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Posted

Good day, @Frayed . I've decided to localize your modification. Unfortunately, for some reason, I couldn't find most of the on-screen messages for the first quest (the very beginning; when the player is suspended by the furniture). This includes Moon Crest, the wall lamp, the hole in the wall, the note on the chair, and when removing various restraints. I checked 679 scripts, but not a single one contains the required text. I wouldn't be surprised if I missed more, considering I didn't find that in xTranslator either.

 

I'll leave a link to Google Drive so as not to "litter" with images 

Posted

Well, after I spent the last couple of days getting Skyrim and figuring out how to mod this hell just so I can try this mod someone recommended, I think I broke things way too much. But here's a list of things I've found annoying/buggy. GOG version of Skyrim, Trappings of Fate 2.3.0, and running under wine to make things more complicated.

Spoiler

A Snare to Loosen:
I've made a save before talking to the innkeeper, then I messed around a lot. After reloading the save in the inn and I restarted the quest, I was surprised to find the note and the big pot didn't spawn (the latter I think would softlocked me later). On a third retry, none of the movable items in the first cell spawned. I had to restart Skyrim to get those items to spawn.
Bookshelf unlocking: there should be some feedback, because first time I got the key (still in the mittens), tried it on everything I could and nothing happened. It was just later when I noticed the right bookshelf was open.
The tentacle plant is similar, I still have no idea what makes the key spawn on it.
Does the bookshelves and the alchemy lab have any use at all? There are no recipes so I can't really craft anything.
Boots unlock: it was pretty hard, because due to Skyrim's janky physics/controls, it takes like five minutes until you can climb that cart with the stuff on it, and by that time the moon's effect wears off.
Irkalla fight: I have no idea how it's supposed to be done, and it's missing from the walkthrough completely. If I remove the nipple piercings, Irkalla spawns and puts me into a lot of restrains, but after taking two steps, they disappeared visually, and I could leave the dungeon easily. The only item I couldn't get rid of was the clit piercing. If I go to Irkalla, I start talking to her, and after a few questions she drops dead and then gets up and starts attacking me with impossible spells. After a few tries I somehow managed to lure her upstairs, then hide in a corner, after a moment she calmed down, and went downstairs. At this time I could pickpocket the keys from her and leave but I'm pretty sure that wasn't an intended solution.
In general, either I'm blind, but I'd have appreciated some hits on which keys goes where. Sure, you can brute force them, but with mittens it's super annoying, and IMHO games like these should be solvable without guessing.

The Gordian Bind:
First I think the letter I received by the courier should be made somehow more explicit. Yes, I read in the mod description I'll receive a letter from a courier, but then I read it and I was like this is some Skyrim bullshit, it has nothing to do with the mod. I had to go through the forum here to realize that is the letter I actually need.
First cell, after a lot of trying stuff with everything and sleeping and getting stuck in the restraints (dropping a glass is something I'd probably never figured out without the walktrough as up to that point nothing did anything special when dropped...), I ended up in a situation where Jurgin was standing in the middle of the alchemy lab, out of reach. I had to load a save from before the quest start and do it again to not get softlocked on getting the fork.
Shocking red magic stuff on locks: I could softlock the game into a never terminating animation by equipping the hand cuffs while the shocking animation was playing.
I don't know about those gargyles forcing you to tie yourself up, if they put you into the elbow shackles, I don't think you can get out and can get softlocked. Or not?
Irkalla's living quarters: there's a big red magic barrier, examining it says I can't open it and probably shouldn't. Ok. Accidentally walk a bit forward, wait a minute, I can walk through it? Go down, explore the dark area, bump into Irkalla, of course no matter what I do I end up dead/lose. Ok, I go back, but on the level transition I get spawned on the wrong side of the door and I get stuck in the about 1m space between the door and the void surrounding it. Fortunately, I could still walk through the door, and on the second try I ended up correctly in the pit, except I couldn't move up. Ok, delete the last few saves and try again, looks like now not even the elevator to Walker's place works. Uh-oh. I tried leaving the area and returning, reload, nothing. In the end I had to restart Skyrim again to make it work again.
You can actually escape the way you came in: after a few tries I could jump into the exit, then the collar tried to take me out but it got stuck, and after a bit the effect worn off, so I could leave through the fungal cavern I came and leave the cave altogether. I still had some restraints and the control collar though.
Go through that red barriers: meele attack, collar will take over and you can open everything like this. I got into the upper floor of the living quarters, get part 3 of the notes (but not 2), go to Walker's hut (after using almost all my locpicks), she's not there, I have an objective of finding Walker, but journal says I've already talked with her... I can go into Irkalla's room too, but then I die. After doing this for a while geometry started to disappear inside the living quarters. Also later I found I think Walker under her hut, but to interact with her, you have to find the right pixel around her leg. And receive an objective of finding Irkalla's notes on the whispering place, (3/3) but still not done, and I only have 2.

qmzb9h.png7qtasj.png


Getting into gloomy ruin... well, another thing I'd never figure out without a walkthrough. It's bullshit even with the walkthrough. Can't you be more arbitrary? (I think it also references a note I couldn't get because Irkalla is always there and kills you if you go there).
Also inside, if I walk past the green barrier, and reload a save from before it, I can't pass it again until a Skyrim restart (examine magic barrier action is missing, open on the door does nothing).
Walkthrough says: "The tentacles react to exposed skin. Equip some boots." That's simply not true. I've been wearing Leather Boots and I was pulled under all the time. Then I tried Fine Boots, same result.
Then I tried to add gag and chastity belt to get to that blue thing, but the tentacles suck me in all the time and put back to the entrance. I'm stuck at here for now, maybe I'll come back later but honestly my mood to try this mod is a bit destroyed after this.

 

Also you can fall off the edge of the world here

gvf0ua.png3do5nw.pngxxzfso.png

 

Posted
1 hour ago, plsletmeregister said:

Well, after I spent the last couple of days getting Skyrim and figuring out how to mod this hell just so I can try this mod someone recommended, I think I broke things way too much. But here's a list of things I've found annoying/buggy. GOG version of Skyrim, Trappings of Fate 2.3.0, and running under wine to make things more complicated.

  Reveal hidden contents

A Snare to Loosen:
I've made a save before talking to the innkeeper, then I messed around a lot. After reloading the save in the inn and I restarted the quest, I was surprised to find the note and the big pot didn't spawn (the latter I think would softlocked me later). On a third retry, none of the movable items in the first cell spawned. I had to restart Skyrim to get those items to spawn.
Bookshelf unlocking: there should be some feedback, because first time I got the key (still in the mittens), tried it on everything I could and nothing happened. It was just later when I noticed the right bookshelf was open.
The tentacle plant is similar, I still have no idea what makes the key spawn on it.
Does the bookshelves and the alchemy lab have any use at all? There are no recipes so I can't really craft anything.
Boots unlock: it was pretty hard, because due to Skyrim's janky physics/controls, it takes like five minutes until you can climb that cart with the stuff on it, and by that time the moon's effect wears off.
Irkalla fight: I have no idea how it's supposed to be done, and it's missing from the walkthrough completely. If I remove the nipple piercings, Irkalla spawns and puts me into a lot of restrains, but after taking two steps, they disappeared visually, and I could leave the dungeon easily. The only item I couldn't get rid of was the clit piercing. If I go to Irkalla, I start talking to her, and after a few questions she drops dead and then gets up and starts attacking me with impossible spells. After a few tries I somehow managed to lure her upstairs, then hide in a corner, after a moment she calmed down, and went downstairs. At this time I could pickpocket the keys from her and leave but I'm pretty sure that wasn't an intended solution.
In general, either I'm blind, but I'd have appreciated some hits on which keys goes where. Sure, you can brute force them, but with mittens it's super annoying, and IMHO games like these should be solvable without guessing.

The Gordian Bind:
First I think the letter I received by the courier should be made somehow more explicit. Yes, I read in the mod description I'll receive a letter from a courier, but then I read it and I was like this is some Skyrim bullshit, it has nothing to do with the mod. I had to go through the forum here to realize that is the letter I actually need.
First cell, after a lot of trying stuff with everything and sleeping and getting stuck in the restraints (dropping a glass is something I'd probably never figured out without the walktrough as up to that point nothing did anything special when dropped...), I ended up in a situation where Jurgin was standing in the middle of the alchemy lab, out of reach. I had to load a save from before the quest start and do it again to not get softlocked on getting the fork.
Shocking red magic stuff on locks: I could softlock the game into a never terminating animation by equipping the hand cuffs while the shocking animation was playing.
I don't know about those gargyles forcing you to tie yourself up, if they put you into the elbow shackles, I don't think you can get out and can get softlocked. Or not?
Irkalla's living quarters: there's a big red magic barrier, examining it says I can't open it and probably shouldn't. Ok. Accidentally walk a bit forward, wait a minute, I can walk through it? Go down, explore the dark area, bump into Irkalla, of course no matter what I do I end up dead/lose. Ok, I go back, but on the level transition I get spawned on the wrong side of the door and I get stuck in the about 1m space between the door and the void surrounding it. Fortunately, I could still walk through the door, and on the second try I ended up correctly in the pit, except I couldn't move up. Ok, delete the last few saves and try again, looks like now not even the elevator to Walker's place works. Uh-oh. I tried leaving the area and returning, reload, nothing. In the end I had to restart Skyrim again to make it work again.
You can actually escape the way you came in: after a few tries I could jump into the exit, then the collar tried to take me out but it got stuck, and after a bit the effect worn off, so I could leave through the fungal cavern I came and leave the cave altogether. I still had some restraints and the control collar though.
Go through that red barriers: meele attack, collar will take over and you can open everything like this. I got into the upper floor of the living quarters, get part 3 of the notes (but not 2), go to Walker's hut (after using almost all my locpicks), she's not there, I have an objective of finding Walker, but journal says I've already talked with her... I can go into Irkalla's room too, but then I die. After doing this for a while geometry started to disappear inside the living quarters. Also later I found I think Walker under her hut, but to interact with her, you have to find the right pixel around her leg. And receive an objective of finding Irkalla's notes on the whispering place, (3/3) but still not done, and I only have 2.

qmzb9h.png7qtasj.png


Getting into gloomy ruin... well, another thing I'd never figure out without a walkthrough. It's bullshit even with the walkthrough. Can't you be more arbitrary? (I think it also references a note I couldn't get because Irkalla is always there and kills you if you go there).
Also inside, if I walk past the green barrier, and reload a save from before it, I can't pass it again until a Skyrim restart (examine magic barrier action is missing, open on the door does nothing).
Walkthrough says: "The tentacles react to exposed skin. Equip some boots." That's simply not true. I've been wearing Leather Boots and I was pulled under all the time. Then I tried Fine Boots, same result.
Then I tried to add gag and chastity belt to get to that blue thing, but the tentacles suck me in all the time and put back to the entrance. I'm stuck at here for now, maybe I'll come back later but honestly my mood to try this mod is a bit destroyed after this.

 

Also you can fall off the edge of the world here

gvf0ua.png3do5nw.pngxxzfso.png

 

You've got a couple of misconceptions, like wearing boots (it wants you to wear bondage boots, not normal boots) but I'd like to point out a number of your issues comes from the following problem:

Skyrim is really really bad with reloading in-game and running scripts.  If you're using any high scripted mods (like Trappings of Fate), you should be restarting Skyrim when you reload saves.  Otherwise you may reload your save and still have the previous games scripts running.

Posted

          Well, what can I say? I still haven't found any message boxes. But there's something else:
          1. While trying to help Jurgin and Irkalla in the final battle, Irkalla falls dead when I try to talk to her, meaning there's no way to save her without using console commands.
          2. As a companion, Irkalla behaves normally, but as a dominant companion, she's completely different. Her behavior is becoming similar to Serana - she also tries to interact with everything nearby. However, when fast-traveling, Irkalla gets lost, and you still have to use console commands. And she follows the character very reluctantly.
          3. This might be a problem on my end. Even though the piercing she offered us is locked onto the hero, Irkalla keeps asking us to try it on.
Why is the problem on my end? Because with DD + NG, all of my character's genital piercings are removable without a tool, and that shouldn't be the case.

Posted

I'm at the very beginning, in "a share yo loosen" and when I tri yo drink the wine, the game tella me that I've to dissmiss my companion (balazar). The think is that I dissmissed him long time before... Some one knows the quest id? Can't see ir with sqt command.

Posted
On 11/23/2025 at 10:35 PM, Delzaron said:

Try this mod again.

 

The hood can't be removed. I have the key, I move it to the gargoyl, clik on the hood... and I always got the message saying the key won't enter into the lock.

A debug ?

Did you solve it? i have the same problem.

Posted
An amazing masterpiece! (10/10) The BDSM content is outstanding,
the story has a proper beginning and end, and it blends seamlessly
with the established lore. I'm surprised that I didn't encounter a
single bug from start to finish — incredibly smooth experience.
Thank you for this wonderful work!

I do have one small question though: after finishing the main questline,
does the number of favors affect unlocking new games? I've completed
"Hit the Spot" multiple times, but I can't seem to unlock the next game.
Dear author, could you tell me what the unlock conditions are?
Posted (edited)

Hello, Thank you for this amazing mod.

 

This is my 2nd time playing this quest but this playthrough i encountered a strange bug don't know why, the 1st quest " A snare to loosen " Starts again after a courier delivers me the spiced wine and the note of thanks even though i had just finished that quest already,

 

I reloaded an earlier save cause i left some keys from the 1st quest and thought this might be the culprit since a message told me that some keys were left on the ground but after looting every key in there, the quest starts as if it's a fresh new quest even though there's a quest with the same name in the done quests, any idea ? TiA

 

 

Edit :- okay nevermind, talking to Faida the innkeeper and skipping seems to solve it but there's a double entry for " A snare to loosen " quest completed

Edited by nalwaz
  • 2 weeks later...
Posted
On 1/3/2026 at 12:18 AM, Asuka777 said:

I just recently found and started this quest. I completed the first quest and began the second, but after a while, I got stuck. I entered the Mushroom Cave and found the entrance to the large mushroom hut, but no matter how much I look at the guides, I can't find the hut where the Bosmer girl Walker is. Could someone tell me the location of the hut where Walker is?

Did you find her? I have the same problem.

Posted

Hi. I'm in the third trial, I have to take Irkalla's shackles and put It on me, allí while Molag is talking... I tried with the mod Open Inventory, but doesn't let me because I don't have the key to remové them from Irkalla.

What am I doing wrong? Or is there any key that I have to take?

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