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Posted

Hey just want to say great mod and Thank You. Tho i do have a problem, And that is my dream world is just grey and when i try to move the game crashes. I used sestage but when i come out i have like 10x speed multiplier. and the game crashes again soon thereafter Thanks

Posted
12 hours ago, Wrackocar said:

Hey just want to say great mod and Thank You. Tho i do have a problem, And that is my dream world is just grey and when i try to move the game crashes. I used sestage but when i come out i have like 10x speed multiplier. and the game crashes again soon thereafter Thanks

 

I don't have this problem, so I don't know. Any tips ? for example, did you met crashes when you enter a cell with a topless girl ?

Posted
5 hours ago, Bigwolf1 said:

Is this a female only story or can male characters also play it?

 

initialy female driven, but I added elements to make the mod playable for male.

Spoiler : only the briarheart path will be available if you're male.

Posted

Looks like a very promising mod, Forsworn always felt like an interesting, underutilized faction. And Bethesda's Skyrim is too vanilla for ( supposedly) rugged, barbaric land.

Any other plans for this, or other quest mods?

Some ideas ( off the top of my hat):

- I'm surprised with all the Sexlab quest mods no one made one that involves cucking Nazeem. Something like a smaller quest from Amorous Adventures where you eventually humiliate/ruin Nazeem and steal his wife.

- Some kind of Dragonborn's Harem mod, sort of a quest tie-in with all the available seduction mods where you increase disposition with npcs ( Eager Npcs, Amorous Adventures, etc) . Player encounters old, half crazy priestess of Dragonborn cult, some kind of ancient prophecy ( Dragonborn's children will save the lands, or some gibberish), whose sacred duty is to help Dragonborn create as many offspring and protect them.

So the general idea is when you seduce/increase npc disposition ( to 4) through other mods, you bring her/him to the old bat ( she can be assigned to your custom home), where she inducts a ceremony ( sort of like polyamorous marriage system) for induction in Dragonborn's harem. She can also take care of children from pregnancy mods ( so they are basically sent to shelter for their care/protection...sort of like a way of "removing" baby items from the game) . Maybe also there could be antagonistic faction that tries to stop Dragonborn, in all of this.

Posted

Love the mod, testing the early stages before doing a complete playthrough. Before I start that I wanted to get clarity on a few things. I’ve been searching through the support thread and I’m unclear on a few things.

1: is there an ideal time to save Madanach from Cidnha for story purposes? And it sounded like you could use Escape Cidnha as a way yo start the mod, is that correct?

2. Can I still do the sisterhood of Dibella mod quests if I play through AFS? Or should I do those first if I want to play them?

3. I was intending to play the civil war after AFS siding with the imperials? Any potential conflicts or choices I need to make to avoid an issue?
Thanks, sorry if this was answered already but I can’t find a definitive answer.

Posted
1 hour ago, cbeyond8027 said:

Love the mod, testing the early stages before doing a complete playthrough. Before I start that I wanted to get clarity on a few things. I’ve been searching through the support thread and I’m unclear on a few things.

1: is there an ideal time to save Madanach from Cidnha for story purposes? And it sounded like you could use Escape Cidnha as a way yo start the mod, is that correct?

2. Can I still do the sisterhood of Dibella mod quests if I play through AFS? Or should I do those first if I want to play them?

3. I was intending to play the civil war after AFS siding with the imperials? Any potential conflicts or choices I need to make to avoid an issue?
Thanks, sorry if this was answered already but I can’t find a definitive answer.

1 : if Madanach is alive and not saved from Cidhna mines, Armin will order you to do it. If it's already done, you'll reveice a small mission instead.

2 : yes, the mods are compatible. No NPCs of Dibella sisterhood except Fjotra are involved into AFS, and Fjotra will not die. And I rewrited the mod to avoid modifying Markarth.

3 : for now, I only made the imperial side, and it's very little modification.

Posted
14 minutes ago, Delzaron said:

1 : if Madanach is alive and not saved from Cidhna mines, Armin will order you to do it. If it's already done, you'll reveice a small mission instead.

2 : yes, the mods are compatible. No NPCs of Dibella sisterhood except Fjotra are involved into AFS, and Fjotra will not die. And I rewrited the mod to avoid modifying Markarth.

3 : for now, I only made the imperial side, and it's very little modification.

Thanks, appreciate the quick response. Again, great work on this.

Posted (edited)

testing again forsworn story... and still bugs to fix :(

 

What did you noticed when you played the mod ? I only tested the main story for now....

 

I'll make an update soon as I can.

Edited by Delzaron
Posted

About two content so fthe mod :

- Ravena quest

- kennel quests

 

The scripts are so olds and buggy, I think to supress the kennel relative stuff, and to rewrite and simplify Ravena quest.

Opinions about these subjects ?

Posted

Just a bug report but on afs5reach3 the spirit doesn't teleport you back to nirn, which breaks the final quest. Also great job glad to see this mod still getting worked on 6 years later.  

Posted
On 12/15/2021 at 6:49 PM, secretvoom201 said:

Just a bug report but on afs5reach3 the spirit doesn't teleport you back to nirn, which breaks the final quest. Also great job glad to see this mod still getting worked on 6 years later.  

I met that bug too. I add a scripot line to send back player and the girls to Nirn.

If it doesn't work, you canstill use a teleportation spell (Katalia taught you the teleportation to sacred tree spell).

Posted
On 12/15/2021 at 6:49 PM, secretvoom201 said:

Just a bug report but on afs5reach3 the spirit doesn't teleport you back to nirn, which breaks the final quest. Also great job glad to see this mod still getting worked on 6 years later.  

 

I

On 12/13/2021 at 5:12 PM, mircislav said:

Remove them.

 

I removed all the kennel stuff, and most of Ravena quest. I'll somplify and rewrite this quest from scratch.

  • 4 weeks later...
Posted
On 12/19/2021 at 10:52 AM, Delzaron said:

I met that bug too. I add a scripot line to send back player and the girls to Nirn.

If it doesn't work, you canstill use a teleportation spell (Katalia taught you the teleportation to sacred tree spell).

Problem is if you teleport back the final quest doesn't trigger. 

Posted
On 1/11/2022 at 6:06 PM, secretvoom201 said:

Problem is if you teleport back the final quest doesn't trigger. 

Argh...

It's strange player is not teleported, the script line is here, and the objects properties... 

 

for now I don't mod. I'll go back on it latter, end of the month i think...

  • 1 month later...
  • 3 weeks later...
Posted (edited)

I see the SSE conversion hasn't been updated since 2019... any chance of an update for the SSE version any time soon?I want to give AFS a try, but I'm very hesitant to add an older mod to my load order.

 

EDIT: Using this (the LE) version on SSE, so far so good. Just a couple things:

 

1. In the .esp, Skyrim is renamed to the French translation, Bordeciel.

2. There are included LODs and terrain textures... unsure why. I'd personally recommend leaving these out, as they are unnecessary for a quest mod, and most people have custom terrain textures and meshes anyways.

3. The hidden valley quest markers appear over the regular Skyrim map, which is pretty confusing. It would be nice to have a custom map for the valley that appears when inside, similar to Solstheim (for example). At least hide these markers while outside the valley, and/or redirect them to an entrance to the valley.

 

Enjoying the mod so far, thanks for all the hard work!

 

EDIT 2: Any chance of bodyslides at some point?

Edited by MysticDaedra
Posted

Hey Delzaron, it's been at least a couple of years since I last played AFS or TID. I wonder if this ever came up in discussion: is there a way to create cloned factions for these mods, and assign them to the mod's NPCs (both humanoids and creatures) instead of the vanilla factions, so that you can set their relationship with the PC without affecting the rest of the game's actors? It's arguable that this wouldn't be as "convincing" - if you're familiar with the mod's forsworn, why would the rest of the forsworn attack you? But hear me out, if you will :) I usually play long playthroughs with loads of mods, say Vigilant or Legacy of The Dragonborn for example. I'd love to be able to use AFS as part of my character's foundational story, as well as TID (never tried the feature that bridges between the two) but then move on to LOTD and play the relic hunter. Some missions later on pitch you against falmer. Same with the Dawnguard DLC, as another example. It's so strange to play this when those that were supposed to be your enemies don't aggro you.

 

I understand that's really hard to achieve with AFS and the forsworn, as you placed some key actors within existing redoubts - so I would probably leave that faction as it is. Doesn't have as much of an impact in the game, anyway. But creature friendship as a Sicambre - could those creatures used in the Lost Valley, and those in the scene up in the hills, be of a cloned "friendly wolf" faction instead? Also falmer and chaurus from TiD, which seems to be more "contained" than AFS, couldn't those belong to cloned factions, make them have cool names like "Ibn Falmer" or "tame chaurus".

 

Thank you for your mod, cheers!

Posted
On 10/31/2017 at 11:30 AM, Battle.cry said:

I meant the bugs/problem me and other guys were mentioning :)

 

basically:

- after Armin give you quest to free Madanach and talk to Armin when its done, you free Madanach but Armin has no dialogue for completing quest. (Also, Madanach tells you something about missing people and something about east empire company but the quest is marked as completed and there is no new next based on the missing people he just told me about... 

- (for me personally) Quest to defend the redoubts. Im suppose to defend a specific camp but the Markarth soldiers wont appear no matter how long I wait.

- I cant finish the worshiping the old gods quest. I understand that there are 4 gods to worship but I started with Molag Bal. After finding the fancy lady I cannot "capture" her since she was already marked as a slave so I just said "follow me slave", then I finished the molag bal quest itself to get access to his altar but Im "worshiping" him the way the quest is telling me, right on his altar with the fancy lady, in Markath but nothing is happening. the quest neither dont want to mark "capture the fancy lady" as completed. 

- at last, Im told to "reveal chief's plan" (after they burned our sanctuaries) but no one from the chiefs got anything new to say.... 

 

 

Same issue here, after i rescued Madanach, Armin doesn't have any new dialogue options and i can't finish the quest. Does anyone know any "setstage" quest console command to advance/end the quest? Will setstage console command break the mod? 

Posted
On 3/29/2022 at 7:18 AM, MysticDaedra said:

I see the SSE conversion hasn't been updated since 2019... any chance of an update for the SSE version any time soon?I want to give AFS a try, but I'm very hesitant to add an older mod to my load order.

 

EDIT: Using this (the LE) version on SSE, so far so good. Just a couple things:

 

1. In the .esp, Skyrim is renamed to the French translation, Bordeciel.

2. There are included LODs and terrain textures... unsure why. I'd personally recommend leaving these out, as they are unnecessary for a quest mod, and most people have custom terrain textures and meshes anyways.

3. The hidden valley quest markers appear over the regular Skyrim map, which is pretty confusing. It would be nice to have a custom map for the valley that appears when inside, similar to Solstheim (for example). At least hide these markers while outside the valley, and/or redirect them to an entrance to the valley.

 

Enjoying the mod so far, thanks for all the hard work!

 

EDIT 2: Any chance of bodyslides at some point?

 

I don't know how to make SSE version, so no I guess.

 

1 : interesting. ho I could fix that in TESCleaner...

2 : because the Forogetten valley is a small world with LOD.

3 : I dont know how to design a such map like that... could be nice addition indeed.

Forgoetten valey is connected to tamriel.

 

I don't know how to design bodyslide...

  • 4 weeks later...
Posted (edited)
On 4/1/2022 at 11:06 PM, Delzaron said:

 

I don't know how to make SSE version, so no I guess.

 

1 : interesting. ho I could fix that in TESCleaner...

2 : because the Forogetten valley is a small world with LOD.

3 : I dont know how to design a such map like that... could be nice addition indeed.

Forgoetten valey is connected to tamriel.

 

I don't know how to design bodyslide...

 

 

I would be happy to convert it to SSE, in actuality I was just doing so. But, after porting the plugin and fixing water records and such, I ran an error scan in Xedit. It's not good, there are 46 major errors with triggers, VMAD refs being incorrect, and others all connected to quests. There are also quite a few exact duplicate references which I cleaned.

 

I took the liberty of including the Xedit error output below to make repairing easier. 

 

 

I already have several large projects underway, & have no time to reverse engineer & attempt to fix it. Needless to say, the conversion in on hold. If it is fixed, I can do the body conversions & quality Outfit Studio/Bodyslide work rather quickly for CBBE 3BA or BHUNP. There's no reason for me to continue until such time.

 

 

AFS Xedit error log - Copy.txt

Edited by EvlTwinz
Posted
4 hours ago, EvlTwinz said:

There's no reason for me to continue until such time

You do realize this is not finished mod, do you? Stick to your other larger projects.

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