Min Posted January 26, 2014 Author Posted January 26, 2014 Where do I go to endorse this mod? Seriously, great work you're doing. THANKS Glad you're enjoying the mod. Liking the opening post would probably be the equivalent here, though it doesn't matter much to me If I understood well Min's statements some posts ago, DDi's Forbidden Tome Quest searches for "uncleared" Dwemer dungeons ONLY. If you have, like me, already cleared a lot of them, and almost all the remaining ones are "locked" because they are part of the Main Quest of the game, you could end up with a "blind end" for this mod or, in my case, into the impossible start of the forbidden quest itself. Having the DLC Dragonborn installed should expand the availability of Dwemer dungeons but, often, the one choosen by the game is Nchardak, that is a dungeon "locked" until you reach a level of completion of the Dragonborn's main quest. This leads to big problems, by my point of view. Am I wrong or there is a possible solution? Correct, the forbidden tome requires a single uncleared dwemer dungeon to start. All of them being cleared is rather a corner case, that I'm probably not going to get around to writing a fix for. Even if my "specific" case could be a "corner case" it is a possibility not covered at least in the main istructions of the OP. So then, I will NEVER be able to start the Forbidden Tome quest at all unless I start a full new game (again! It would be the fourthy time at least!), loosing all my actual levels, skills, quests done. One thing I noticed is that there are actually some Dwemer ruins not yet cleared, not visited and not locked by other quests but they are not "marked" in the Map. In fact, they are locations that don't have a map marker at all in the vanilla location system (one example is the ruined Alftand tower that is in the glace below the main Alftand entrance). Maybe these locations are not "valid targets"? Anyhow, a possible solution could be to make at least one Dwemer ruin as "uncompleted" using some console commands (like we need to do in the reversed mode for some dungeons that are not marked as "completed" by the game evn if you did). But I don't know those commands. Easy workaround: Add a mod that adds more dwemer dungeons (You did mention that you had dragonborn, but had not installed it. Falskaar also comes to mind). I don't know the commands to remove the "Cleared" flag from dungeons either. The 30 day reset may or may not qualify for this. Alternatively, you could edit zaddForbiddenTomeQuest from Devious Deviants.esp to remove the "Requires uncleared" flag from that quest alias: Though, the original intent of forcing the DB to clear a dungeon whilst belted would be somewhat lost. That would be the 30 or 10 day reset, depending on if it was a full or partial clear, respectively - and the answer above was "try it and find out", mostly meaning that it hadn't been tested previously. Yup!
JahReit Posted January 26, 2014 Posted January 26, 2014 Where do I go to endorse this mod? Seriously, great work you're doing. THANKS Glad you're enjoying the mod. Liking the opening post would probably be the equivalent here, though it doesn't matter much to me I "Liking" it whether it matters to you or not
omonix Posted January 26, 2014 Posted January 26, 2014 Hi. This is a very good and high quality mod. Everything works fine, but when I translated the dialogues, I saw a lot of dialogue in which our hero has a slave and master how to get into slavery?(Google translator)
Johnny05 Posted January 26, 2014 Posted January 26, 2014 Hi. This is a very good and high quality mod. Everything works fine, but when I translated the dialogues, I saw a lot of dialogue in which our hero has a slave and master how to get into slavery? (Google translator) This sound like it's part of the sureptitious streets quest which is not fully implemented in the mod. Min is still working on it.
Min Posted January 26, 2014 Author Posted January 26, 2014 Hi. This is a very good and high quality mod. Everything works fine, but when I translated the dialogues, I saw a lot of dialogue in which our hero has a slave and master how to get into slavery? (Google translator) Yep. That is unfinished content for a future update.
wolfofwallstreet Posted January 26, 2014 Posted January 26, 2014 Sorry to ask but I'm stuck. The forbidden bookcase is locked and I cant seem to find the key. any help?
Veladarius Posted January 26, 2014 Posted January 26, 2014 Sorry to ask but I'm stuck. The forbidden bookcase is locked and I cant seem to find the key. any help? The key should be on Urag's desk on the side closest to the bookcase.
xth Posted January 26, 2014 Posted January 26, 2014 Just a suggestion, but please exclude main quest dwemer ruins from the forbidden book quest. Especially if they're located on Solstheim. I haven't even started the normal Skyrim main quest and due to the randomisation of the forbidden book quest I'm suddenly obligated to start the Dragonborn main quest?
ae6b9 Posted January 26, 2014 Posted January 26, 2014 Just a suggestion, but please exclude main quest dwemer ruins from the forbidden book quest. Especially if they're located on Solstheim. I haven't even started the normal Skyrim main quest and due to the randomisation of the forbidden book quest I'm suddenly obligated to start the Dragonborn main quest? I had the same problem as you. I had to get into Nchardak, so I looked up one of the location codes (DLC2Nchardak00) and was able to teleport there with the coc command.
Lesaronno Posted January 26, 2014 Posted January 26, 2014 I just want to start out by saying thank you for making this amazing mod, and giving other modders the resources and inspiration to make other devious mods of their own. I'm a really big fan of the devious mod family, and I'm really looking forward to future devices and updates.I wanted to make a post because there's just one aspect of the mod that I think could be improved upon. In my humble opinion, the unlock threshold setting just doesn't feel "right", no matter what I set it to. I'll illustrate why.If I leave it at the default 185, characters have a 0% chance to unlock/break the devices for a really long time, but once they train a skill to 100, it's a reasonable ~15% chance. Personally, I would like the opportunity to break out earlier than that, even if it is only a very small chance to do so. However, if I set the threshold to something like 125, low level characters have a small chance of freeing themselves, but it becomes far too easy to escape once their skills are trained up. A middle ground at 150 means there's still a considerable amount of 0% time, and highly skilled characters still have a very easy time breaking out. Nothing quite takes the cake here.If I may make a suggestion, I think an alternative way of calculating the difficulty of escape may improve the experience with the belts for everyone, even people with uncapped skills. My suggestion is to make it so for every 10 points in a skill, you gain an additional X% chance of freeing yourself using that skill (or each skill point adds .X% for smoother growth). Ideally, the X value can be set by players in the MCM like the current threshold setting.For example, if I set it so I gain a 2% chance to pick the lock per 10 points in lockpicking (or .2% per 1), a brand new character has an incredibly small chance of getting out, and by the time she reaches 100 lockpicking, she has a reasonable 20% chance of freeing herself. Even if you uncap your skills and can train them over 100, it doesn't break things (30% at 150 in this case). People seeking a more difficult experience can set it to 1% per 10 points, and 3% or more would be more forgiving.To summarize, with this method, everyone has a small chance of freeing themselves, and it never becomes trivial, just easier, for highly skilled characters to break out. Thanks again for all your hard work you put into your mods! I can't wait to see what comes next.
Guest Katherlne Posted January 26, 2014 Posted January 26, 2014 Quest won't start for me... Complete this quest, a necessary for get a access to craft?
FlameDrake Posted January 26, 2014 Posted January 26, 2014 Just a small suggestion for people having problems with the quest not starting. Try dropping the Devious Devices Book and picking it up again from the ground - if that doesn't work try it with a bookshelf. For some reason that did start the quest for me, maybe it will help someone else as well.
Veladarius Posted January 27, 2014 Posted January 27, 2014 I just want to start out by saying thank you for making this amazing mod, and giving other modders the resources and inspiration to make other devious mods of their own. I'm a really big fan of the devious mod family, and I'm really looking forward to future devices and updates. I wanted to make a post because there's just one aspect of the mod that I think could be improved upon. In my humble opinion, the unlock threshold setting just doesn't feel "right", no matter what I set it to. I'll illustrate why. If I leave it at the default 185, characters have a 0% chance to unlock/break the devices for a really long time, but once they train a skill to 100, it's a reasonable ~15% chance. Personally, I would like the opportunity to break out earlier than that, even if it is only a very small chance to do so. However, if I set the threshold to something like 125, low level characters have a small chance of freeing themselves, but it becomes far too easy to escape once their skills are trained up. A middle ground at 150 means there's still a considerable amount of 0% time, and highly skilled characters still have a very easy time breaking out. Nothing quite takes the cake here. If I may make a suggestion, I think an alternative way of calculating the difficulty of escape may improve the experience with the belts for everyone, even people with uncapped skills. My suggestion is to make it so for every 10 points in a skill, you gain an additional X% chance of freeing yourself using that skill (or each skill point adds .X% for smoother growth). Ideally, the X value can be set by players in the MCM like the current threshold setting. For example, if I set it so I gain a 2% chance to pick the lock per 10 points in lockpicking (or .2% per 1), a brand new character has an incredibly small chance of getting out, and by the time she reaches 100 lockpicking, she has a reasonable 20% chance of freeing herself. Even if you uncap your skills and can train them over 100, it doesn't break things (30% at 150 in this case). People seeking a more difficult experience can set it to 1% per 10 points, and 3% or more would be more forgiving. To summarize, with this method, everyone has a small chance of freeing themselves, and it never becomes trivial, just easier, for highly skilled characters to break out. Thanks again for all your hard work you put into your mods! I can't wait to see what comes next. I typically start with the chance set at 100-110 and if I happen to pick the lock I raise it by 10. I think the reason Min set it up the way he did was if you give a .2% per 1 point of Lockpick skill you can still pick the lock as a starting character (it may take a few lockpicks though). For most of my characters I don't really care what my lockpick skill is since I can usually pick a Master level lock with a new character using about 4 picks.
wabi-sabi Posted January 27, 2014 Posted January 27, 2014 Hello there, Did a search on topic and parsed the first couple pages and I didn't find my question... so, here it is: I've completed the Jed Curio quest and my PC is no longer under chastity belt and key. However, the Librarian, something something Gro-Shub never took Curio's second volume and now I'm stuck with an undroppable book item in my inventory. How do I get rid of it? Thanks in advance.
JahReit Posted January 27, 2014 Posted January 27, 2014 I have a situation with the locked slave boots. After a lot of rape, sex, enslavement etc. the movement changes to full, as if the boots aren't on. I had it set in MCM to 60% but every thing I've done will not reset it. How can I reset the speed debuff without taking the boots off and locking them back on? Don't know if I've explained this correctly, about to fall asleep.
sarahlost36 Posted January 27, 2014 Posted January 27, 2014 so i seem to have bugged out DD... i have no chastity belt equipped in inventory, BUT... when i try to take out the plugs, DD says NOPE try as you might, the BELT you are wearing prevents you from removing these plugs.... I AINT WEARING a BELT.... time to uninstall and downvote this mod... help!
Min Posted January 27, 2014 Author Posted January 27, 2014 I just want to start out by saying thank you for making this amazing mod, and giving other modders the resources and inspiration to make other devious mods of their own. I'm a really big fan of the devious mod family, and I'm really looking forward to future devices and updates. I wanted to make a post because there's just one aspect of the mod that I think could be improved upon. In my humble opinion, the unlock threshold setting just doesn't feel "right", no matter what I set it to. I'll illustrate why. If I leave it at the default 185, characters have a 0% chance to unlock/break the devices for a really long time, but once they train a skill to 100, it's a reasonable ~15% chance. Personally, I would like the opportunity to break out earlier than that, even if it is only a very small chance to do so. However, if I set the threshold to something like 125, low level characters have a small chance of freeing themselves, but it becomes far too easy to escape once their skills are trained up. A middle ground at 150 means there's still a considerable amount of 0% time, and highly skilled characters still have a very easy time breaking out. Nothing quite takes the cake here. If I may make a suggestion, I think an alternative way of calculating the difficulty of escape may improve the experience with the belts for everyone, even people with uncapped skills. My suggestion is to make it so for every 10 points in a skill, you gain an additional X% chance of freeing yourself using that skill (or each skill point adds .X% for smoother growth). Ideally, the X value can be set by players in the MCM like the current threshold setting. For example, if I set it so I gain a 2% chance to pick the lock per 10 points in lockpicking (or .2% per 1), a brand new character has an incredibly small chance of getting out, and by the time she reaches 100 lockpicking, she has a reasonable 20% chance of freeing herself. Even if you uncap your skills and can train them over 100, it doesn't break things (30% at 150 in this case). People seeking a more difficult experience can set it to 1% per 10 points, and 3% or more would be more forgiving. To summarize, with this method, everyone has a small chance of freeing themselves, and it never becomes trivial, just easier, for highly skilled characters to break out. Thanks again for all your hard work you put into your mods! I can't wait to see what comes next. Thanks for the feedback, glad you enjoyed the mod. :)The skill formula was designed as to be only possible for true masters of the craft to escape in that manner: If they were trivially escapable (Any chance >0% for low levels), it would trivialize quests built around them, as the player could simply spam escape. Hello there, Did a search on topic and parsed the first couple pages and I didn't find my question... so, here it is: I've completed the Jed Curio quest and my PC is no longer under chastity belt and key. However, the Librarian, something something Gro-Shub never took Curio's second volume and now I'm stuck with an undroppable book item in my inventory. How do I get rid of it? Thanks in advance. It should've been removed at the end of the quest: Since it wasn't, simply look up the ID of the book (Help "Devious" should find it), and then remove it via "player.removeitem ########". I have a situation with the locked slave boots. After a lot of rape, sex, enslavement etc. the movement changes to full, as if the boots aren't on. I had it set in MCM to 60% but every thing I've done will not reset it. How can I reset the speed debuff without taking the boots off and locking them back on? Don't know if I've explained this correctly, about to fall asleep. The locked slave boots were an extension created by Aelie: I didn't write the scripts that power the speed debuff, so can't offer support for that. Best of luck! so i seem to have bugged out DD... i have no chastity belt equipped in inventory, BUT... when i try to take out the plugs, DD says NOPE try as you might, the BELT you are wearing prevents you from removing these plugs.... I AINT WEARING a BELT.... time to uninstall and downvote this mod... help! Okay, lol. Have fun with that.
sarahlost36 Posted January 27, 2014 Posted January 27, 2014 i am sorry sir, i restored a previous save. where i did have a belt on... i guess its bad to drop unlocked belts... you might want to check into that... because i think i got into that situation, by unlocking and then R dropping the belt i was wearing... oh you want to drop something and expect that a mod like DD willl register that you did... hahahhaa... silly girl no... you thought you dropped it, and the Inventory showed it was gone gone gone... but DD didn't register that you really had NO belt anymore and so... well the best it could do, was forever lock a phantom belt around you.
bigdawg78 Posted January 27, 2014 Posted January 27, 2014 I really was hoping I didn't have to ask a question about this, but I am stuck (again). I have a chastity belt and bra on and have made my way to the College of Winterhold. I have found the bookshelf, but when I try to access it, it says I need a key to unlock it. It does not give me the option to pick the lock. Urag sees me and doesn't say anything when I "try" to open it. Obviously I can't try because I don't have a key nor can I pick the lock. He has no unique dialogue concerning this. The only other issue I have, concerns the arm binds. Everytime they are put on, I have a repetitive "clicking" noise that never goes away until I remove the arm binds. That is secondary though (I can remove them eventually). But without the forbidden tome, I cannot remove the belt. My only alternative is a console cheat to unlock the bookshelf. Where is the key? I hoped to pick pocket it from Urag, but he does not have it. GAH! Any help is appreciated, and thanks for the awesome mod.
Min Posted January 27, 2014 Author Posted January 27, 2014 I really was hoping I didn't have to ask a question about this, but I am stuck (again). I have a chastity belt and bra on and have made my way to the College of Winterhold. I have found the bookshelf, but when I try to access it, it says I need a key to unlock it. It does not give me the option to pick the lock. Urag sees me and doesn't say anything when I "try" to open it. Obviously I can't try because I don't have a key nor can I pick the lock. He has no unique dialogue concerning this. The only other issue I have, concerns the arm binds. Everytime they are put on, I have a repetitive "clicking" noise that never goes away until I remove the arm binds. That is secondary though (I can remove them eventually). But without the forbidden tome, I cannot remove the belt. My only alternative is a console cheat to unlock the bookshelf. Where is the key? I hoped to pick pocket it from Urag, but he does not have it. GAH! Any help is appreciated, and thanks for the awesome mod. No problem, . The key (And an accompanying note) are on Urag's desk, in the Arcaneum. I'm not sure why you would hear a clicking noise from the arm cuffs (Or did you mean armbinder? If so, rerun FNIS: That issue was fixed 4-5 versions ago).
Lesaronno Posted January 27, 2014 Posted January 27, 2014 I typically start with the chance set at 100-110 and if I happen to pick the lock I raise it by 10. I think the reason Min set it up the way he did was if you give a .2% per 1 point of Lockpick skill you can still pick the lock as a starting character (it may take a few lockpicks though). For most of my characters I don't really care what my lockpick skill is since I can usually pick a Master level lock with a new character using about 4 picks. Well, my example of 0.2% per point doesn't need to be the default option by any means. I consider it more of the "medium" difficutly, like orichalcum ingots for keys. The harder 0.1% per point would leave new characters with a tiny 1.5% chance of success, meaning they'd need to burn through 66 lockpicks on average, no small amount for someone fresh out of Helgen. Also consider how the Live a Deviant Life mod has become quite popular, and those characters can start with up to 9 locked devices on! However, I can understand why you would be hesitant to give new and inexperienced characters any chance to get out at all. The lockpicking skill does increase somewhat quickly at the early levels after all, and lockpicks can pile up quickly. Given that, I think a happy medium between the current system and my suggestion would be to combine them. To do this, leave the current threshold option in place, but add another option that determines how much each skill point after the threshold improves your chance of getting out. Currently, you get 1% for each skill point, but you can't alter that behvaior. By allowing players to change this rate, you can achieve all sorts of varying degrees of difficulties. For example, you can keep the current mechanics exactly as they are (185 threshold and 1% per point), you could also have my style of difficuly with it (100 threshold and 0.2% per point), and anything in between or beyond (150 threshold and 1.5% per point?). My only reservation about this combination is that there already seems to be enough confusion over how JUST the threshold value works. Adding another variable may simply confuse people further unless the mechanics are clearly explained. I'm also not sure how difficult it would be to implement in papyrus, although I'm sure you guys are more than capable coders (I just don't want to trouble people in their free time, heh). And as I was typing this, I saw that Min also replied! Thanks for the feedback, glad you enjoyed the mod. :)The skill formula was designed as to be only possible for true masters of the craft to escape in that manner: If they were trivially escapable (Any chance >0% for low levels), it would trivialize quests built around them, as the player could simply spam escape. I see where you're coming from. Even though the current threshold option can be set low, my initial idea would give everyone a chance to escape whether they'd like to be able to or not. Perhaps the combined system would still fit your vision while granting players a little more flexability?
bigdawg78 Posted January 27, 2014 Posted January 27, 2014 I really was hoping I didn't have to ask a question about this, but I am stuck (again). I have a chastity belt and bra on and have made my way to the College of Winterhold. I have found the bookshelf, but when I try to access it, it says I need a key to unlock it. It does not give me the option to pick the lock. Urag sees me and doesn't say anything when I "try" to open it. Obviously I can't try because I don't have a key nor can I pick the lock. He has no unique dialogue concerning this. The only other issue I have, concerns the arm binds. Everytime they are put on, I have a repetitive "clicking" noise that never goes away until I remove the arm binds. That is secondary though (I can remove them eventually). But without the forbidden tome, I cannot remove the belt. My only alternative is a console cheat to unlock the bookshelf. Where is the key? I hoped to pick pocket it from Urag, but he does not have it. GAH! Any help is appreciated, and thanks for the awesome mod. No problem, . The key (And an accompanying note) are on Urag's desk, in the Arcaneum. I'm not sure why you would hear a clicking noise from the arm cuffs (Or did you mean armbinder? If so, rerun FNIS: That issue was fixed 4-5 versions ago). I believe it's the arm binder (the one that binds your arms behind your back and prevents you from doing anything even accessing your inventory). FNIS is version 4.1. I'm not having an animation issue at all. The animation is solid. But I hear a sound (like the stuff being equipped). It replays every 2 seconds. It does not do that with anything other than the armbinder. Oh, and thank you so much for the fast help. I can't believe how fast. I am very grateful.
Min Posted January 27, 2014 Author Posted January 27, 2014 I really was hoping I didn't have to ask a question about this, but I am stuck (again). I have a chastity belt and bra on and have made my way to the College of Winterhold. I have found the bookshelf, but when I try to access it, it says I need a key to unlock it. It does not give me the option to pick the lock. Urag sees me and doesn't say anything when I "try" to open it. Obviously I can't try because I don't have a key nor can I pick the lock. He has no unique dialogue concerning this. The only other issue I have, concerns the arm binds. Everytime they are put on, I have a repetitive "clicking" noise that never goes away until I remove the arm binds. That is secondary though (I can remove them eventually). But without the forbidden tome, I cannot remove the belt. My only alternative is a console cheat to unlock the bookshelf. Where is the key? I hoped to pick pocket it from Urag, but he does not have it. GAH! Any help is appreciated, and thanks for the awesome mod. No problem, . The key (And an accompanying note) are on Urag's desk, in the Arcaneum. I'm not sure why you would hear a clicking noise from the arm cuffs (Or did you mean armbinder? If so, rerun FNIS: That issue was fixed 4-5 versions ago). I believe it's the arm binder (the one that binds your arms behind your back and prevents you from doing anything even accessing your inventory). FNIS is version 4.1. I'm not having an animation issue at all. The animation is solid. But I hear a sound (like the stuff being equipped). It replays every 2 seconds. It does not do that with anything other than the armbinder. Oh, and thank you so much for the fast help. I can't believe how fast. I am very grateful. The earlier version(s) of the armbinder animation had a bug that would cause a noise to play repeatedly while it was being played.
Min Posted January 27, 2014 Author Posted January 27, 2014 I typically start with the chance set at 100-110 and if I happen to pick the lock I raise it by 10. I think the reason Min set it up the way he did was if you give a .2% per 1 point of Lockpick skill you can still pick the lock as a starting character (it may take a few lockpicks though). For most of my characters I don't really care what my lockpick skill is since I can usually pick a Master level lock with a new character using about 4 picks. Well, my example of 0.2% per point doesn't need to be the default option by any means. I consider it more of the "medium" difficutly, like orichalcum ingots for keys. The harder 0.1% per point would leave new characters with a tiny 1.5% chance of success, meaning they'd need to burn through 66 lockpicks on average, no small amount for someone fresh out of Helgen. Also consider how the Live a Deviant Life mod has become quite popular, and those characters can start with up to 9 locked devices on! However, I can understand why you would be hesitant to give new and inexperienced characters any chance to get out at all. The lockpicking skill does increase somewhat quickly at the early levels after all, and lockpicks can pile up quickly. Given that, I think a happy medium between the current system and my suggestion would be to combine them. To do this, leave the current threshold option in place, but add another option that determines how much each skill point after the threshold improves your chance of getting out. Currently, you get 1% for each skill point, but you can't alter that behvaior. By allowing players to change this rate, you can achieve all sorts of varying degrees of difficulties. For example, you can keep the current mechanics exactly as they are (185 threshold and 1% per point), you could also have my style of difficuly with it (100 threshold and 0.2% per point), and anything in between or beyond (150 threshold and 1.5% per point?). My only reservation about this combination is that there already seems to be enough confusion over how JUST the threshold value works. Adding another variable may simply confuse people further unless the mechanics are clearly explained. I'm also not sure how difficult it would be to implement in papyrus, although I'm sure you guys are more than capable coders (I just don't want to trouble people in their free time, heh). And as I was typing this, I saw that Min also replied! Thanks for the feedback, glad you enjoyed the mod. :)The skill formula was designed as to be only possible for true masters of the craft to escape in that manner: If they were trivially escapable (Any chance >0% for low levels), it would trivialize quests built around them, as the player could simply spam escape. I see where you're coming from. Even though the current threshold option can be set low, my initial idea would give everyone a chance to escape whether they'd like to be able to or not. Perhaps the combined system would still fit your vision while granting players a little more flexability? Perhaps! It certainly merits further thought/discussion.
bigdawg78 Posted January 27, 2014 Posted January 27, 2014 I really was hoping I didn't have to ask a question about this, but I am stuck (again). I have a chastity belt and bra on and have made my way to the College of Winterhold. I have found the bookshelf, but when I try to access it, it says I need a key to unlock it. It does not give me the option to pick the lock. Urag sees me and doesn't say anything when I "try" to open it. Obviously I can't try because I don't have a key nor can I pick the lock. He has no unique dialogue concerning this. The only other issue I have, concerns the arm binds. Everytime they are put on, I have a repetitive "clicking" noise that never goes away until I remove the arm binds. That is secondary though (I can remove them eventually). But without the forbidden tome, I cannot remove the belt. My only alternative is a console cheat to unlock the bookshelf. Where is the key? I hoped to pick pocket it from Urag, but he does not have it. GAH! Any help is appreciated, and thanks for the awesome mod. No problem, . The key (And an accompanying note) are on Urag's desk, in the Arcaneum. I'm not sure why you would hear a clicking noise from the arm cuffs (Or did you mean armbinder? If so, rerun FNIS: That issue was fixed 4-5 versions ago). I believe it's the arm binder (the one that binds your arms behind your back and prevents you from doing anything even accessing your inventory). FNIS is version 4.1. I'm not having an animation issue at all. The animation is solid. But I hear a sound (like the stuff being equipped). It replays every 2 seconds. It does not do that with anything other than the armbinder. Oh, and thank you so much for the fast help. I can't believe how fast. I am very grateful. The earlier version(s) of the armbinder animation had a bug that would cause a noise to play repeatedly while it was being played. All my sexlab mods are new. I just recently ran across them all (like 2 weeks ago), so I doubt my version is very old. I normally download the latest mod unless told to otherwise. Do you know what the name of the animation file is? So I found the key, and was able to access the forbidden bookshelf. But Urag doesn't care even though he sees me. I'm probably misinterpreting how the quest should start, or perhaps the problem is I already have a chastity belt on. I'll keep hammering away at it. *EDIT* I did try talking to Urag afterwards, but no change in his dialogue. I probably have a conflict somewhere.
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