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Posted
On 4/3/2026 at 11:34 AM, jbezorg said:

What other games are there besides "Hit the Spot"?

I think frayed only made 1 game so far. Real shame tho, I was as hyped as you were 

  • 2 weeks later...
Posted

so..... I'm stuck in the bondage chair where beothia gives you a lockpick. Irkalla is just standing there and I can't progress. I can't seem to be able to find the quest id either

Posted (edited)
12 hours ago, papajack said:

so..... I'm stuck in the bondage chair where beothia gives you a lockpick. Irkalla is just standing there and I can't progress. I can't seem to be able to find the quest id either

You mean this?: The Gordian Bind           FrayEQ2

Using the sqv console command to see what stage is good, but from past experience using the setstage command is generally a bad idea in this mod. At least your current stage as well as your load order (behind a spoiler or in an uploaded text file), maybe your papyrus log, might help someone diagnose what's going on.

 

Edited by Seeker999
Posted

i managed to set the stage to progress and i should be almost done with the mod. great stuff! (even if some technical difficulties make it tiresome)

 

Posted (edited)

v2.3.0:

A long overdue content update is finally here! Safe to update on existing save games.

 

Content additions and changes:

  • Irkalla can now also play the role of the submissive. Ask her to switch between normal, dom and sub roles via the "Hey, Irkalla?" dialogue option.
  • One new game for a sub player to play with Irkalla. To start it, ask her in domme mode whether she has thought of any new games to play.
  • 300+ new voice lines for Irkalla acting as a follower: she will now have idle comments, respond to players trying to equip her with Devious Devices, comment on vibration events, and more.
  • Upgraded voice lines with generally much higher quality for all other characters, using modern AI text-to-speech models.
  • All voice lines have now been bundled into one single BSA archive. When updating, disable the older voice packs so the BSA can load!
  • Added a "favorite restraints" system, by which players can define sets of restraints that can be used preferentially in scenes and games. To unlock, ask Irkalla in domme mode about it.
  • Made Hit the Spot start without teleport if Irkalla is following and already outside of her home.

 

Bugfixes:

  • Fixed the elevator to Irkalla's bedroom.
  • Made A Snare to Loosen's devices use DD's rendered devices so they automatically have the appropriate beast race meshes from DD (NG).
  • Changed lighting for Living Quarters to make it look better with Community Shaders (no directional, more ambient, because CS makes directional depend on time of day and it looked awful).
  • Added controller support to custom menus used in the Gordian Bind intro, Trial of the Toy & the Trial of the Prisoner contraption.
  • Fixed the courier still delivering the letter that starts The Gordian Bind after the player used the quickstart to skip The Gordian Bind.
  • Ported piercing + its FX meshes & textures to LE-compatible formats.
  • Added some more fallbacks to prevent issue when player AI-driven pathing doesn't work as it should (scenes: intro command, collar, collar post azura, collar bedroom)
  • Refined scene interrupt and actor behavior flags to hopefully prevent a few more edge cases where they could lock up (this should fix a few "stuck in scene" cases, but can not fix all of them - if other mods ForceStart scenes they may still break mine).
  • Fixed conditions on first trial dialogue so that Boethiah can actually comment on you failing it.
  • Fixed missing SetStage on second trial so that Boethiah can actually comment on you failing it.
  • Fixed missing SetStage on third trial so that Boethiah can actually comment on you failing it (okay, this is just embarassing now).
  • Made "break device" option possible for first room and bedroom X-cross in The Gordian Bind.
  • Fixed a scenario in which a required stage (62) was not set after the dremora scene in "A Snare to Loosen" if all devices were already removed, causing the quest to softlock.
  • Made Something Small and Metal immovable to prevent players from picking it up and moving it around before activating it.
  • Fixed Gordian Bind quest skip (the one that doesnt teleport you to its finale).
  • Added a safeguard to ensure player can escape when they should in "Trial of the Toy".
  • Changed a scene in Trial of the Toy to be more robust to other mods possibly interrupting it.
  • Added a small wait before ragdolling after Gloomy Ruin reset teleport to *maybe* fix a CTD with certain animation mods. This is purely a guess at a workaround for what I suspect is a cell reload bug in another mod.
  • Added a quest marker to indicate the general vicinity of the campsite used to start The Gordian Bind.
  • Changed hint phrasing on a watery and on a fiery puzzle to make them slightly more obvious.
  • Added some extra tonal forks in a box for clumsy people who keep losing them.
  • Fixed boss combat music looping in finale if you pick the evil ending.
  • Fixed Walker not being in her hut during The Gordian Bind when she is supposed to.
  • Fixed a piercing being unequipped too early during a scene with Irkalla.
Edited by Frayed
Posted
22 minutes ago, POLE7645 said:

Has the file vanished?

 

Give it a moment, it's pending approval. I'm not sure whether that's a manual or an automated system, it may take a while.

Posted
2 hours ago, denis2222 said:

2025_11_01_The Trappings of Fate v2.2.2.7z
I can't download it—does anyone have it?

 

Wait for the list to update. It will do so as soon as the mod is available again and real life allows.

Posted

Cant download anymore, the mod is gone?

 

Im downloading NEFARAM right now but cant progress because of this mod :(

Posted

Minor stuff but: voices esp has version 2.3 in its name, wonť that cause missing file issues on preexisting saves next time its upgraded?

Posted
2 hours ago, jet41 said:

Minor stuff but: voices esp has version 2.3 in its name, wonť that cause missing file issues on preexisting saves next time its upgraded?

 

Good point actually. The ESL is a dummy though, it has no content, so while it'll give you a warning, there won't be any issues. But now that I think of it, there's no point in having the dummy ESL, since I can just name the BSA after the main file ESP, that'll save an ESL slot. I hotfixed that - the new voice pack is now just a single file with TheTrappingsOfFate.bsa.

Posted (edited)

Having a strange bug with this update. I can have Irkalla as a follower and both the games and everything else works as intended.

 

Except a couple things seem odd:

 

She seems to have a long follow distance and she won't run to catch up. She also doesn't auto-warp into buildings if you left her behind too far.

And when I go to dismiss her, it says "Follower leaves your service" but she still follows me around and she never returns back home.

However, if I leave her in the dust after dismissing her, she stays where I left her and doesn't follow or return home.

Edited by NightmareMoose
Posted
22 hours ago, NightmareMoose said:

Having a strange bug with this update. I can have Irkalla as a follower and both the games and everything else works as intended.

 

Except a couple things seem odd:

 

She seems to have a long follow distance and she won't run to catch up. She also doesn't auto-warp into buildings if you left her behind too far.

And when I go to dismiss her, it says "Follower leaves your service" but she still follows me around and she never returns back home.

However, if I leave her in the dust after dismissing her, she stays where I left her and doesn't follow or return home.

Been having the same issue since before the update, i just assumed it was tied to one of my multi-follower mods

Posted

Was the piercing for the post-quest Irkalla quest fixed? Last time I made it that far I had the yellow exclamation point issue. 

Posted
On 4/28/2026 at 1:56 AM, NightmareMoose said:

Having a strange bug with this update. I can have Irkalla as a follower and both the games and everything else works as intended.

 

Except a couple things seem odd:

 

She seems to have a long follow distance and she won't run to catch up. She also doesn't auto-warp into buildings if you left her behind too far.

And when I go to dismiss her, it says "Follower leaves your service" but she still follows me around and she never returns back home.

However, if I leave her in the dust after dismissing her, she stays where I left her and doesn't follow or return home.

 

She has some limited custom packages that can run, there might be one of those tripping up, I'll have a look. She might be stuck in a forcegreet package or something. If you can replicate the behavior and have something like More Informative Console, you can select her with the console and see which package she's running when she's stuck like that, that would give me a major clue.

 

8 hours ago, Jenner88 said:

Was the piercing for the post-quest Irkalla quest fixed? Last time I made it that far I had the yellow exclamation point issue. 

Should be, though I haven't installed LE to verify it. If's still an issue let me know.

Posted
6 hours ago, Frayed said:

 

She has some limited custom packages that can run, there might be one of those tripping up, I'll have a look. She might be stuck in a forcegreet package or something. If you can replicate the behavior and have something like More Informative Console, you can select her with the console and see which package she's running when she's stuck like that, that would give me a major clue.

 

Should be, though I haven't installed LE to verify it. If's still an issue let me know.

When she is active as a follower with nothing happening her package is ff002052
When she is dismissed but still not returning home the package is ff00204e

I'm not sure if that's what you need, I've never used MIC and not fully in tune with all the background modding stuff.

Posted (edited)

It's been a while since I played this. Just Updated. I don't see a MCM. How do you kneel?

Edited by jbezorg
Posted
37 minutes ago, jbezorg said:

It's been a while since I played this. Just Updated. I don't see a MCM. How do you kneel?

Sneak.

 

6 hours ago, NightmareMoose said:

When she is active as a follower with nothing happening her package is ff002052
When she is dismissed but still not returning home the package is ff00204e

I'm not sure if that's what you need, I've never used MIC and not fully in tune with all the background modding stuff.

That's exactly what I was after, thanks. I've seen that before, with packages starting with "FF". Means they're dynamically generated at runtime, but that makes it tricky to track down what they are and how they get assigned... Anyway it's not my custom packages then, so that does narrow it down.

Posted (edited)

how does the new favourite restraint system select its items?

is it intended for just 1 item per slot?
I was testing if multiple arm restraints in box together which would get picked. I put in Armbinder, Elbow binder, box binder, butterfly, and straitjacket and the straitjacket was picked every single time (no other restraints except arms).

(no complaints or anything, was more for my own curiosity)

one thing I did notice though was sometimes not all restraints were used (in proper set tests, not the above arm restraints) so not sure if theres some randomness to it perhaps?
namely I made 1 set with blindfold/harness ring gag/hood, no problems all equipped fine (box 1), then tried making a pony set with blindfold and pony gag and neither head item equipped (box 3).

so yeah, was just curious as to what determines selections.

As for a small request though for future update; could Irkalla possible be given a random box option in her request list please? unless the 'her choice' option does that but its only seemed to be random restraints when i've tried it.

her potentially force equipping a box would be nice too but thats less a tweak and going into new feature territory.

but so far lovely little update. really glad to get more dom Irkalla stuff, and loving the voice stuff. thank you

 

Edit: upon some further testing of the boxes it seems I might have broken something somehow on my end. none of the boxes will equip head related items, even box 1 which did work before. 

Edited by MrBig
Posted

I'm grateful for your update, Frayed. Thank you.

 

I admit that I daily look at this mod page in hopes there is a new quest. I realize it's a lot to hope for. After all, making these two took a tremendous amount of time and effort. Not just technically, but creatively as well. And a great job you did. Well done.

 

My hopes are based partly on something from the first quest. I recall my character agreed to do something in the future for Clavicus Vile in exchange for his help with the cursed piercings. Now, he is arguably the most unpredictable of all the daedra. The only thing one can be sure about in a bargain with him is that you'll regret it. That leaves the door open to all sorts of interesting possibilities. With your imagination and modding ability, I expect you could take advantage of that, if you had a mind to.

 

Of course, life is piled full of responsibilities, obligations, and annoying distractions like a nearly constant need to put something in our mouths and chew.

 

Regardless of whether you decide to create another quest or not, I wish you well. And once again, thank you.

Posted
21 hours ago, Frayed said:

 

She has some limited custom packages that can run, there might be one of those tripping up, I'll have a look. She might be stuck in a forcegreet package or something. If you can replicate the behavior and have something like More Informative Console, you can select her with the console and see which package she's running when she's stuck like that, that would give me a major clue.

 

Should be, though I haven't installed LE to verify it. If's still an issue let me know.

It appears to be still coming up as no image, granted the current release was giving me trouble in Legendary edition. Do I need to convert it to be used with LE? Thank you for the response as well.

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