HawniElmo Posted February 7 Posted February 7 For some reason, when Irkalla locked my character onto the X-cross after the Gordian Bind's intro scene, she just stands there and does nothing instead of walking out of the cell. I have no idea what's causing this.
Rhiaj Posted February 9 Posted February 9 On 2/7/2026 at 11:11 AM, HawniElmo said: For some reason, when Irkalla locked my character onto the X-cross after the Gordian Bind's intro scene, she just stands there and does nothing instead of walking out of the cell. I have no idea what's causing this. This happened to me too. I made a quicksave just before and reloaded it a few times until eventually she resumed the conversation.
Seeker999 Posted February 15 Posted February 15 I'm on SE v 1.6.1170, and mod version 2.2.2. I completed 'A Snare to Loosen' - nice! I started 'The Gordian Bind' but am still in the first cell. Got off the cross, got out of everything except the magical collar, found the sturdy key, got food and the fork, and am trying to get out the door. How do you get past the barrier? I checked the walkthrough. I have put on the devices in various combinations and tried to get some interaction going. I run into the door. I jump up, down, and sideways. I try interacting but the only interaction available is to try and pick the lock. I can't do that in the iron handcuffs. I can't even hit the door when wearing the manacles. I've scanned every section of the door and frame for another activator. I can't find one. If I am not wearing any devices (other than the collar, of course) I can equip the fork but can't interact with the door, only attack it. Then I get the message that I've done something I'm not supposed to do, the collar tries to take control and I get it back, but I'm stuck, like other people were. Unable to move, etc. Btw, you can use Zaz player control center to release you. Now one thing, don't know if it was intentional or not, but my followers came with when I ended up in the cell. They didn't do that with 'Snare'. I used the bounty option since I fought Irkalla before. I have 11 followers and pets, so the cell can get crowded. Some of them, at least, can mesh through the door to wander around a bit. Thanks for any assist.
Frayed Posted February 15 Author Posted February 15 12 hours ago, Seeker999 said: [...] I started 'The Gordian Bind' but am still in the first cell. Got off the cross, got out of everything except the magical collar, found the sturdy key, got food and the fork, and am trying to get out the door. How do you get past the barrier? I checked the walkthrough. I have put on the devices in various combinations and tried to get some interaction going. I run into the door. I jump up, down, and sideways. I try interacting but the only interaction available is to try and pick the lock. I can't do that in the iron handcuffs. [...] Now one thing, don't know if it was intentional or not, but my followers came with when I ended up in the cell. They didn't do that with 'Snare'. I used the bounty option since I fought Irkalla before. I have 11 followers and pets, so the cell can get crowded. Some of them, at least, can mesh through the door to wander around a bit. Normal DD lets you pick locks while wearing the manacles, you've got another mod modifying bound behavior. Possible Unforgiving Devices' Hardcore mode, this mod has a few sections that are incompatible with that mode, you'll have to disable it temporarily. First quest had no followers because it's not navmeshed, so NPCs won't go there. Second quest has to be navmeshed because I've got NPCs there. There's some logic to dismiss followers while starting The Gordian Bind, but it only covers the vanilla follower slot and Nether's Follower Framework followers - I'd have to add a ton of logic if I wanted to cover all follower frameworks, let alone mods that use their own systems. There's no simple way for me that I know of to dismiss your 11 followers + pets, plus it kind of stretches belief that you could get yourself in this kind of trouble with 11 followers watching out for you in the first place :p. You'll have to roleplay yourself away from your followers for a bit, I'm afraid. On 2/7/2026 at 6:11 PM, HawniElmo said: For some reason, when Irkalla locked my character onto the X-cross after the Gordian Bind's intro scene, she just stands there and does nothing instead of walking out of the cell. I have no idea what's causing this. I've got an inkling for what might cause this and will ship some changes next patch to address it. On 2/5/2026 at 5:42 PM, Rhiaj said: Just finished and enjoyed overall. I really appreciated when the story gave some options about risks and sacrifices to accept. It seems like most mods in the devious space depend on players and npcs being completely insane and shameless in order to drive the action, but not so here. I hope to see more post-game features or even new chapters someday. Some nitpicks: Hide contents Too many interactible red herring objects in the arcaneum dwemer laboratory. Lots of things that look like plausible ways to heat or cool the fork, among other distractions I expected the dwemer suit to help with the Azura trial. If it doesn't have a use, I'd take it out. (Being forced into one unwillingly would be an interesting scenario.) The conversation mostly fails to progress after getting in the X in the bedroom. Reloading a quicksave just before that point over and over eventually got past it. As several others have noted, the bedroom floater never worked again after the initial bedroom scene, so I had to use tcl Melting the mittens in the second trial is way outside anything normal game mechanics would lead you to imagine is possible without some very specific hinting Similarly, the water current before Mephala seemed to my video game player brain more like a message "don't go here yet" than "this is a puzzle you could solve" Glad your enjoyed it 🙂 As for the nitpicks: Spoiler 1. Fair. 2. It has a use: it's storytelling related to Walker. Just not a puzzle use. Early on I had plans for a puzzle where you had to use it, but I scrapped it. Might use it in the future. 3. Next patch has some extra changes that might fix this, hopefully. Still not 100% sure what causes this, especially since it seems to happen randomly and I can't reproduce it. Might be another mod interfering? 4. I broke the bedroom elevator somehow and didn't notice for a long time. Will fix next patch. 5. Fair. You're not the first to say this, so I'll make the hints a little more obvious. 6. Might be the way I phrased the notification. Again not the first to say it, so I'll make it a little more obvious. On 1/25/2026 at 2:57 PM, snowy_maeve said: Just finished playing through this mod. It was a lot of fun! The puzzles were enjoyable to solve, the story was engaging, and the quality of the bondage scenes was much higher than many other mods that use Devious Devices. I do have have some final questions though (spoilers!): Hide contents Question 1: I have yet to discover the purpose of the "Marked by Molag Bal" active effect after you pledge yourself to him in the Third Trial. Is this just meant to be a thematic visual mark, or are there story consequences I haven't yet found / haven't been implemented yet? Question 2: To descend into the final chamber, I had to spawn a few Devious Devices in using the console to meet all the requirements outlined by the Dremora. I think the ones I had acquired throughout the quest had been removed from my inventory at some point (can't remember when, sorry!) I didn't mind spawning in more devices (since I got to have fun mixing and matching a bit ) but maybe I missed an area where there are more Devious Devices stored? Thanks for the praise 🙂 as for the questions: Spoiler 1. You should have received a special power called "Molag Bal's Subversion", with some interesting effects. No real story consequences past that, but the power does reward a certain playstyle. 2. I believe I've placed at least two copies of every needed device somewhere in the quest region, but they are scattered around. Bottom line is you get one backup, but I don't think I take your items at any point except for the start of the quest. For the trials they get moved, but you should get them back. On 1/24/2026 at 1:08 PM, belonton said: Game crashes after being caught and teleported in Gloomy Ruin. Also crashes after touching azura's shrine and teleporting. crash-2026-01-24-12-01-57.log 82.2 kB · 1 download Tricky and I can't replicate it, but possible some animation mod shenanigans interacting with teleport and ragdoll. I'll add some small waits between teleporting and ragdolling, that might help. On 1/23/2026 at 12:09 AM, Trickstar41 said: I can't wait for this to get another update as since the story is done, now the mod turns into a great follower mod with the follower having a nice back story and character which is already better than most mods + we get to do kinky bdsm stuff with her. If this keeps being worked on it will be right up there with buxom wench yuriana for best follower mods. You're going to like the next update, then. On 1/17/2026 at 10:53 AM, dan_5959 said: I've now finished Gordian Bind (loved all this content by the way). However, there's a few things I'm still unsure of, if anyone knows the answers to these: Reveal hidden contents During the third trial, I can either refuse Molag Bal or enter a contract with him, which according to the walkthrough "may have consequences later...". What exactly does this "Marked by Molag Bal" do? I kept Irkalla alive and she has a bunch of interactions as a follower now. Does she actually come up with bondage games for you after some time, or is this still in development? I've heard there's more content planned by the creator. Now that I've completed both A Snare to Loosen and Gordian Bind, can I continue playing the game and download these updates at a later date, or will I likely need to revert to old saves before these quests to start 'clean'? Thanks! For your questions: Spoiler 1. During the third trial, the mark is just a visual. If you commit to that choice during the finale however, there will be some story and (minor) gameplay consequences. 2. Current version has just one game. Next patch I will add a second. They take a long time to make. Mostly because I make them way too complicated, but that's half the fun. 3. I'll try to make future updates fully compatible with existing saves, but with quest mods that track things it can be a bit tricky. All I can say for now is that next update will probably be fine to upgrade for existing saves, though it might need some quests to be restarted via the console. If that ends up being necessary I'll write instructions with the patch notes. On 1/2/2026 at 11:19 AM, jgmrequel said: If you are running in LE, I think these meshes were exported for SE. I went and replaced the two `[Imp][Fray] Varla Clit 2 SMP.nif` meshes with the Devious Devices piercing (renamed to match) and the red square went away at least in the inventory. The glow would also need something to replace it. @Frayed Any chance you can export the meshes for LE and perhaps add a small patch? I can do that. I don't have LE installed or a mod list set up for it, would you mind giving this patch a try and telling me if it works? If it does I can simply use that format, it's forward compatible with SE. TTOF v2.2.3 Piercing Mesh LE backport.7z On 12/21/2025 at 7:17 PM, Bitfwip said: I am having the same issue. I copied the movements exactly as the video on the walkthrough and it still won't pop the menu up. Edit : posting what I was doing wrong just in case it happens to someone else. I had knocked the key on the floor away from where it spawns, so when I went to interact with it, it just disappeared. It respawns as a new object "Falcon Key" next to the stool as it should originally. The falcon key works as intended. Ahhhh thank you, finally I understand why people are having this issue. It's been reported many times but I could never reproduce it. You see, there are two copies of that key, but they are different kinds of game engine objects (one's an Activator disguised as a key, the other is a Key). The one that works for the unlock is the second copy, which you only get if you inspect the first one. But if you never inspect it, it won't work. I'll fix this next patch. On 12/19/2025 at 10:41 PM, Nalessa said: After finishing both acts completely, I have one problem, how do I get my items back that I had before starting the quest? Can't seem to find them anywhere in any chest in neither her home or her alchemy place. Spoiler Your items should be in the large chest in Irkalla's treasury, the room in the water cave where you meet Mephala. On old versions of the mod they could despawn because I forgot to set a flag somewhere, but that has been fixed since 2.0.3. So they should definitely be there. On 12/19/2025 at 1:17 AM, Nalessa said: Haven't completed it yet, but this mod so far is really good and a lot of fun. Did have to use the guide here and there, but the puzzles are pretty cool to figure out. Hoping there will be more or the newer DD gear like extreme hood or tight catsuit get added, they would work so well with the sensory deprivation. The first quest actually reminds me a lot of a fun game I played years ago on deviantart, Lia's escape or something Glad you're enjoying it. And you're dead on: the first quest was directly inspired by those Lia's games 🙂
Seeker999 Posted February 16 Posted February 16 15 hours ago, Frayed said: Normal DD lets you pick locks while wearing the manacles, you've got another mod modifying bound behavior. Possible Unforgiving Devices' Hardcore mode, this mod has a few sections that are incompatible with that mode, you'll have to disable it temporarily. I don't have UD. I checked XEdit, and this is what I found Spoiler Nothing is overwriting DD and these are the relevant snippets from the forms I even uninstalled DD NG to check base DD 5.2, same thing. I'm on SSE 1.6.1170 so I need DD NG anyway.
Frayed Posted February 16 Author Posted February 16 4 hours ago, Seeker999 said: I don't have UD. I checked XEdit, and this is what I found Hide contents Nothing is overwriting DD and these are the relevant snippets from the forms I even uninstalled DD NG to check base DD 5.2, same thing. I'm on SSE 1.6.1170 so I need DD NG anyway. Huh. That's interesting, I didn't know that effect existed. Not surprising, because it doesn't actually seem to do anything. I think it's a remnant from an earlier DD version (pre 5.2). I tested myself just now and no, you should definitely be able to lockpick in the manacles, even with that magic effect applied. There is another way this could break though: Spoiler you still need a lockpick in your inventory to do it (because I couldn't really trick the game into counting a fork as a lockpick). Picking up the fork should have silently given you one, and it gives you a buff that makes lockpicks unbreakable, so you shouldn't be able to lose it to the door. But if you drop it or another mod removed it somehow, you might be out of lock err, luck. Check if you have a lockpick. If not, just cheat one in with `player.additem a 1`, though I'd like to know which mod could interfere here, if you know.
Seeker999 Posted February 17 Posted February 17 15 hours ago, Frayed said: There is another way this could break though: Does not matter. Still can't get through. Spoiler Yes, I had a lockpick. I even dropped it and picked it back up. I cheated another couple of picks into my inventory. I dropped the restrictive boots and gloves so I only had the collar, manacles, and shackles in my inventory and equipped. No glimmer, no shimmer, no reaction from the barrier. I can open the console and disable the barriers There's no keyhole and I still can't pick the lock. Use the console to unlock. The door's unlocked, the activator says 'open door' but it won't open. I have to disable the door to get through. I know I could just tcl through the door instead of disabling everything. Is there a setstage command I can use? If I have to console through the door, then is it possible some scripts, dialogs, whatever won't trigger? I checked xEdit and Vortex for any conflicts. Either TToF is the winner or has nothing to do with the door. Quick question, more for my own info, are the wearable devices in the rooms supposed to be marked stolen? Thanks.
Frayed Posted February 17 Author Posted February 17 6 hours ago, Seeker999 said: Does not matter. Still can't get through. Reveal hidden contents Yes, I had a lockpick. I even dropped it and picked it back up. I cheated another couple of picks into my inventory. I dropped the restrictive boots and gloves so I only had the collar, manacles, and shackles in my inventory and equipped. No glimmer, no shimmer, no reaction from the barrier. I can open the console and disable the barriers There's no keyhole and I still can't pick the lock. Use the console to unlock. The door's unlocked, the activator says 'open door' but it won't open. I have to disable the door to get through. I know I could just tcl through the door instead of disabling everything. Is there a setstage command I can use? If I have to console through the door, then is it possible some scripts, dialogs, whatever won't trigger? I checked xEdit and Vortex for any conflicts. Either TToF is the winner or has nothing to do with the door. Quick question, more for my own info, are the wearable devices in the rooms supposed to be marked stolen? Thanks. Darn. Hm. Well, if you don't feel like debugging (which is fair): dispel the barrier the intended way (not via console, that bypasses the script that unblocks activation on the door, which is why it's not responding for you now), then console `unlock` it. Opening the door sets stage 50, which you'll need later. If you TCL through instead just set that stage manually. The stolen tag is normal. Only Irkalla should react to stealing (which is why the tag is there), other NPCs shouldn't care.
lanaya1437 Posted February 17 Posted February 17 I encountered a CTD after using the bed in the initial tavern and the game finished loading the next area. As soon as the loading screen is done, game crashes. Only thing useful from the crash log was a HDT-SMP reference like halfway down the stack trace.
Seeker999 Posted February 18 Posted February 18 (edited) 13 hours ago, Frayed said: dispel the barrier the intended way The barrier doesn't react to anything I do. Anything I wear. Unless I melee attack, it seems to shimmer but doesn't go away. Unless it takes several hits, not just 2 or 3. I thought, after all the discussion about lockpicking, that maybe trying pick the lock while wearing the shackles and fetters would cause a reaction. Guess I misunderstood, my bad. But I have hit the door, run into the door, tried jumping into the door trying to provoke a reaction. It ain't happening. I'm sure I even tried magic (might be misremembering), though the collar doesn't like when I use magic. I'll keep trying. Edit: Forgot, I can only try to hit it if I am not wearing the manacles. Feet fettered - fine. I can flail away, even use magic (though the collar keeps interrupting me). Nothing happens, but I can attack. With my hands shackled I can't even lift them to do anything. If I were any closer to the barrier I'd be inside it. I'm just about ready to go to an earlier save and simply endquest via console. I think for now I'll just go to a save before entering the fungal cave and leave Stoney Creek. I'll leave one save in the cell to test. Edited February 18 by Seeker999 correction and update
Frayed Posted February 18 Author Posted February 18 21 hours ago, Seeker999 said: The barrier doesn't react to anything I do. Anything I wear. Unless I melee attack, it seems to shimmer but doesn't go away. Unless it takes several hits, not just 2 or 3. I thought, after all the discussion about lockpicking, that maybe trying pick the lock while wearing the shackles and fetters would cause a reaction. Guess I misunderstood, my bad. But I have hit the door, run into the door, tried jumping into the door trying to provoke a reaction. It ain't happening. I'm sure I even tried magic (might be misremembering), though the collar doesn't like when I use magic. I'll keep trying. Edit: Forgot, I can only try to hit it if I am not wearing the manacles. Feet fettered - fine. I can flail away, even use magic (though the collar keeps interrupting me). Nothing happens, but I can attack. With my hands shackled I can't even lift them to do anything. If I were any closer to the barrier I'd be inside it. I'm just about ready to go to an earlier save and simply endquest via console. I think for now I'll just go to a save before entering the fungal cave and leave Stoney Creek. I'll leave one save in the cell to test. Attacking the barrier does nothing, Spoiler you're supposed to be able to just activate it with Skyrim's normal activate key, just like how you open doors, sit on chairs etc etc. If you don't wear the devices, it'll only give you a message. If you wear the devices, it should give another message and fade away. The hitbox on the barriers for activation can be a bit small and finnicky - I reworked this at some point because I got annoyed by it and made just activating the doors also work, but I don't quite remember which version I put that change in. Steps are supposed to be: 1. Get fork & lockpick 2. Wear ball & chain (do not manipulate the lock) 3. Wear manacles (do not manipulate the lock) 4. Activate barrier, it should fade out 5. Activate door & lockpick it
Seeker999 Posted February 19 Posted February 19 13 hours ago, Frayed said: Attacking the barrier does nothing, After going over every inch of door and frame I still couldn't get to the activator. So I re-downloaded and re-installed the mod (v. 2.2.2 - pretty sure I tried re-installing before, but I didn't re-download). Loaded the Fungal Cavern save. (Don't know if it was necessary, but couldn't hurt). Made my vanilla followers wait. Disabled events from other mods which might interfere. Did this before, but maybe I missed one in spite of all my checks. Got trapped, went through everything again, and EUREKA!! This time I had no problems with the barrier and got through it and was able to pick the lock. Phew! Thanks for your help. 1
chaimhewast Posted February 23 Posted February 23 (edited) I've started playing with this mod again. I played through A Snare to Loosen to refresh my memory on how this mod typically works, and got past the second room in The Gordian Bind. Some thoughts: Spoiler The cell key in Snare was out of reach, despite "reaching through the bars" being the intended solution. I had this problem the first time I played in 1.2, but since then I removed a skeleton tweak that I thought might have been the problem (it wasn't but it did fix some animations). Clavicus Vile and the daedra whose help you need to open the door were also unvoiced - I'm not sure if this was intended or not, but I checked and confirmed that I had the all of the voice packs afterward. It's a minor thing, but I liked not having a quest marker dropped at the exact spot I needed to go to find the campsite to start Gordian Bind. It's nice to not have the player character know exactly where an unmarked location is without having been there before. I think I did a minor sequence break in Gordian Bind at the start by hopping up on the ledge to loot/read things through the cell bars. The barrier went away, and I was confused why there was talk of tying myself up when I talked to Jurgin when I was only wearing the collar. I did have to reload a save when I realized that the bread was important - I just thought it was a way to hand a lockpick to the player and give people using needs mods some food. I'm not sure if the conditions on the "Who is Walker?" question are right. I was able to ask that before I had ever heard her name. I'm glad that I replayed Snare before starting Gordian Bind, because I would've forgotten that putting a basket on the gargoyles was an option. Not that it made much difference for me so far, since I had the bug that meant I never had to pick up the manacles in the first place. Edited February 24 by chaimhewast
aFlyingPandaBear Posted March 7 Posted March 7 so im unsure if i did something wrong or if its bugging but i completed the whole thing, have the quest toy, but her marker disappears if i dismiss her, am i stupid or is it bugged out
Paimoons Posted March 7 Posted March 7 (edited) My game lags and CPU usage is at 100% after opening the door in The Gordian Bind quest. how to fix it? Edited March 7 by Paimoons Idk after unlock some dd device it become normal
dieer Posted March 10 Posted March 10 Made a small mesh patch for those of us that use Improved Eyes of Skyrim. It fixes the Dark Face Issue with Walker. Feel free to add this on the main page if you want @Frayed Improved Eyes of Skyrim - The Trappings of Fate Patch.zip
moustacheski Posted March 11 Posted March 11 Had to come to the forums to say I loved it ! I don't have extensive experience with Skyrim mods and what they can do but the way you used the game's capabilities truly impressed me. Naturally, such an involved mod wasn't without a bit of occasional jank and I think some things could use a bit of additional tweaking : Spoiler - Keys or small objects can be easy to lose or may disappear and that means reloading or cheating, which can lead to other unseen problems down the road. - I presume you have scripts to specially handle the devices inside the quests and I think Devious Devices, or more probably Unforgiving Devices, sometimes had issues with that, notably towards the later part of The Gordian Bind. - One notable example was in the second trial, yoke lockpicking was unreliable (I resorted to setstage after looking at the source code because it didn't work consistently). I also noticed there was supposed to be a text box for mask removal but I never saw it and besides the escape minigame was UD one which I'm not sure was intended. - The levitation pad in Irkalla's quarters didn't work for me except on scripted walks (thankfully). Had to rely on tcl. - It's in the spirit of bondage I guess but the pet suit felt almost impossible to get rid of, the odds border on tedious and I once spent a dozen of minutes trying to escape to no avail. - Probably a skill issue but I couldn't for the life of me locate the magelight staff. - The final confrontation was virtually impossible for my level 15 character and it didn't seem like losing was an option. I have to say I'm playing a quite heavy modlist so all of the above may not be to attribute to this mod. And overall, I had an exceedingly good time with the Trappings of Fate. It was appropriately hot and was the perfect way to integrate bondage in a playthrough, on top of a compelling story and interesting puzzles. Definitely a must as far I'm concerned 2
Evanderxx Posted March 12 Posted March 12 after completing the gordian bind, why do i get the quest bounty from courier again to seek the family heirloom? and i cant complete it because it only leads to an empty space in the fungal cave entrance from stony creek cave can anyone help? its stuck in my miscelanous quest now...
zzaacc Posted March 19 Posted March 19 Either way, Irkalla is fooled and she takes you to her bedroom and toys with you a little. After some games, food and talk, she will eventually lock you into the chair in the corner and command you to sleep. She unlocked me from X cross and say go for food and drink. after unlocked I go and sit. When stand up and come closed to Irkalaa, she speak to me. but only can reply "..." and nothing happen. I stuck here Spoiler
zzaacc Posted March 19 Posted March 19 37 minutes ago, zzaacc said: 总之,伊尔卡拉上当了,她把你带到卧室,逗弄了你一会儿。玩了些游戏,吃了些东西,聊了会儿天之后,她最终会把你锁在角落的椅子上,命令你睡觉。 她把我从 X 十字架上解救出来,说去吃点东西喝点东西。 解锁后,我走过去坐下。当我站起来走到伊尔卡拉身边时,她跟我说话了。 但只能回复“……”,然后什么也没发生。 我被困在这里了 显示隐藏内容 sorry it seems like is my other mod cause it. when I steal something or attack irkalla, she attck me and defeat, the normal conversation option appear
zzaacc Posted March 20 Posted March 20 On 10/24/2025 at 2:20 AM, jet41 said: Wonderful, my favourite DD mod got an update. Big thanks. Now, to some bug testing.. A Snare To Loosen: Even with all 3 voice packs, deadric chalice and mask in water are mute. Gordian Blind: broken control: several times during playthrough, i did something forbidden and collar took control AND released me at the same time, resulting in PC to be stuck. Did some testing on earliest save in my cell (after irkalla leaves) and found out spells, shouts and sneaking are punished properly BUT melee weapons and fists result in permanent loss of control and getting stuck. -EDIT: further testing on fresh save - loss of control and stuck wont happen if punch is the first thing i do after leaving cross, instead quest gets "leave alchemy lab" update. Second punch gets me stuck. Tonal Forks: Since I played this before, I quick saved before touching it in case i lose it. Of course I lost it so i reloaded and found original still missing lol. Added new with console. Not sure how rare these forks are supposed to be, but maybe box with 10+ spare ones under the table could help. Floating platforms/door: randomly stop working. First time they work, then interaction does nothing, then interaction wont appear at all. But even unusable, NPCs and mind-controled PC uses them with no problem. I have save in front of broken one if some testing is needed. Animations wars: -Furniture animations get overwriten by vibrations and orgasm animations, returning to furniture after its over (mostly affecting 1st trial and mistress office event). I dont remember doing this in last year version. Idea: last year I didnt have DD NG with open animations replacer patched in it. Overly aggresive Irkalla: -One time got caught sneaking out from her office in night (by stealing something), resulted in soft lock bad ending on cross. Work as intended i presume. However i could never replicate this event, Rest of times, she simply starts regular combat resulting in PC death. Feels off in story. -More so: In first half of story, going to upper living quarter and picking something from mini library with hanging light aggro irkalla from her office resulting once again in combat to death. Something to do with fact everything now is theft and collar taught me prior sneaking is forbidden. Shy Floating Irkalla: during seance in her office, Irkalla has some "her time" in front of blinded PC but animations is selected randomly and may pick furniture animation, resulting in her floating, ruining the moment xD. Pre-selected animation may yield better results. She also always faces exit, not PC, seems strange. words of defiance:- upon opening big barrier before basement finale, daedra removes PC gag and orders to speak words of defiance, presumably use shout to remove rest of stuff. however shout or any powers dont work with pet suit still on. Results in strugle session. Not sure if intended. azura ending: upon running out of basement area, PC falls through air for a bit, then teleports to upper level of living quarters, irkalla appearing shortly after. However, quest wont update and new dialog wont appear until PC goes to lover level molag ending: boss battle music permanently stucked on loop even after leaving the all quest areas back to the open world. I really like soft lock bad ending on cross, but I can't trigger it. Overly aggresive Irkalla: -One time got caught sneaking out from her office in night (by stealing something), resulted in soft lock bad ending on cross. Work as intended i presume. However i could never replicate this event, Rest of times, she simply starts regular combat resulting in PC death. Feels off in story. Did this ending just been removed or I don't have the right way to get it? 1
Otatop1121 Posted March 31 Posted March 31 (edited) having an issue with 'A Snare to Loosen'. I removed all devices except the nipple piercings, got fucked by the Daedra to remove the red ward on the door. but the ward is still there and the Daedra is just standing there doing nothing, cant talk to them "this person is busy". I cant for the life of me figure out how to proceed. it feels like a bug. Edited April 1 by Otatop1121
Puppylover2000 Posted April 2 Posted April 2 *spoiler alert* I like the mod. It changes the pace of skyrim. I was thinking about loading back after completing part. 1. I was so glad to dodge that pervy Daedra. I was trying not to gag when he was attempting to convince our character. Did anyone save before the boss battle with Irkalla just to kick her butt again? I thought the mod was over until a courier came up to me.
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