PubliusNV Posted December 11, 2014 Posted December 11, 2014 Hmm, that's odd. I don't think I have any mods that alter that quest. My last real play-through went like this: Talk to Eltrys, start the investigation Sneak into Margaret's room, read the journal Report to Eltrys (get paid) Investigate Weylin's quarters (get in brawl, lose. sneak up on thug and kill him.) Report to Eltrys (get paid) Investigate the Treasury House Return to the temple to warn Eltrys, encounter guards, go to jail. Devious Cidhna begins. I think the key is how many times you report back to Eltrys. If you win the brawl, you get the objective to investigate Neppos. If you then go directly from the Treasury House to Neppos' house without going back to Eltry, you then get to talk to Neppos and he explains his motivations <spoiler>and he then attacks you<\spoiler> and then you go to warn Eltrys and get arrested.
stobor Posted December 11, 2014 Author Posted December 11, 2014 Yeah, I know. But the question was how to get through it without fighting Nepos and his staff (4-1 odds are a bit tough for low-level characters).
eric_starbuck Posted December 11, 2014 Posted December 11, 2014 I tried this again yesterday! Once defeated the guy outside the wardens and gone to the treasury, the quest marker points to nepos house, but if instead you go to the temple you get arrested stright away skipping nepos completely. but you have to know this as the quest marker points you elsewhere.
LibertyPrime Posted December 18, 2014 Posted December 18, 2014 None of the Forsworn follow-up quests are triggering for me. The quests at Cidhna mine worked fine, and so did the one where you have to infiltrate the a Forsworn camp. What am I doing wrong? Everyone survived, and are currently at Drudauch Redoubt. No option pops up to start any quests when talking to Manadach. In fact, I am not really sure if the problem is with this mod. Is it normal Madanach and everyone else says "the reach will be ours again" and nothing else when you try to speak to them after reaching the cave? Also, for whatever reason, they all keep teleporting back to the entrance if my character sleeps/waits. Any way to fix this?
stobor Posted December 18, 2014 Author Posted December 18, 2014 Wait, so both Thonar Silverblood and Madanach survived in your game? If you got the Karthspire quest, and Madanach is still alive, they must have. I didn't think that was possible.
eric_starbuck Posted December 19, 2014 Posted December 19, 2014 So you chose to help madanach in the cell and at the encounter with tonar in Markarth he survived? in my game he usually dies in about 3 seconds and then the corpse is revived by one of the forsworns to fight at their side for a few minutes. I suggest you to load the game again since meet the neibourghs and pirate prize are the best parts.
LibertyPrime Posted December 20, 2014 Posted December 20, 2014 Wait, so both Thonar Silverblood and Madanach survived in your game? If you got the Karthspire quest, and Madanach is still alive, they must have. I didn't think that was possible. No. I reloaded a save to test all the quests out. Should've said it. So you chose to help madanach in the cell and at the encounter with tonar in Markarth he survived? in my game he usually dies in about 3 seconds and then the corpse is revived by one of the forsworns to fight at their side for a few minutes. I suggest you to load the game again since meet the neibourghs and pirate prize are the best parts. Actually, I think I found out what the issue is. I headed straight for Druadach Redoubt after the quest (the cave where everyone who survived goes to), and no one was there. So I just waited a few hours and everyone slowly start to show up, except Madanach. I backtracked all the way to Markarth just to find his dead body lying near the entrance. I had actually used "placeatme" to place Madanach in Druadach Redoubt because I thought he had gotten stuck or something, but apparently the game simply cloned him and spawned him there. I THINK that was the issue.
stobor Posted December 20, 2014 Author Posted December 20, 2014 Yeah, clones would have different reference IDs, and the dialogue would fail.
LibertyPrime Posted December 21, 2014 Posted December 21, 2014 Just wanted to check back. The Pirate Prize quest is working perfectly. Very well-made mod. Just a question/suggestion: how much time is 'too much' to stay on the ship? I questioned one of the pirates and he said 'a few days'. If that is so, I have a small suggestion. Make it so it is one day at most; within a few in-game minutes, it is already possible to get one guy to remove all of your restraints. From there on you can just kill everyone if you're a magic user or simply lockpick your way out. Unless that is intended. In which case, nevermind.
DustyK Posted December 31, 2014 Posted December 31, 2014 For the gag, is it intended that built in gag dialogue is preventing me from speaking to npc, like to Madanach to get free or to any orcs?
stobor Posted December 31, 2014 Author Posted December 31, 2014 Yes, that is intended. The built in gag dialogue does not prevent them from speaking to you. Nor does it entirely prevent you from speaking to them, but only Pirate Prize actually relies on you initiating gag dialogue with NPCs; the other scenarios generally rely on the NPCs to initiate dialogue.
magicrealm Posted January 1, 2015 Posted January 1, 2015 do you make more quests to the mods ? continue garvey in the warrens ?
2gosu4u Posted January 2, 2015 Posted January 2, 2015 (edited) for some reason whenever i have this mod activated the game just crashes before fully booting up. it happens with every quest mod i activate Edited January 2, 2015 by 2gosu4u
Kuロi Posted January 2, 2015 Posted January 2, 2015 for some reason whenever i have this mod activated the game just crashes before fully booting up. it happens with every quest mod i activate They're probably all lacking a requirement that you don't have.
Punisher234 Posted January 2, 2015 Posted January 2, 2015 I don't know if this is normal with the latest version or something, but if it isn't anyone knows what the problem is? When I get to Cidhna (yes, via the Forsworn Conspiracy quest), I talk to Uraccen, he tells me about Borkul, I go talk to Borkul, I select "Maybe we could come to some sort of agreement?" dialogue then him and Uraccen put the blindfold and rape me. Then, after that, there are no more dialogue options relating to the quest, only the vanilla options. If I go where the other prisioners are, they will engage in dialogue with me, such as "Well look at you! Blind and Helpless." and I have 3 dialogue options, which everyone follows to a sex scene. The problem is that I can't advance the quest via devious cidhna. I have all the required mods and also Milk mod and soulgem oven II. Maybe an incompatibility or something of sorts I should be aware?
stobor Posted January 2, 2015 Author Posted January 2, 2015 @Punisher234: The fact that the prisoners are responding that way is normal, and proves that the quest is still running. Further dialogue (other than force-greet behaviors) only becomes available under certain conditions. Suggest you read the main post again.
jfraser Posted January 2, 2015 Posted January 2, 2015 for some reason whenever i have this mod activated the game just crashes before fully booting up. it happens with every quest mod i activate As noted, you're missing some required mod or you have mods out of order. Run loot and, if it still isn't working, fun fnis and have it load all mods. It will stop and throw an error if it finds a missing dependency.
Lantera Posted January 4, 2015 Posted January 4, 2015 First of all, I have to say that I loved the mod. I played through the main quest and most of the added quests (Madanach survived in my game). Mods like these that add ways to introduce SexLab and/or DD content into the regular quests are my favourite type of content, and you did a great job on this one . The quests all went smoothly, minus a few trivial things. One thing I'm not sure about, is whether Madanach is supposed to release you from all of your bindings or not when you're about to escape the mine. I had a Master Key in my inventory which I think might've been given to me by Madanach to get rid of the bindings, but it might've also been a key I looted from SD+ that didn't fire properly earlier, and that just got returned to me when all items are returned. Either way, it gave me the text you get when you loot a key after your master has already died in SD+, and it didn't work on the restraints. Oddly enough I did lose the leg cuffs somehow, but not the collar or arm cuffs. I didn't mind too much because I liked the look for the followup quests, but still wondered if you're supposed to keep on part of your restraints when you leave the mine. Another thing was that gag talk still worked for me while in the mine, so I still managed to do the quests in the mine (get skooma, get shiv, to get past Borkul) the regular way. If I was supposed to take a different route there, I didn't find it because the normal way (plus a lot of sex) still worked. The final thing was when Borkul was taking me to the stronghold, at first I took a wrong route and he got stuck on some rocks forcing me to reload. Skyrim and followers... sigh. Of course that's not your mod's fault. Edit:Just thought of one more thing. At the end of the Pirate Prize, when I lockpicked my way through the main door after finding my stuff, when I went above deck the corsairs all behaved like the ones in the ship itself. I found it a bit odd that they would just let me walk away, even though it was apparently important to them that I stay below deck. I even let one have its way with me on the way out, after that I was still welcome to walk off. They're really trivial points though. Once again, great mod! Thank you for making it.
stobor Posted January 4, 2015 Author Posted January 4, 2015 Glad you enjoyed it. The restraints from Madanach are intended to remain on (unless you stole the key from him, which doesn't fit your description). So that was probably an odd interaction with an SD+ 'master' key. Being able to complete the Cidhna Mine quest by normal means is intended. You control how much or how little of the Devious Cidhna content you want to go through. The deck crew being non-hostile is normal, though it might be better if they reacted differently; I usually just role-play it as if they might stop me, and make a dash for the stairs down to the beach. If you think the follower AI is buggy, just think what it would've been like if I'd used AI control on the player character... ugh!
Lantera Posted January 5, 2015 Posted January 5, 2015 Ah fair enough . That SD+ Master Key has been in my inventory for many levels I think, it's one of those things I just gave up on for this playthrough and somewhat hope it fixes itself later. If not no big deal, it just gives me that dialogue every time an event clears my inventory and then returns all items. On a side note, did I miss much of the Devious Cidhna content? I'm definitely keeping it my loading order for next playthrough, just wondering how much of it I missed out on in the mine portion of the game itself. For the record, I got sexed up by everyone in the mine once, some twice (except the guy with the sad story I believe, not 100% sure on that), brawled for the skooma, traded that for the Shiv, gave the Shiv to Borkul, behaved and complied with whatever Madanach wanted me to do. The corsairs actually being hostile could probably cause all sorts of trouble with other content, so it's probably better this way. And as for AI control on the player character... don't get me started! One of my favourite mods on this site has a few situations where that can become very obnoxiously annoying. To the point where I stand somewhere humping a rock for a minute, then finally manage to be directed around it only to get stuck on the next rock which also receives a thorough humping before I'm allowed to pass. Eventually the game just gives up and teleports me past it, if it gets bad enough. I can understand why they chose to go with it, but I find that it still adds a lot of interactivity to an otherwise fixed scenario if you have to walk to where the game needs you to be. You don't really have a choice, the quest won't continue without you moving there, but at least it feels like you made the choice to go there. If that makes sense.
stobor Posted January 5, 2015 Author Posted January 5, 2015 On a side note, did I miss much of the Devious Cidhna content? I'm definitely keeping it my loading order for next playthrough, just wondering how much of it I missed out on in the mine portion of the game itself. For the record, I got sexed up by everyone in the mine once, some twice (except the guy with the sad story I believe, not 100% sure on that), brawled for the skooma, traded that for the Shiv, gave the Shiv to Borkul, behaved and complied with whatever Madanach wanted me to do. You didn't miss all that much; there are alternate dialogue paths for getting the shiv from Grisvar (consistently take a defiant response) or the skooma from Duach (submissive response). If you alternate between the two, with no consistent pattern, you might be stuck for a long while unless you do take the vanilla quest way out. The sad guy (Braig) is the one person in the whole mine who doesn't try to rape you. Well actually, some of the women prisoners (with the Blood and Silver expansion) will leave you alone too.
Kissinger Posted January 6, 2015 Posted January 6, 2015 If you alternate between the two, with no consistent pattern, you might be stuck for a long while unless you do take the vanilla quest way out. This is something that I've experienced. I keep meaning to ask - is there any way to add an indication of player progress on each path? I'm thinking something slight, like a dialog option/response that checks the variable and gives a qualitative estimation.
HFTFP Posted January 8, 2015 Posted January 8, 2015 I'm having an issue where right after borkul puts a blindfold on me everyone goes hostile around me and starts attacking. When I'm in first person, when I'm in third person with the blindfold on everyone stands in place.
stobor Posted January 8, 2015 Author Posted January 8, 2015 Read the 'Debug Tips' (2nd post). You probably have a badly-behaved spell effect from some other mod (like Stop Combat).
HFTFP Posted January 8, 2015 Posted January 8, 2015 Hah. Here I was scanning the last 5 pages and it's right there. Thanks.
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