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Posted

Well, it'll work without DA, you'll just have no way of firing it without using console commands lol.

Posted

Ahh gotcha.. not sure what all of those commands would be atm anyhow tho.. I'll probably see if I can download and get DA working though.

Posted

Really looking forward to this mod!

 

Skyrim always seemed to lack a realistic (as far as a fantasy setting can be at least)  style 'dark horror', this should fill the gap nicely.

Posted
Update posted, finally. No doubt I've missed many a bug. You all know what to do. : )

 

Brief change log (See description for more details):

 

Version 0.21

- Spiders no longer entangle on hit from spit or bites.

- Spiders of medium or larger size now paralyze victims with their bites.

- Being defeated by a spider will capture the player and take them to Frostbite Reprieve. A short "cutscene" will play and then the player may act.

- Vanilla spider lairs have been removed. Victims will now only be taken to Frostbite Reprieve.

- The escape mechanics have been reworked. See the description or in-game help entry in the MCM for more information.

- Somewhat improved follower support. However, multiple follower mods are still not supported. Special vanilla followers such as Serana may also not work correctly.

- Added Death Alternative - Your Money or Your Life as a requirement.

- Improved camera functionality while entangled.

Posted

Yeh! a new version :wub:

 

but then....

 

"Added Death Alternative - Your Money or Your Life as a requirement." :(crying-and-sobbing.gif

 

Dont' despair!

Just install DA... uncheck every bleedout and blackout scenario with the exception of Arachnophobia. You're game will then behave as a usual vanilla game (you will die) but you will still enjoy Arachnophobia!  

Posted

 

Yeh! a new version :wub:

 

but then....

 

"Added Death Alternative - Your Money or Your Life as a requirement." :(crying-and-sobbing.gif

 

Dont' despair!

Just install DA... uncheck every bleedout and blackout scenario with the exception of Arachnophobia. You're game will then behave as a usual vanilla game (you will die) but you will still enjoy Arachnophobia!  

 

 

Indeed, but that won't work - if say for instance - a person, (maybe me, maybe not me), uses a different death mod because they find it works a bit better in the terms of their general experience of death and post death existence.

 

 

Posted

Can't get mine to work :c, i have no spider option or whatever in the death alternative menu for bleed-out or blackout, and when i die, i just get the default ending :c, also this doesn't seem to wanna register with the Content Consumer's Alternate starts mod even though it says it requires this, no option comes up for being webbed :c

 
Posted

What do you use out of curiosity?

 

Currently a slightly modified version of SM Essential Player.

 

 

 

The slight modification being I snaffled some of the skill reduction code from the Russian version of 'No Death Mod' mod and made it so that in addition to the hardcore ghost mode stealing your stuff it also damages the character permanently. Basic knock down is the same, (i.e. steals money and gives you a temporary debuff), but having no real consequence, (other than losing your stuff), for dying, (i.e. going into ghost mode), sort of seemed silly. So if you are in a dungeon which is really over your skill level, you ain't going to get out without your character being somewhat crippled. Makes sense to me, (i.e. if you screwed, you are screwed - none of this teleporting out stuff. But it does give you a chance..... Horses for courses I suspect).

 

 

 

Posted

 

Can't get mine to work :c, i have no spider option or whatever in the death alternative menu for bleed-out or blackout, and when i die, i just get the default ending :c, also this doesn't seem to wanna register with the Content Consumer's Alternate starts mod even though it says it requires this, no option comes up for being webbed :c

 

 

 

-If it's indeed a problem on my end, then I have an idea as to why that might be but I'm not sure. Are you running any other mods that add scenarios to DA?

-For testing purposes (and if you feel like it), try starting the quest via the console: "startquest kzy_Arachnophobia" and if it starts, then at least the main part of the mod installed for you. If it doesn't, then something's wrong with your installation.

-Finally, Alternate Starts was probably designed for the previous version. It may need an update if that start wants to continue.

 

 

What do you use out of curiosity?

 

Currently a slightly modified version of SM Essential Player.

 

 

 

The slight modification being I snaffled some of the skill reduction code from the Russian version of 'No Death Mod' mod and made it so that in addition to the hardcore ghost mode stealing your stuff it also damages the character permanently. Basic knock down is the same, (i.e. steals money and gives you a temporary debuff), but having no real consequence, (other than losing your stuff), for dying, (i.e. going into ghost mode), sort of seemed silly. So if you are in a dungeon which is really over your skill level, you ain't going to get out without your character being somewhat crippled. Makes sense to me, (i.e. if you screwed, you are screwed - none of this teleporting out stuff. But it does give you a chance..... Horses for courses I suspect).

 

 

 

 

 

Ah, I remember that mod. Well it does what it says it does, I suppose. I feel you in the whole not liking being teleported out, which is why I try to find mods that do a little more than just that... basically, any extension that puts you into captivity and makes you escape from it. It's something of a thrill of mine, but to each their own.

Posted

 

 

What do you use out of curiosity?

 

Currently a slightly modified version of SM Essential Player.

 

 

 

The slight modification being I snaffled some of the skill reduction code from the Russian version of 'No Death Mod' mod and made it so that in addition to the hardcore ghost mode stealing your stuff it also damages the character permanently. Basic knock down is the same, (i.e. steals money and gives you a temporary debuff), but having no real consequence, (other than losing your stuff), for dying, (i.e. going into ghost mode), sort of seemed silly. So if you are in a dungeon which is really over your skill level, you ain't going to get out without your character being somewhat crippled. Makes sense to me, (i.e. if you screwed, you are screwed - none of this teleporting out stuff. But it does give you a chance..... Horses for courses I suspect).

 

 

 

 

 

Ah, I remember that mod. Well it does what it says it does, I suppose. I feel you in the whole not liking being teleported out, which is why I try to find mods that do a little more than just that... basically, any extension that puts you into captivity and makes you escape from it. It's something of a thrill of mine, but to each their own.

 

 

Yep I do like those, but the teleport thing generally ruins the flow in certain respects, (plus being locked out of a dungeon isn't fun. Plus plus, my game takes ages to load anything). Anyway once you've lost all your stuff and been crippled, the next town you come too tends to be DEC hell :shy:

 

ps

 

Yes I now your original mod teleported, (and I assume the new version does). However I can't think of a spider related locked dungeon segment. (Mind old age might be making me forgetful in that respect).

 

 

Posted

 

Update posted, finally. No doubt I've missed many a bug. You all know what to do. : )
 
Brief change log (See description for more details):
 
Version 0.21
- Spiders no longer entangle on hit from spit or bites.
- Spiders of medium or larger size now paralyze victims with their bites.
- Being defeated by a spider will capture the player and take them to Frostbite Reprieve. A short "cutscene" will play and then the player may act.
- Vanilla spider lairs have been removed. Victims will now only be taken to Frostbite Reprieve.
- The escape mechanics have been reworked. See the description or in-game help entry in the MCM for more information.
- Somewhat improved follower support. However, multiple follower mods are still not supported. Special vanilla followers such as Serana may also not work correctly.
- Added Death Alternative - Your Money or Your Life as a requirement.
- Improved camera functionality while entangled.

 

great update! works well, except my follower also went down but she wasn't in the cave afterward. just me

Posted

 

 

Update posted, finally. No doubt I've missed many a bug. You all know what to do. : )
 
Brief change log (See description for more details):
 
Version 0.21
- Spiders no longer entangle on hit from spit or bites.
- Spiders of medium or larger size now paralyze victims with their bites.
- Being defeated by a spider will capture the player and take them to Frostbite Reprieve. A short "cutscene" will play and then the player may act.
- Vanilla spider lairs have been removed. Victims will now only be taken to Frostbite Reprieve.
- The escape mechanics have been reworked. See the description or in-game help entry in the MCM for more information.
- Somewhat improved follower support. However, multiple follower mods are still not supported. Special vanilla followers such as Serana may also not work correctly.
- Added Death Alternative - Your Money or Your Life as a requirement.
- Improved camera functionality while entangled.

 

great update! works well, except my follower also went down but she wasn't in the cave afterward. just me

 

 

Hmmm... did you check your DA settings to "None" on the follower tab? if you leave it with the default setting it might kill your follower if its not essential.

 

As of feedback I just tested it, it seems rock solid so far. Tested on a fresh save and had 0 issues whatsoever. The only thing that popped to me is that the struggle mini game seems that its always the same rotation, I thought the direction of the rotation was going to change randomly as it happens with the escape minigame of DA.

 

Awesome update man!

 

Posted

Hmm, the rotation is supposed to change.... but it wasn't? I'll have to have a look. Also, yeah, Bleeb, take a look at your follower settings in DA's MCM. That had me tearing my hair out for awhile too (I even pointed it out in the video before release). If it persists, let me know.

Posted

Upgraded to 0.21. I do like the vertical hanging, less thrilled about the increased difficulty in getting webbed. The only way I was able to get captured was by turning off all other DAYMOYL options. Also, isn't there supposed to be more than one spider in Frostbite Reprieve?

 

On a lighter note/suggestion, any chance of hanging spider sex?

Posted

Upgraded to 0.21. I do like the vertical hanging, less thrilled about the increased difficulty in getting webbed. The only way I was able to get captured was by turning off all other DAYMOYL options. Also, isn't there supposed to be more than one spider in Frostbite Reprieve?

 

On a lighter note/suggestion, any chance of hanging spider sex?

 

Yeah I think it is tougher to be webbed now and to try and counteract that, I gave the spiders added abilities on their bites and spits, but unfortunately, there's only so much you can do, especially with the way the AI handles them. They're easy to kite, easy to hide in a hole from and poke at with arrows or magic, and show up in very small numbers (I think there's only one dungeon that pits you against two giant spiders at a time which is aimed at being fought as a "boss" encounter, no less). I think Bethesda thought spiders were tougher than they actually are.

 

Meanwhile, in Frostbite Reprieve, there is now only one spider.

 

 

To answer your final question:

 From the mod description on the front page:

"-While this is LL, this isn't intended to include any sex/beastiality. There are no plans to rape the victims with oversized spider schlongs, impregnate them or anything of that sort. This is only in the "adult" section because it makes use of the ZAP, which contains adult material for use in other mods."

 

Edit: Updated front page to make the non-sexual "clause" a bit more prominent.

Posted

 

 

Can't get mine to work :c, i have no spider option or whatever in the death alternative menu for bleed-out or blackout, and when i die, i just get the default ending :c, also this doesn't seem to wanna register with the Content Consumer's Alternate starts mod even though it says it requires this, no option comes up for being webbed :c

 

 

 

-If it's indeed a problem on my end, then I have an idea as to why that might be but I'm not sure. Are you running any other mods that add scenarios to DA?

-For testing purposes (and if you feel like it), try starting the quest via the console: "startquest kzy_Arachnophobia" and if it starts, then at least the main part of the mod installed for you. If it doesn't, then something's wrong with your installation.

-Finally, Alternate Starts was probably designed for the previous version. It may need an update if that start wants to continue.

 

 

What do you use out of curiosity?

 

Currently a slightly modified version of SM Essential Player.

 

 

 

The slight modification being I snaffled some of the skill reduction code from the Russian version of 'No Death Mod' mod and made it so that in addition to the hardcore ghost mode stealing your stuff it also damages the character permanently. Basic knock down is the same, (i.e. steals money and gives you a temporary debuff), but having no real consequence, (other than losing your stuff), for dying, (i.e. going into ghost mode), sort of seemed silly. So if you are in a dungeon which is really over your skill level, you ain't going to get out without your character being somewhat crippled. Makes sense to me, (i.e. if you screwed, you are screwed - none of this teleporting out stuff. But it does give you a chance..... Horses for courses I suspect).

 

 

 

 

 

Ah, I remember that mod. Well it does what it says it does, I suppose. I feel you in the whole not liking being teleported out, which is why I try to find mods that do a little more than just that... basically, any extension that puts you into captivity and makes you escape from it. It's something of a thrill of mine, but to each their own.

 

 

Ah okay thanks, ill try that 

Posted

 

 

 

Update posted, finally. No doubt I've missed many a bug. You all know what to do. : )
 
Brief change log (See description for more details):
 
Version 0.21
- Spiders no longer entangle on hit from spit or bites.
- Spiders of medium or larger size now paralyze victims with their bites.
- Being defeated by a spider will capture the player and take them to Frostbite Reprieve. A short "cutscene" will play and then the player may act.
- Vanilla spider lairs have been removed. Victims will now only be taken to Frostbite Reprieve.
- The escape mechanics have been reworked. See the description or in-game help entry in the MCM for more information.
- Somewhat improved follower support. However, multiple follower mods are still not supported. Special vanilla followers such as Serana may also not work correctly.
- Added Death Alternative - Your Money or Your Life as a requirement.
- Improved camera functionality while entangled.

 

great update! works well, except my follower also went down but she wasn't in the cave afterward. just me

 

 

Hmmm... did you check your DA settings to "None" on the follower tab? if you leave it with the default setting it might kill your follower if its not essential.

 

As of feedback I just tested it, it seems rock solid so far. Tested on a fresh save and had 0 issues whatsoever. The only thing that popped to me is that the struggle mini game seems that its always the same rotation, I thought the direction of the rotation was going to change randomly as it happens with the escape minigame of DA.

 

Awesome update man!

 

 

 

no I didn't check that, didn't know that mattered. will check it out next time I try it out. that said, is there supposed to be prompts that say like: "W A S D" on screen or arrows or something to tell me what I'm supposed to hit during the struggling? because if so I wasn't seeing that at all. that said I did press those buttons in a repeated sequence and I did work my way out a bit. fell to the ground and managed to get one layer of the cocoon off before I quit playing.

 

but yeah, other than that it works pretty good for me. paralyzed dropping like a board (did have an issue with the bleed out at first but fixed that), blacking out, cutscene of spooling in the cave playing, then 'waking up' in the cocoon hanging upside down. but with no follower, will try out the 'none' thing next time I play it though. ty.

 

 

Posted

I like what you have done with the mod!  Thank you for carrying on Arachno!  

 

Like:  

 

1.  Paralysis.  Good and realistic.  In testing, sometimes PC gets paralyzed often, sometimes rarely.  But I do like it.  Perhaps after the paralysis, webbing texture/spider animation then fade to cut screen?

 

2.  Den.  Nice that you land in a separate area that doesn't spoil vanilla quests.  and respawn seems to work

 

3.  Spiders stronger enemy.  I always thought spiders were too weak.  I think they are just right now.  

 

My only wish would be spit webbing making it back.  I thought that was plausible given the size of the spiders.  Also perhaps working in cursed loot type of scenario with webbing/egg sacs that is laying around in those dark caves/dungeons?  

 

Thank you for all the work you are putting into this mod, making it better and making Skyrim a scarier place!  

Posted

Ok i just tried it on the previous version and it worked fine.

 

I tried reinstalling the newer one and sorted out load order but it still bugged. Like i used the console command to teleport me into the cave and all that but my character only shows with the web on and no animations play and i can't move or anything, WASD doesn't work and no progress meters appears. Odd... i definitely  have run FNIS and have the latest Zaz.

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