eric_starbuck Posted May 12, 2015 Posted May 12, 2015 Gave it a try yesterday evening.  - If you are a Nord female rolf does not apply the GAG and collar. just says it in comments while having sex. - in another new save i tried to go to Harrald, i made the quest fetch my sword but nothing happened. what should I do to trigger the event? (I didn't try to go to Yngvar since I didn't want to go trough Chidna again.) - The bandits are odd in my game too. sometimes you can't even make 2 steps and they rape you in turns constantly. - If you manage to exit the first "game cell", and other bantits see you, they teleport you back and sometimes they have sex in an empty environment as if they were falling beneath the floor. once the sex is finished you are again at the beginning spot. - If you get caught during the escape and you managed to find clothes or weapons, these are not removed by your captors. it should be more interesting this way.  Concerning the story, Rolf tells you: "from now on you will be an easy way to all men" or something similar. I supposed I had to pay attention to all male npc such as force greet etc... maybe this designed to work with Deviously helpless.  Concerning going to the mill, as it is now it has no context. I went there just because you said so in your post. I know your storytelling work can be great such as you did in the meet the neigbours quest, I think this new quest is just a work in progress.  Concerning the work in progress have you thought about expanding the final mission for the king in Markhart?
stobor Posted May 12, 2015 Author Posted May 12, 2015 Regarding Rolff, he is less abusive to Nords on purpose. I think he also won't initiate the dialogue if the character has joined the Stormcloaks (though my memory is fuzzy on that).  Regarding Harrald, be sure to visit the Bee & Barb first (though in his case, I should probably change the priming trigger to Mistveil keep anyway).  I haven't seen any 'teleport to empty space'. Except once, and that was mid-air over the 'origin' coordinates for Skyrim (a problem I've had, thankfully rare, on just about every SexLab mod I've ever tried).  Good idea, about having items removed if caught in the outer zone.  Rolff's taunt is quite literal, if you're using Cursed Loot with sex attacks enabled. Otherwise, just a taunt.  Hmm, which mission for the Jarl did you have in mind? His fetch quest for the shield?
stobor Posted May 12, 2015 Author Posted May 12, 2015 Regarding reasons to stop at Mixwater Mill: yes, this expansion is a work-in-progress and the story could use some refinement. I selected Gilfre because I wanted a named (unique) NPC somewhere vaguely near Lost Knife, who wasn't essential to any other quests.  Truthfully, the scenes with Rolff / Yngvar / Harrald started as simply a less random way to introduce Cursed Loot's slave collar and gag into a game. Nothing wrong with random, but I find it too impersonal. Using them as a trigger for further encounters (dialogue with horny soldiers, for now) seems like a good idea to me. But it wasn't meant as a tight story arc leading to Gilfre; you could encounter her right away (fleeing Windhelm by one of the main roads), but you could also just play the game for a while (get free of the gag, kill some dragons, and stumble across Gilfre much later).  I can see at least two ways to make this scenario more immersive (and less dependent on reading the mod notes): adding rumors directing the character to Gilfre, and adding other characters as alternate triggers for the bandit scenario. For example, instead of soldiers trying to extort you for sex, some of them might actually sell you out... it wouldn't be at all surprising if some of the bandits were deserters, and still had contacts among the soldiers on either side. Or the soldiers might have an 'arrangement' with the bandit gang to harass their opponents.
Cursed Atelier Posted May 12, 2015 Posted May 12, 2015 i got a problem, i was making the quest line for the mine, going to the shrine of talos, guards force greets me, send me in the mine. the quest a slave in the prison pops up, with : there is no safe place. equiped a pickaxe, and i could get out. and the people in the mine got no new dialogues.  sry for my english  Greetings Candiru
stobor Posted May 12, 2015 Author Posted May 12, 2015 @candiru: That doesn't sound like the vanilla 'No One Escapes Cidhna Mine' quest even triggered. Which is a prerequisite for this one.
Cursed Atelier Posted May 12, 2015 Posted May 12, 2015 @candiru: That doesn't sound like the vanilla 'No One Escapes Cidhna Mine' quest even triggered. Which is a prerequisite for this one.  Nevermind found the mistake/bug, maria eden 1.20 was causing it.
eric_starbuck Posted May 12, 2015 Posted May 12, 2015 Yes, with maria eden you have that quest. but the devious chidna worked well for me even with both mod actives. Â The only minor bug was that once left the prison trough the secret passage, all items were gone. (but with devious chidna on they were just a shiv and a ragged tunic stolen from the unlucky). Collar and madanach gear are not removed. Â Sorry stobor, This morning I couldn't remind the name. I meant the quest for madanach in the warrens, he sends you to talk to the guy at the entrance and then the quest finishes after a rape. (no journal entry at all for this quest). Â Tonight I will try to play again whith Coursed loot as you suggested. I didn't notice special comments from the guards (in windhelm after the rape and collaring) but maybe they are overwritten by maria eden as they say: "we don't want whores on our streets" or something similar. (in markhart after chidna quest the comments still work).
stobor Posted May 12, 2015 Author Posted May 12, 2015 The soldier dialogue is restricted to the wilderness camps (both sides). The city guards are under tighter discipline.
Cursed Atelier Posted May 12, 2015 Posted May 12, 2015 a question about the quest pirate prize, how can i get captured in the quest lights out? just die? or do i need something special?
stobor Posted May 12, 2015 Author Posted May 12, 2015 @candiru: any hit in the fight aboard the Icerunner wreck has a chance to result in capture; my test characters mostly get captured by the first or second NPC they fight, but a high-level fighter who single-shots enemies might get out without getting caught.
Cursed Atelier Posted May 12, 2015 Posted May 12, 2015 stupid question 2 xD Â i helped the fornsworn to escape from the mine, all are alive but were are they now? i want to make the followup quest.Â
Guest Posted May 12, 2015 Posted May 12, 2015 A request- After one playthrough, it gets a little easy to avoid the "bad" endings. I know who drops the nexessary items, so there's no reason to ever go anywhere else with my character. Could you possibly assign the item droppers (Dainty Sload, Cidhna) by a randomly assigned alias? That would greatly improve replay value.
stobor Posted May 12, 2015 Author Posted May 12, 2015 @candiru: Druadach Redoubt, up north.  @Bobbert6996: That's a fair request, but one I'm not going to implement. It would add complexity with relatively little benefit to the replay value, in my opinion. And for some players, the ability to shape which way the quest goes is a good thing.
stobor Posted May 13, 2015 Author Posted May 13, 2015 Update v1.71 is up, with several bug fixes and refinements to Lost Knife. Fixed a potential force-greet loop by tightening the conditions Added a 25% chance that soldiers in camps will actually sell the character out. Steal gear (remove to the boss chest) if not already done, or if the character has picked up any new gear and gets caught in the outer zone of Lost Knife. Gilfre will steal gear herself, but soldiers won't (there wouldn't be any good place to store it, for templated NPCs like the common soldiers). Changed the priming trigger for Harrald from the tavern to Mistveil keep. Fixed to skip Rolff's taunts, for Nord characters or Stormcloak recruits, since they don't fit. Oh, and it may have fixed the problem I was having with the bandits not reviving properly when the poison wore off. Let me know if you see them turn hostile, but still lying on the ground clutching their guts.
Lantera Posted May 14, 2015 Posted May 14, 2015 Interesting new update! I like how you left it fairly open-ended (it being able to trigger on various items the Dragonborn might be wearing, not necessarily spoon-feeding the quest one marker at a time) but when I was actually trying to find the new content knowing it was new content, it felt rather undocumented. If it wasn't for the fact that I knew something would happen at Mixwater Hill, it might've taken me a loooong time before finding out (I don't usually go there, and I don't visit a whole lot of soldier camps either). Â By the way, the bandits were still on the ground throughout my escape (on 1.71) even though they turned hostile about half-way in on the outer area. I didn't mind it too much, since it just made me run for the exit even faster thinking they could get up at any moment. I'm not really sure how I can get my gear back from Gilfre though... am I supposed to kill her, or pick pocket every item back one thing at a time? Maybe you could add something that would make her give you your stuff back if you go back to her after escaping?
stobor Posted May 14, 2015 Author Posted May 14, 2015 I'll probably add a dialogue to threaten Gilfre into giving your stuff back, but she's not used for much in the vanilla game. So feel free to kill her if that fits your character.  Drat, sounds like the bandits still aren't always returning to their default AI package (or at least their default idles) when they should. Guess I still need to experiment with that. They do revive in a hurry if Deviously Helpless kicks in, but that's a case of another override package, not their vanilla behavior.  I'm open to adding other potential intro hooks - random hunters, for example, or one of the Ivarstead guards.
Azn Posted May 14, 2015 Posted May 14, 2015 I have a quick question regarding the Pirate Prize quest, is there any way to get the gag removed BEFORE the blindfold and/or armbinder? Because it makes no sense that it's the last item to be removed otherwise, as you actually have to go through dialogue to ask the pirates to remove the other items. I have no idea if it's just poor luck on my side or what, but the gag removal dialogue just seems to refuse to show up in ANY corsairs dialogue options until I've gotten both the blindfold and armbinder removed.Â
stobor Posted May 14, 2015 Author Posted May 14, 2015 Not luck, that's the order the dialogue goes in. The mod wouldn't be very reliant on gagged speech, it it was removed right away.
Azn Posted May 14, 2015 Posted May 14, 2015 Not luck, that's the order the dialogue goes in. The mod wouldn't be very reliant on gagged speech, it it was removed right away. Ah, well. It was really more the fact that it seemed odd they would release the characters hands before ungagging them, but at least now I won't be driving myself nuts trying to do something that doesn't happen before intended. Thanks for the response!
Azn Posted May 14, 2015 Posted May 14, 2015 Ok, actually have one more question; I think I'm having an issue with the alternate endings for Pirate Prize not starting up, but I have no idea how to tell. I have DD Expansion and have had over 40 sessions at this point, what do I need to do? Is there a dialogue or something I need to keep an eye out for? Does it only happen when the corsairs walk up to you and talk themselves? Do I need to have all 3 items on me? None? I have absolutely no idea what is supposed to trigger either alternate ending. Â EDIT:Ok, never mind. After running around trying everything I could think of, I finally managed to figure out how to trigger those endings.
Guest Posted May 14, 2015 Posted May 14, 2015 how is the new quest? just a loot animations or a bit more to do?
Lantera Posted May 14, 2015 Posted May 14, 2015 I'll probably add a dialogue to threaten Gilfre into giving your stuff back, but she's not used for much in the vanilla game. So feel free to kill her if that fits your character.  I didn't want to kill her, but I didn't want to steal my items back one by one either (there were quite a lot, and the weapons had a pretty low chance). So I ended up killing her, taking all my stuff back, then using the 'resurrect' console command to bring her back to life. I try to not kill named NPCs, just in case a different mod has an interaction with the NPC that I didn't know about. Fairly sure Gilfre is clear in that regard, but better safe than sorry .
stobor Posted May 14, 2015 Author Posted May 14, 2015 how is the new quest? just a loot animations or a bit more to do?  The entire mod is just a lot of animations, by some measures.  This one is simpler than Pirate Prize, and doesn't exactly require a lot of puzzle solving (though you might have a hard time finding a certain item if you don't read spoilers). Nor does it require superb fighting or stealth skills. Make of it what you will.
Qbeez999 Posted May 16, 2015 Posted May 16, 2015 I'm getting no dialogue options to start a dish served hot. I have no devices and I've done all other quests.
stobor Posted May 16, 2015 Author Posted May 16, 2015 Having no devices would actually prevent the dialogue in that case (with Gilfre or various soldiers). A collar or cuffs would be the best bet (not an armbinder or belt).
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