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Devious Cidhna (May-5-2018)


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Posted

@zenetx: Glad you enjoyed it.  And thank you for the gag dialogue overhaul - it fit in perfectly with my needs for this mod.

Posted

Using CT77's armor replacer, and equipping them on their own does not crash me.

 

Seeing that you can equip them via console, can you check the properties on the quest, to see if the ones for the armor items are filled in (not 'None') and if so whether the object IDs match the ones that worked for you?

sqv DvCidhna_Karthspire

Also, as I said, a Papyrus log leading up to the CTD might prove helpful.  Not that log files are always reliable in the case of a crash, but I'll take any clue I can get.

Posted

stobor:

 

i dont know how you would set the difficulty.  MCM? dialog? based on how much gold you have/how pissed off you made the thonar's

 

easy:  as it is now, you can get each item off on your first try in exchange for sex

 

normal:  success rate lower, maybe 50%?  also a chance to get items put back on.  chance to get a belt+plugs

 

hard: much lower success rate, much higher chance of getting new items, maybe have pirates notice if youre free ('hey, what are you doing running around without bindings! i'll fix that') (maybe getting caught will have them swap the plugs for much more punishing plugs)

 

poke poke, since it has gotten drowned by bug reports

Posted

I think I'd probably go with the odds of devices being put back on (or added) being determined by the history of the character's responses and actions (pickpocket attempts, picking up a weapon, etc.).  It would require a non-trivial dialogue expansion though.  Might also make available responses depend to some extent on prior history - if the character took a defiant vs. submissive path in Cidhna Mine, for example.

 

If they really get disgusted, the pirates might maroon the character on a shipwreck (Frostfall users, look out!).   That's a reasonable outcome, without being a true 'bad end'.

Posted

I think I'd probably go with the odds of devices being put back on (or added) being determined by the history of the character's responses and actions (pickpocket attempts, picking up a weapon, etc.).  It would require a non-trivial dialogue expansion though.  Might also make available responses depend to some extent on prior history - if the character took a defiant vs. submissive path in Cidhna Mine, for example.

 

If they really get disgusted, the pirates might maroon the character on a shipwreck (Frostfall users, look out!).   That's a reasonable outcome, without being a true 'bad end'.

 

I'd love to see a follow up on the orc event. Borkul says how he could use your escaping to his advantage next time he talked with the chief

Posted

Changing areas worked, guess I was too quick to think something's wrong. Another thing, though: apparently either due to some mod I have, or vanilla Skyrim, I kept the Gauldur amulet fragment I had on when I entered the mine. It wasn't returned by Madanach, but after I did the pirate prize part, it was back in my inventory. Can't really even begin to guess what happened there?

Posted

Someone above mentioned that Zenetx's gag mod disrupts the quest in Drudach Redoubt but the first post states that it is a necessity for the Pirate quest. Any advice? Does Zenetx's gag mod have an on/off switch on the MCM?

Posted

The someone who stated it disrupts Druadach was wrong.  The 'Keeping up Morale' quest relies entirely on force-greet dialogue (which overrides gag dialogue with every Devious mod on LoversLab); there's no way that Zenetx's mod breaks that.

Posted

The someone who stated it disrupts Druadach was wrong.  The 'Keeping up Morale' quest relies entirely on force-greet dialogue (which overrides gag dialogue with every Devious mod on LoversLab); there's no way that Zenetx's mod breaks that.

 

Ah, thanks for the clarification.

Posted

The someone who stated it disrupts Druadach was wrong.  The 'Keeping up Morale' quest relies entirely on force-greet dialogue (which overrides gag dialogue with every Devious mod on LoversLab); there's no way that Zenetx's mod breaks that.

 

I could not get the quests in Druadach to start as all I got were dialogs from Zenetx's mod.  When I removed his mod all of a sudden I could start the quests.  As that was the only change I made, it would be reasonable to assume it was interfering.  The 'forced dialogs' were not the issue as I could not even get either quest to start as neither Madanach nor the Orc had any dialog (except from Zenetx's mod and an option from Submit).

 

The exact scenario was the character was bound and gagged outside Markarth.  Madanach and friends kept yo-yoing back and forth between the bridge and the hill. I talked with Madanach and got bound. I finally fast traveled to a different location, slept, then made my way to Druadach.  When I arrived, all dialog was the gag dialog and not a single individual tried to attempt dialog with the character. Save game, unload Zenetx's mod, restart, now I can talk with Madanach and the orc to start quests.

 

That is what I observed. My guess is that I should not have been able to start the quest outside of Druadach, so perhaps you do not have a conditional on that?  

 

I was also running Open Cities at the time, so perhaps that was causing the Yo-Yo behavior.  I have subsequently rebuilt my game and started from scratch to test if Open Cities was causing the problem as it was causing minor problems in other quests as well.  I haven't made it to Markath yet, so I have nothing new to report.

Posted

@WaterRabbit: You are correct, it wasn't designed to start outside Druadach Redoubt.  But from your description, it did try to start with the gag overhaul installed, and I'd chalk the other problems up to the location, not the gag overhaul.  Most likely, aliases failed to fill (preventing the quest from running, but leaving the initiating dialogue with the impression that it had started).

 

I haven't tried to follow the Forsworn to Druadach, so I don't know if that yo-yo AI behavior that you describe is typical of the vanilla game (or might be related to Open Cities).  It almost certainly isn't this mod, as it makes no attempt to control their behavior outside Cidhna Mine and Druadach Redoubt.

 

Edit: Oh, and thank you for the more detailed followup on that scenario.  That's a lot more helpful, when it comes to preventing bugs, than the initial report was.

Posted

@Stobor

 

Not sure if this will be of much use, but the area just around Druadach Redoubt behaves a bit oddly. I normally start a new game using LAL and Skyrim Bound from Deep Folk Crossing and for some reason mods like Deviously Helpless do not work in the immediate area on the outside of Druadach, I know this well as I usually mug the two Forsworn to pinch their armour which I have to do with fists and I never have to turn DH off to do it. As soon as you move away from the area everything works normally again, this is repeatable at every game start.

 

Seems to happen in Skyrim, there's something similar in Ustengrav at the first Draugr encounter

Posted

@Slorm: That probably has something to do with odd faction membership of the local Forsworn (DH uses factions to identify potential rapists, AFAIK). The vanilla game treats these particular Forsworn differently from all the rest, because they might become friendly.  Which is why I don't have to warn people to turn off DH here, but I do have such issues at Karthspire and the Dainty Sload.

Posted

 

I haven't tried to follow the Forsworn to Druadach, so I don't know if that yo-yo AI behavior that you describe is typical of the vanilla game (or might be related to Open Cities).  It almost certainly isn't this mod, as it makes no attempt to control their behavior outside Cidhna Mine and Druadach Redoubt.

 

Edit: Oh, and thank you for the more detailed followup on that scenario.  That's a lot more helpful, when it comes to preventing bugs, than the initial report was.

 

I typically follow the Forsworn to Druadach so I can tell you it is not typical.  The route they usually follow is to go past the Khajit camp and then cross-country.  I think it must be Open Cities messing this up since they can still "see" NPCs that are marked as essential but hostile they keep going back to attack (at least that is my theory).  I should know shortly. I like to be at least lvl 20 before I start that quest.

 

The only other thing I noticed that was different from vanilla (and unexpected) was the persuasion check to get skooma was harder to achieve.  Usually I can just ask for the skooma and they hand it to me. 

 

While it is more work, I think it would add to the fun to have a different pirate ship that is already underway the character would have to find a method from escaping.  Perhaps by sinking the ship and ending up with a location like the Alternate Start mod that has the character starting off the coast.  Disabling fast travel would probably be required to add some tension to it.

Posted

I had an interresting conflict: The spriggan quest and the pirate quest tried to trigger at the same time... (I slept outside to trigger the Spriggan quest, and suddendly, after multiple teleports, Pirates! I had to disable the Spriggan esp as a workaround.

 

Apart from that, I am utterly amazed at the pirate quest. Did not expect that at all.

Posted

Ive just played through the mod and have to say that its really nice :D (especially the after cidna quests). Keep it up mate! 
More after cidna quests would be awesome if you want to do more :). I might have some ideas if you want help with scenarios.

Posted

Just a suggestion for a future update.

 

After the main quest in Cidhna Mine, for anyone using immersion mods like RND the pc is so tired they cannot follow and keep up with the escaped Forsworn, so perhaps leave some clues around as to where to go next.

 

Probably needs a little more storyline/dialogue to give the pc a reason to go to Draudach bearing in mind what they've been through in Cidhna

Posted

Do animations work (and stop properly) with other SexLab mods?  Because this one doesn't do anything at all unusual with respect to the animations.

Posted

That reply was unclear, so I'll ask again: do animations stop when they are started by other SexLab mods?  Or do they keep going no matter which mod started them?

 

If they do work properly with other mods, post the tail end of your Papyrus log (compressed) after the animation seems to be caught in a loop.  I'll take a look at it, though to be honest, since nobody else is having this problem, it is very unlikely to be connected to this mod. 

Posted

Thank you for creating this.  I just finished a play through with the 1.0 version of this and really enjoyed it, looking forward to trying the newer versions!

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