El_Duderino Posted August 23, 2024 Author Posted August 23, 2024 On 8/21/2024 at 2:21 PM, not_that_one_guy said: Option for Alternate Perspective Thank you so much!
BigOnes69 Posted September 9, 2024 Posted September 9, 2024 (edited) On 8/21/2024 at 8:21 AM, not_that_one_guy said: Option for Alternate Perspective DNC_AP.zip 589 B · 5 downloads What is this? Never mind found it. Edited September 9, 2024 by BigOnes69 1
pappana Posted September 15, 2024 Posted September 15, 2024 Skyrim unbound broke my game for soe reason so i had to nuke my install and start over and unbound still doesnt work so i had to switch to LAL(cant use AP since cursed loot has chloe in the prison) and was wondering if an addon for LAL will be made?
HypnoCrusader Posted November 3, 2024 Posted November 3, 2024 On 6/10/2024 at 2:46 AM, El_Duderino said: Oh, I had no idea that honey could be that rare. Perhaps it's because of another mod that I'm using but I can fairly often find it in some vendor spawn lists. Maybe I can add a couple pots of honey to the game world in a semi-hidden place during this part of the quest as a workaround. Just started playing and I just finished the potion ingredients collecting segment. Not sure if it's the honey you mentioned in the changelog but I happened to find two in one of the barrels outside Beggar's Row right before triggering that quest stage. I'm now trying to figure out how I'm supposed to make the potions, lol. I can't interact with the pot in Beggar's Row, but I might've misread the dialogue. Could also very well be another mod conflicting unless I just need to have my arms not in a binder.
El_Duderino Posted November 3, 2024 Author Posted November 3, 2024 2 hours ago, HypnoCrusader said: Could also very well be another mod conflicting unless I just need to have my arms not in a binder. The armbinder is the most likely culprit here. In "classic" DD, wearing any heavy bondage device disabled all crafting furniture activation. Not sure if that has changed in DD NG.
HypnoCrusader Posted November 4, 2024 Posted November 4, 2024 15 hours ago, El_Duderino said: The armbinder is the most likely culprit here. In "classic" DD, wearing any heavy bondage device disabled all crafting furniture activation. Not sure if that has changed in DD NG. It was the case. Ended up having to do a shopping quest and got lucky with the alchemist shop three times in a row lmao. Just trying to find a quill now. I did see that I couldn't deliver the mead anymore, does that happen to progress anywhere? I got lucky with a lockpick and just ended up getting into the first room.
MysticDaedra Posted November 4, 2024 Posted November 4, 2024 Is it possible/safe to flag the .esp files as ESL? Seems like a waste of a regular slot for a mod that is only used at the very beginning of a playthrough.
El_Duderino Posted November 4, 2024 Author Posted November 4, 2024 11 hours ago, HypnoCrusader said: Just trying to find a quill now. ... I did see that I couldn't deliver the mead anymore, You don't have to walk far to get pen and paper. Just ask around. As soon as you've found the ledger, you don't have to complete the missions any more. Glad to hear that it was really the arminder that interfered. Thanks for the update. 1 hour ago, MysticDaedra said: Is it possible/safe to flag the .esp files as ESL? Seems like a waste of a regular slot for a mod that is only used at the very beginning of a playthrough. I don't think it can be esl-ified because of the quest nature of the mod (incl. NPC facegen), but I'm not 100% sure about that.
MysticDaedra Posted November 4, 2024 Posted November 4, 2024 8 hours ago, El_Duderino said: I don't think it can be esl-ified because of the quest nature of the mod (incl. NPC facegen), but I'm not 100% sure about that. Yeah I looked through it in xEdit, doesn't look safe to flag. Bummer.
jet41 Posted November 21, 2024 Posted November 21, 2024 (edited) neat little quest and could be much better with a bit of tweaking 1) And this might be just me, but that starting dress slow down waaay too much. It sucks as mechanic and most people just add items via console instead of snailing around the city. Maybe, dress could come with different guarantee of return (inbuild handcuffs/arbinder, chastity belt, ugly combat penalities, anything but that stupid slow). Catsuit part is much better. 2)Plenty other DD mods add classic catsuits so lets make this one special and much more tempting to keep. How about some stats and/or enchantments? Since we are dealing with Thieves guild, you could copy bonuses from from their guild armor/nightingale sets. OR add thief standing stone exp bonus if all pieces are equiped. Edited November 21, 2024 by jet41
HypnoCrusader Posted November 22, 2024 Posted November 22, 2024 On 11/20/2024 at 8:58 PM, jet41 said: neat little quest and could be much better with a bit of tweaking 1) And this might be just me, but that starting dress slow down waaay too much. It sucks as mechanic and most people just add items via console instead of snailing around the city. Maybe, dress could come with different guarantee of return (inbuild handcuffs/arbinder, chastity belt, ugly combat penalities, anything but that stupid slow). Catsuit part is much better. 2)Plenty other DD mods add classic catsuits so lets make this one special and much more tempting to keep. How about some stats and/or enchantments? Since we are dealing with Thieves guild, you could copy bonuses from from their guild armor/nightingale sets. OR add thief standing stone exp bonus if all pieces are equiped. I actually got around the slowness by power attacking with a dagger to get a good lunge lol. Was a good tradeoff because it used up most of my stamina in exchange. Obviously "cheating".
barumpa Posted November 23, 2024 Posted November 23, 2024 Had a repeated ctd on my save while newcomer was enabled but not used, attaching the log, new game worked fine. Might be caused by unforgiving devices synthesis patch but wanted to let you know. crash-2024-11-23-14-51-23.log
KellyInTrouble Posted December 26, 2024 Posted December 26, 2024 Okay, so I just finished a playthrough of this adventure, and I have to tell you that I love it! It really just speaks so directly to a number of my personal favorite kinks. Spoiler My thoughts Spoiler Bugs. Not really a bug, as much as something I didn't know. I couldn't use the cook pot because of the arm binder. It totally makes sense, of course, but I didn't know about that mechanic. I thought the pot was broken so I shuffled across the street and then figured it out. Spoiler Loves! The Pace: I adored the pace. I know others have complained about the walking speed in the dress, but it SO worked for me. There was a moment when I was taking those mincing little steps along the inside of the city wall looking for red flowers.... It was so peaceful, and somehow made it feel so real too. I loved it. The Overall Feel: This really felt like a perfect way to start out as a new character. A humbling little start and such an appropriate starting adventure! The twist at the end: such a dirty little mean jab from Brynjoll. Money or freedom? I love it. All in all, thank you so much for making this and sharing it! 1
StowMeAwayPls Posted January 8, 2025 Posted January 8, 2025 On 8/21/2024 at 2:21 PM, not_that_one_guy said: Option for Alternate Perspective DNC_AP.zip 589 B · 34 downloads Here's an .esp-less, .json version so that it works with the newest version of AP! Alternate Perspective - Devious Newcomer.rar 3
PotatoPacer Posted March 9, 2025 Posted March 9, 2025 Checking the archive there doesn't seem to be any facegen files. Currently getting face discoloration on the NPCs.
El_Duderino Posted March 10, 2025 Author Posted March 10, 2025 17 hours ago, PotatoPacer said: Checking the archive there doesn't seem to be any facegen files. Currently getting face discoloration on the NPCs. Thanks much for the heads-up! I guess most (including me) must be using the SE mod that fixes that at run-time because nobody reported this before. New Patch uploaded! This simply adds the FaceGen meshes which I forgot to package in the original uploads. You can install the patch either as a new mod or merge it into the existing installation of the mod. This patch contains only meshes and it's thus totally safe to install this in a running game. 1
Myu77 - AmoGlobine Posted March 11, 2025 Posted March 11, 2025 hi, just tried start quest with StartQuest AR_DeviousAltStart make a CTD
thebombers Posted March 11, 2025 Posted March 11, 2025 (edited) I'm sure it's an issue with my mods or load order, but for some reason I just cannot get this mod to work. Every time I load into the start of the quest, immediate CTD. I'm trying to get it going with Skyrim Unbound, since I usually use Live Another Life, but using the console command definitely doesn't work. If I can't get it working with the Unbound patch, I'll see about uploading a crash log. EDIT: Okay yeah confirmed, it doesn't work if I start it via Skyrim Unbound either. :c DOUBLE EDIT: I tried again today but this time I disabled the FaceGen Patch and so far everything is working fine. So I think it's an issue with the FaceGen Patch! Edited March 12, 2025 by thebombers adding info
_Helen_ Posted March 11, 2025 Posted March 11, 2025 (edited) Hello good morning! My game is crashing when I try to start the mission. I've tried using Skyrim Unbound but it also causes my game to close. Edited March 11, 2025 by _Helen_
Rubikon11 Posted March 14, 2025 Posted March 14, 2025 On 3/11/2025 at 4:08 PM, _Helen_ said: Hello good morning! My game is crashing when I try to start the mission. I've tried using Skyrim Unbound but it also causes my game to close. Yeah, for me too, both via Skyrim Unbound and via console command, CTD. Skyrim unbound itself seems to work.
YL. Posted March 14, 2025 Posted March 14, 2025 Remove the facegen patch and the mod should work again, atleast i didnt ctd when i started the quest 1
El_Duderino Posted March 18, 2025 Author Posted March 18, 2025 Hi all, My aplogies for not noticing the broken FaceGen sooner. I have just removed the FaceGen patch from the mod's downloads. I can't seem to regenerate the faces at the moment, as attempting to do so crashed my CK. For now, please either ignore the gray face bug when using the mod, or simply install this as a workaround: https://www.nexusmods.com/skyrimspecialedition/mods/42441?tab=description
stickpin Posted April 14, 2025 Posted April 14, 2025 I'm having a problem where the quest seems to be stuck. I assume it's just me as there's no other mention of it but I wanted to check to see if this is a bug or something else I'm missing. To try and not ruin or give anything away I've described the problem, what I've tried, and what I've looked into below in a spoiler. Spoiler I've created the potions and been told to go deliver them to Brynjolf but he's not there. No matter what I try and how long I wait he doesn't show up. I looked all around the cemetery and area behind the building and no luck. I tried waiting until night in case that mattered. I even waited through a full day/night cycle waiting an hour at a time. I also tried to talk with Brynjolf to see if there are dialog options (there were not) and even following him like a stalker but he just went about his normal routine and never went near the cemetery. I've created personal mods in Fallout 4 so I decided to open the Creation Kit for Skyrim and take a look at things. It's a fair bit different but close enough that I think I found the related information. I saw the X marker in the cemetery so I figured that's were I'm supposed to go. If I'm reading things correctly it also looks like there's some trickery with a clone and various script fragments (for the quest stage and dialog topics). Perhaps that isn't working correctly or being placed? I don't see any Papyrus script errors in the logs but the source doesn't look like it logs anything anyway. Any ideas on if this is a bug or if I'm just doing something wrong? Suggestions on what else I should be doing differently? Thank you for any help anybody can provide.
El_Duderino Posted April 14, 2025 Author Posted April 14, 2025 2 hours ago, stickpin said: Any ideas on if this is a bug or if I'm just doing something wrong? Suggestions on what else I should be doing differently? Thank you for any help anybody can provide. Hi and thanks for the detailed report. Alas, I don't know what could have caused this. In fact, I just played the mod a couple of weeks ago and all NPCs were where they're supposed to be. The character in question is indeed a clone of the vanilla NPC, who I didn't want to edit. I'm afraid the only advice I can think of is to reload a save from before you got that mission and hope that it was only a temporary glitch that caused that NPC to go missing. Or perhaps you could try your luck with some good old console magic. The NPC's name and ID is Spoiler AR_BrynjolfClone (ID ##04c8aa) Perhaps you can "prid" him and "MoveTo Player" to advance the quest?
stickpin Posted April 14, 2025 Posted April 14, 2025 1 hour ago, El_Duderino said: Hi and thanks for the detailed report. Alas, I don't know what could have caused this. In fact, I just played the mod a couple of weeks ago and all NPCs were where they're supposed to be. The character in question is indeed a clone of the vanilla NPC, who I didn't want to edit. I'm afraid the only advice I can think of is to reload a save from before you got that mission and hope that it was only a temporary glitch that caused that NPC to go missing. Or perhaps you could try your luck with some good old console magic. The NPC's name and ID is Reveal hidden contents AR_BrynjolfClone (ID ##04c8aa) Perhaps you can "prid" him and "MoveTo Player" to advance the quest? Thanks for the tips. I had a few minutes before going to work so I tried a few things. Ultimately I was able to get things working, details below. I had tried an earlier save (forgot to mention that) and it didn't work. I didn't go super far back though, just to the one task before the current. I'm surprised I've never came across those console commands or needed them in either Bethesda game. Perhaps I've just been lucky. I tried what you suggested with the console and "prid" but it game me an invalid object reference message. I think the bug was that it didn't create the instance in the first place. I'm not sure if you let the game create the instances or if you do it yourself. After some further research I was able to use "player.placeatme" to get a new instance. From there I could progress things. As a side note if you wanted to watch for this problem you have options. Some details (in a spoiler so it doesn't bloat the topic and make people scroll): Spoiler In your script fragment when the stage is changed you move the instance to the marker location. You can first check the instance and if it doesn't exist in the game create it. It would be something like: Actor target = kmyQuest.RiftenBrynjolf.GetActorReference() If target == None target = ... EndIf target.Moveto(kmyQuest.XMarkerBrynjolfWait.GetReference()) If it fails to find an instance it will return "None", like most similar functions. You can then create the instance. I don't have time right now to look up how to do that in Skyrim, and forgot how in FO4, but I can check that later if you'd like. Same can be done for the marker and other things if you want to be extra cautious. Alternatively you can simply let the player know something went wrong and bail out of the quest shutting things down. I don't think creating an instance would pose any game problems since there wasn't one to start with (so no duplicates floating around) but you'd have to decide if that would be risky for you and your mod. I know you said this is complete and I understand if you've moved on but just an idea of a defensive code pattern if you want it. Thanks again for your quick response and help!
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