Jurgin teleport to his position in epilogue to avoid pathing or unfortunate accidents messing things up. - Marked food in bedroom as player-owned so that they can actually eat when Irkalla invites them to do so. - Added some dialogue conditions for Walker and Jurgin to prevent lines showing up past when they are relevant. - Added some logic to dremora epilogue quest to hopefully prevent it breaking. Might need more fixes - please let me know. Changes & bugfixes (A Snare to Loosen): - Changed inventory removal to use a custom loop rather than RemoveAllItems. Might prevent a few issues where people had infinite black screens and the quest didn't start properly. - Added check to intro wine to prevent quest start while having a follower active. (Custom followers may or may not be detected.) - Added key failsafe trigger for the Hound Key. - Unequipped piercings if player is still wearing them when quickstarting The Gordian Bind from A Snare to Loosen. - Added a warning message after contraption escape that players with UD should disable its hardcore mode for this quest, since this seems to be a common optional incompatibility. Quote - Added quest skip for The Gordian Bind. Talk to Faida after completing A Snare to Loosen. If you don't see the dialogue, you may have to fast travel somewhere first to get it to show up. Quest skip for the last quest in the mod? Third quest confirmed?
Allen Harris Posted April 26, 2025 Posted April 26, 2025 1 hour ago, Frayed said: Long time no post. I've been busy but finally found some time to wrap up another update for this mod. Mostly bugfixes and fine-tuning. No significant new content. It's also about time to bring this mod out of "beta" again. The current content is stable and by now quite thoroughly tested. v2.1.0: Changes & Additions (The Gordian Bind): - Added quest skip for A Snare to Loosen. You can talk to Faida (the innkeeper in Dragon Bridge) after reaching the starting level for A Snare to Loosen (level 9, by default) to skip it. - Added quest skip for The Gordian Bind. Talk to Faida after completing A Snare to Loosen. If you don't see the dialogue, you may have to fast travel somewhere first to get it to show up. - Made Walker a lockpicking trainer. Thanks to @IcicleInn for the suggestion. - Expanded bad endings a tiny bit with some messagebox descriptions. - Made the Gordian Bind cave area navmesh accessible. Previously the entrance was not navmeshed. - Made the water trough near the forge in the Arcaenaeum also work for a puzzle since it was easy and just makes sense. - Made big pot in alchemy lab a valid crafting station instead of a prop, since this was (understandably) confusing. - Improved pacing in the finale sequence. Made finale pillars play VFX in addition to SFX on first hit. - Added handling for followers when starting The Gordian Bind. (Custom followers may or may not be detected.) Bugfixes (The Gordian Bind): - Upped quest priority of The Gordian Bind from 70 to 99 to make sure its NPC packages are run with more priority than possible interfering ones from other mods. Set Trials quests to priority 100. - Made Irkalla teleport out after the scripted scene just before the quest title pops up, so she doesn't trigger a bad ending right away by sticking around. - Marked living quarters as public cell to avoid bugs with tresspassing behaviour. - Added extra conditions for Irkalla's tresspassing aggro to avoid it happening at inappropriate times (e.g. during the intro sequence). This should prevent unintended firing of bad endings and softlocks that people reported with last version. - Made alias snap script compare baseIDs rather than refIDs of items, to avoid issues with stackable items. This should fix cases where in the first trial the items are not recognized when dropped onto the table. - Removed Havok / collision BSXFlag from the red and green circle VFX nifs file to prevent them possibly interacting with smp hairs. I don't *think* that this is a thing, but it can't hurt. - Swapped tonal fork puzzle explosion to a custom non-damaging variant to avoid other mods making it unintentionally lethal. - Opened cave entrance (removed rocks) when quest completes, instead of during only one of the possible intro sequences. - Removed a few items that were set to spawn in Irkalla's inventory. These were remnants of earlier quest implementations, but are now obsolete. - Fixed Rune-Bound Body (pet suit) animations. - Changed Activate keycode in custom contraption overrides to use auto-detect device (0xFF) rather than keyboard (0). Should fix some issues with controller/VR, but I haven't been able to test this. - Added quest NPCs to WINeverFillAliasFaction to prevent most generic interactions from happening. No more thugs hunting you down because you nabbed something from Irkalla. - Made Jurgin teleport to his position in epilogue to avoid pathing or unfortunate accidents messing things up. - Marked food in bedroom as player-owned so that they can actually eat when Irkalla invites them to do so. - Added some dialogue conditions for Walker and Jurgin to prevent lines showing up past when they are relevant. - Added some logic to dremora epilogue quest to hopefully prevent it breaking. Might need more fixes - please let me know. Changes & bugfixes (A Snare to Loosen): - Changed inventory removal to use a custom loop rather than RemoveAllItems. Might prevent a few issues where people had infinite black screens and the quest didn't start properly. - Added check to intro wine to prevent quest start while having a follower active. (Custom followers may or may not be detected.) - Added key failsafe trigger for the Hound Key. - Unequipped piercings if player is still wearing them when quickstarting The Gordian Bind from A Snare to Loosen. - Added a warning message after contraption escape that players with UD should disable its hardcore mode for this quest, since this seems to be a common optional incompatibility. Glad to see ur still around lol 1
Polonium Posted April 28, 2025 Posted April 28, 2025 I think I found a bug: the Door at the bottom of the pit at the end of the Gordian Bind is just a door, not a teleporter to another cell. It doesn't actually take you anywhere.
Frayed Posted April 28, 2025 Author Posted April 28, 2025 7 hours ago, Polonium said: I think I found a bug: the Door at the bottom of the pit at the end of the Gordian Bind is just a door, not a teleporter to another cell. It doesn't actually take you anywhere. Huh. Yeah, you're right. That's strange, I've no idea how that got messed up. I'll post a new patch once I have a moment to fix it. In the meantime as a workaround, use "coc FrayEQ2UncoveredSanctum". 1
modder2345643 Posted April 28, 2025 Posted April 28, 2025 Hey, I just encountered a bug that I think is because of The Trappings of Fate. Every time I try to load a save the game crashes and it stopped after I disabled TTOF. No other mod is overwriting it and I didnt see any similar reports so I decided to ask if anybody knows how to fix this. I used LOOT to copy my modlist so sorry if its hard to read. 0 0 Skyrim.esm.txt
Polonium Posted April 28, 2025 Posted April 28, 2025 5 minutes ago, modder2345643 said: Hey, I just encountered a bug that I think is because of The Trappings of Fate. Every time I try to load a save the game crashes and it stopped after I disabled TTOF. No other mod is overwriting it and I didnt see any similar reports so I decided to ask if anybody knows how to fix this. I used LOOT to copy my modlist so sorry if its hard to read. 0 0 Skyrim.esm.txt 2.84 kB · 0 downloads I'm not sure if it is relevant to your case, but have you installed papyrus tweaks (https://www.nexusmods.com/skyrimspecialedition/mods/77779)? I can't tell from your plug in list as it only lists esm/esp plugins. Anyway, I had a crash on save load that installing that mod fixed. 1
Lance88 Posted April 28, 2025 Posted April 28, 2025 Funny to see an update drop, just as i finished my first playthrough of the gordian bind. gotta say, it's phenomenal experience, and easily one of the best quest mods i've played. at least of the lewd ones, heheh. aside from a few bugs involving the lifts not working it was pretty smooth, even on a survival playthrough, though i did encounter a rather humorous error with dinner scene, that being that the food was classified as owned, so if i tried to eat any, Irkalla would get mad and kill me. did love getting to interact with NPC's a bit more in the second quest. anyway, all the praise, and hope the third part doesn't burn you out, if you ever get around to it
Dendriah Posted April 28, 2025 Posted April 28, 2025 I would honestly be interested to see something more after gordian but i know the development of the mod is like not going farther maybe some like revenge thing from the good end of bind
modder2345643 Posted April 29, 2025 Posted April 29, 2025 12 hours ago, Polonium said: I'm not sure if it is relevant to your case, but have you installed papyrus tweaks (https://www.nexusmods.com/skyrimspecialedition/mods/77779)? I can't tell from your plug in list as it only lists esm/esp plugins. Anyway, I had a crash on save load that installing that mod fixed. Bro you are a LIFESAVER, I was just having problems with another mod that was causing a crash after loading a save but I just couldnt find the damn thing and now its fixed thanks to you so thanks😄.
FromMindoir Posted April 29, 2025 Posted April 29, 2025 1 hour ago, modder2345643 said: Bro you are a LIFESAVER, I was just having problems with another mod that was causing a crash after loading a save but I just couldnt find the damn thing and now its fixed thanks to you so thanks😄. As it happens I had exactly the same issue after reinstalling the game (CTD on load). Thanks a ton! Somehow I forgot to add it to my "mods to always have" list - now it's fixed.
Dendriah Posted April 30, 2025 Posted April 30, 2025 will the 2.0.5 voice packs work for the newest update or no?
philyb Posted April 30, 2025 Posted April 30, 2025 Great to see it still being updated and worked on in little ways
Frayed Posted April 30, 2025 Author Posted April 30, 2025 Smol fix for that broken door. v2.1.1 (hotfix): Bugfixes (The Gordian Bind): - Fixed door from living quarters to uncovered sanctum not working.
Frayed Posted April 30, 2025 Author Posted April 30, 2025 17 hours ago, Dendriah said: will the 2.0.5 voice packs work for the newest update or no? Yes. There may be one or two unvoiced lines, but it'll still cover 99.9% and work just fine.
Dendriah Posted April 30, 2025 Posted April 30, 2025 Hmm alright i have debated adding the voice pack XD cause unvoiced stuff is bleh
eXten Posted May 1, 2025 Posted May 1, 2025 Heya, so I'm trying to get this mod to start but no luck so far. I used cheats to level up to 9, but the curier doesn't show up. The game runs just fine, no sign of errors.
PunkDaughter Posted May 2, 2025 Posted May 2, 2025 Hey, love the mod and the story. Fucking A+ honestly. Just wanted to ask if there is a way to get the Runebind spells as ones the pc can use? Only thing I can find is to add the spell effect to yourself, no way to cast
ye88 Posted May 4, 2025 Posted May 4, 2025 I want to know if the new 2.1.1 version is still compatible with LE? because after updating from 2.0.5, the game cannot find ESP
shrtjsrtj Posted May 5, 2025 Posted May 5, 2025 Just getting back into Skyrim modding so I'm probably missing something, but when installing V2.1.1 I'm getting a conflict with Amorous Adventures 3.4. Couldn't find anything about this in the thread, should I just let this mod overwrite?
IcicleInn Posted May 5, 2025 Posted May 5, 2025 (edited) On 4/26/2025 at 3:15 AM, Frayed said: v2.1.0: Gave this a spin for the first time after loading in UD (latest nightly) and a couple other newer upgrades or releases (Devious Curses, DI - SE) and I ran into a couple of annoying issues that I had to work around: Spoiler Gordian Bind: 1. Irkalla's bedchamber, asking for relief after she is ready to take you down from the Cross caused UD and the TTOF scripts to interact weirdly and Irkalla stopped interacting after I was released from the cross. Disable/Enable on Irkalla caused her to finish Dialogue, Go Hostile, then walk away after downing my character and then I Was free to continue. 2. Boethiah's second challenge: unable to struggle out of the ebonite mask after getting put in paw gloves, got an error saying that incorrect token was sent or similar (executes the UD struggle function but when it completes, still locked up.) Possible Softlock, workaround for me was using console to kill the Dremora Guard before being tied up (you used to be able to kick him in the head if you were quick about it, but it seems the lead in to this section took that shortcut out) 3. Liberation Shout doesn't remove Pet Suit before entering the Pit. Pet Suit gives an error that "No Inventory Device is present" and must be manually key removed. 4. Jurgin hangs out in in the kitchen area even up to opening up the Pit. 5. After Completion of the pillars, some bugginess exiting the area which causes me to fall off map and land in the upstairs portion of the mushroom 6. Jurgin uppercutting Irkalla triggers defeated status in Acheron if she falls down the pit. This isn't really new, but it's still funny. 7. After talking to Irkalla, a specter of Molag Bal appears right by the pit entrance and glows ominously but otherwise does nothing. I'll have to play through it a couple more times to see if it's just that playthrough, or if any of these are repeatable. On the flipside, the new DD 0.4 contraption struggle animations work like a charm in both Snare and Gordian. Edited May 5, 2025 by IcicleInn
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