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54 minutes ago, Thornagar said:

What is TID?

Things in the dark, a big story mod centered on falmer. Lot of potentiel, buy bugged as hell.

It needs a full rework, but I failed to redesign tne city.

For now, I'll just rewrite the first chapter, as dark investigation like.

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On 1/22/2023 at 4:10 PM, Delzaron said:

I see you developed your concept.

I'm interesting to see your drawing.

Okay, found one of my concept drawings.  Hopefully this will make some sense to you and I'll post notes about what is where and some reasons for doing things a certain way below.

 

The map, Juutvol Isle

Spoiler

805178621_JuttvolIsle.thumb.jpg.07dd0af2b914c3c4a5e8a004da8ec13b.jpg

 

A - Fort Ingmarsen, the Jarl's residence

B - High District, where the wealthier and influential residents live

C - Market District, main part of town where you find the market building and various vendors and traders and warehouses (one warehouse has an entrance to a secret tunnel which connect to the hidden pirate cave).

D - Common District, this is where most people live.  Includes the communal bath house which has a natural cave with hot springs beneath it.

E - Herders houses - homes of people who keep herds of reindeer, goats and some cows to supply meat, milk and cheese

F - Old Lighthouse - connected to the town wall by a "harbor wall"

G - Mushroom Farmers - couple of caves in the cliff behind it are used to grow mushrooms.  Another farmer grows a crop of snowberries in fields outside (2-3 farm houses here)

H - Web Wood - tall pine forest covering this area.  Infested with frost bite spiders who nest in the trees and drop onto the unwary.  The edge of the forest overlooks a cliff with the farms on the plain below.  This mostly keeps the spiders in the forest and the farms safe. 

I - Pirate Cave - this large cave contains a small harbor with room for a couple of ships.  It was built by the Imperials who built the fort and there is a tunnel connecting to a warehouse in town and also to the fort which was meant as an escape route.  Its now used by pirates who are all also cultists.  The entrance is partially hidden by a rock outcrop.

J - Ice Fields - large glacial chunks of ice cover this area which slopes down into the sea.  A few old Nord stone huts can be found here, some half buried in the ice.  There are also steam caves in the ice, some inhabited by frost trolls.  Horkers can be found closer to the coast and are hunted for meat, fat and their tusks.  The Nord structures are from the first settlement which was build before the island froze.

K - Cauldera - the blown out crater of the now inactive volcano.  Rocky, difficult to traverse and covered in hot steam vents and fog.  There may be mineral deposits here or gem geodes.  Not much else of interest, the hot steam can be dangerous (does damage).

L - Ship Wreck - this is the wreck of an Imperial ship that was bringing food, vegetables, fruits and other supplies to the fort.  In the captains cabin an old log book can be found.  It tells of how a week out of port on their way here two sailors died in the night, then more, and the crew feared the plague until a large dead spider was found with another dead sailor.  A search revealed empty eggs among the fruit, a clutch of frost bite spiders had hatched out.  It was too late, they had grown to the size of dogs now and began attacking the crew.  By the time the ship neared the island, most of the crew was dead and the survivors were locked in the captains cabin.  The ship wrecked on a rocky beach and broke apart.  The spiders moved inland and found a new home in the pine forest, this is how it became infested.  The log book is over 100 years old.

 

The harbor would be how the player arrives and leaves the island, aboard a ship docked here.  There could be other trade ships, up to you.  It would seem a normal harbor.  The pirates/cultist are hidden away elsewhere in the cave, which will make that stuff less obvious and harder to find.

 

The ancient temple is now mostly buried, but, perhaps there might be part of it that could still be accessed somewhere in the Web Wood or through a steam cave in the ice fields... this could give an investigating player an alternate means of access in case they've managed to turn the whole town against them.

 

There are a couple of reasons for splitting the town into sections.  One, it gives you more control over what the player has access too.  Maybe they have to get permission or earn a certain amount of trust before they're allowed in certain parts which makes sneaking around and snooping dangerous if they get caught (not that that will stop people).  Also it gives a way to hide occlusion planes which help reduce the strain on Skyrim's old rendering engine so FPS doesn't drop too low.

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10 hours ago, Delzaron said:

 

I don't know.

- I don't know to link death alternative mods... It's why dark arena is incompatible with death alternative.

- The idea is simple : of Dagon appears, you're so close to the greant ancient you'll just die (like most of the other cultists :))

Counterpoint 1: We're Dragonborn and thus not like 'most of the other cultists.'

Counterpoint 2: We're a Player and want to have as much fun as possible. If there is going to be tentacle sex and breeding, it'll be a crying shame not to see it, if not outright join in.

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Vor 6 Stunden sagte Delzaron:

Things in the Dark, ein großer Story-Mod rund um Falmer. Viel Potenzial, kaufen Sie verdammt verwanzt.

Es muss komplett überarbeitet werden, aber ich habe es versäumt, die Stadt neu zu gestalten.

Fürs Erste schreibe ich einfach das erste Kapitel neu, so wie dunkle Ermittlungen es mögen.

 

I'm a big fan of the "SL-Parasite" mod - which sheds a completely new light on the Falmer and the Chauruse.


I wish for something now...
...a loose thematic link - there doesn't even have to be a real interaction between the two mods.

:classic_wub:

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I got a glitch on the Inquiry: Frelys quest where when you play rock paper scissors with Norren nothing happens, and you just stand there whether you win or lose. I got all the requirements but not all the soft requirements. Anyone got any ideas? Appreciate the help in advance.

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5 hours ago, markvluna said:

I got a glitch on the Inquiry: Frelys quest where when you play rock paper scissors with Norren nothing happens, and you just stand there whether you win or lose. I got all the requirements but not all the soft requirements. Anyone got any ideas? Appreciate the help in advance.

 

I know. Navmeshe problem.

I warmed it's an alpha. Expect lof of bugs.

I already worked on it, so the next update will be better.

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On 1/24/2023 at 5:09 PM, Delzaron said:

Things in the dark, a big story mod centered on falmer. Lot of potentiel, buy bugged as hell.

It needs a full rework, but I failed to redesign tne city.

For now, I'll just rewrite the first chapter, as dark investigation like.

Did you happen to remove it as I can no longer find it?

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The inquiry frelis quest seems to be broken as once we play rock paper scissors it only plays for one round unless its a tie. After he strips noting happens and if I loose nothing happens aswell without even stripping. When I choose the other options to playing his game nothing happens aswell after the conversation stops. Could I get the quest Id so I can use commands to skip that portion.

 

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On 1/30/2023 at 2:55 PM, Thornagar said:

The inquiry frelis quest seems to be broken as once we play rock paper scissors it only plays for one round unless its a tie. After he strips noting happens and if I loose nothing happens aswell without even stripping. When I choose the other options to playing his game nothing happens aswell after the conversation stops. Could I get the quest Id so I can use commands to skip that portion.

 

 

I know. Navmeshe problem.

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On 3/14/2015 at 12:04 AM, Delzaron said:

From the Deeps

View File


FROM THE DEEPS (REDONE) : A Lovecraftian adventure for Skyrim.

 

Want to support me? Visit my Patreon ! https://www.patreon.com/Delzaron

 

The first point

  • A lovecraft like story, with a large Inquiry part, and two way to finish it : joining the cult, or destroying it.
  • A way lead to player enslavement (simple slavery connected !), the other to freaky scenes.
  • English written mod, but Mixbutterdog made a patch in japanese !
  • Female players designed mod, but version 2.3 discrimine player sex, and FTD is now playable with male characters.


Dependendies :

  • SexLab
  • Dragonborn
  • ZAZ


Soft requirement :

  • XPMS skeleton (for the sex scene with parasite armor).
  • More Nasty critters (sex scene with Lurkers and seekers)
  • Simple Slavery (for player sell as slave)
  • TID (player can be sold to TID slavers if TID was not beginned)


Incompatible :

  • Maria Eden (some dialogues line of that mods overcome FTD ones).

 


Collaborations :

  • Pepertje (co author, dialogues fixer, screenshots) and Japanese version.
  • Aqqh for script trick and collaboration.
  • Alpha and Beta testers for their time, advices and critics.
  • Xluxlu for music.
  • Mixbutterdog for scripts, fixes, and Japanese version
  • Fasterflight225

      for the Radiant cultist quest Patch !


Permissions :

  • Use the mod assets as you want.
  • You're not allowed to upload that mod in other places than LL or Nexus, whitout the authors permission.

 

Credits :


Current release : 2.6 (2.52 still available, with the japanese version, thanks to MixButterdog)

 

Mod description (Thanks to Long John) :
A series of disappearances of women from Solitude and across Haafingar. All the while there is a strange fog which never lifts the North Coast. To begin with it was just the peasant women who disappeared. Now however a noble woman has disappeared her family has applied political pressure to the Jarl and her court. This pressure has resulted in the launch of an investigation into the disappearances. As part of the investigation the Dragonborn is called in.... to enquiring in the Skyrim most isolated city : Insmouth.

 

Will you be able to find the reason for the disappearances, or become the next victim?

 

Play the adventure to find out...

 

Or, in video (thanks to Shinjy72) :

 

How to enter into Insmouth ?
Talk to Knyva, the gate keeper, and pay 200 gold.

 

- Part 1 : Enquiry.

  • aFTD0Starter : dialogues for Innkeepers about the disapearances near Solitude. Done.
  • aFTD1Begin : Hired by the blue palace stewart (Falk Firebeard), you will be send to Insmouth, a city on the North Coast, in Pale Hold. Find Zadok Allenith and Susana. Done.
  • aFTD1Enquiry ; Made an enquiry in Insmouth, and try to discover the truth. Done.
  • aFTD1Infiltration ; Infiltrate the temple. Done.


- Part 2 : Facing the truth.

  • aFTD2Ceremony : Assist to the strangiest ceremony you ever seen... Done.
  • aFTD2Dream : Your mind submerged by the voices of the Deeps, made the strangiest dream you ever made. Done.
  • aFTD2End : Understand all the awful truth. Meet Mankara... and made your choice.Done.


- Part 3 : Serving the plan.

  • aFTD3Begin : Rally the cult, made your oaths, and proove your value. Done.
  • aFTD3Corruption : Serve the cult and corrupt some Solitude and DawnStar officials. Done.
  • aFTD3Insmouth : Enslave Susana, and find some imperial and thalmors spies... the last one is needed for the ceremony.Done. Available in FTDredone 0.4.
  • aFTD3LordDeeps : The final quest of the cult path. Done.

 


- part 4 : Alone in the dark.

 

Dont rally the cult, be punished, and come back for your vengeance !

  • aFTD4Begin : be a slave, and be sold. Done.
  • aFTD4End2 : Take your revenge on the cult of the Lord of the Deeps. Done.

 


- side and radiant quests :

  • aFTDDialogues . just for a little immersion. Hostel owner, and gate keeper. a Dialogue for Lurka (opening cell gates).
  • AFTDWhoreDialogues : Insmouth is a harbor. Harbor means prostitutes.
  • aFTDInsmouthControler : Manage the cult progresson in Insmouth : objects, NPC.

 


Locations :

  • Insmouth : a city on the North Coast, not far from Dawnstar (Made by using Solitude buildings, and the harbor part of the city of Trade mod, but with modifications). Done.
  • Insmouth interiors : interiors cells for Insmouth. Houses, store, stock, Inn, hostel... Done.
  • Temple of the Deeps : The temple of the cult. Connected to lot of parts of Insmouth. Done.
  • Ryelh : A very litle part of the city of Ryelh, in Apocrypha. Where the slaves breeds more Deeps inhabitants. Need to be redone. Done.


Factions :

  • Dagon : Lurkers, seekers, Deeps inhabitants (Raelek, Mankara, Khrushu, Harshulku...). I will try to made a special race for them...
  • Cultists : some Insmouth NPC.
  • Dagon Slave : Slaves used by cultists or for breeding.
  • Slave : enslaved NPC, restrained and ready to sell.
  • Whore : Insmouth prostitutes.
  • Susana friends : the Investiguator faction... you and Susana the whore.

 

Permissions :
You're allowed to use this mod code as you want. You're not allowed to upload this mod on another platform. Assets belongs to their original authors.

 

Ressources and other mods used :
- Comvex Hermaus Mora Armor : http://www.nexusmods.com/skyrim/mods/58062/?
- DixiePig for the tentacle armor.
- PS1 games Doom I and Nightmare creatures I for musics.

 


  • Submitter
  • Submitted
    03/13/2015
  • Category
  • Requires
    SexLab, Dragonborn, ZAZ
  • Special Edition Compatible
     

 

it would be great to get a SSE version

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  • 2 weeks later...
47 minutes ago, dizzy12315 said:

stuck on finding the spies can someone help 

You need to talk with someone who serves Dagon but not the Cult itself. Search Insmouth carefully, and don't leave any door unopened.

The answer is below, if you just want to end the quest by now.

Spoiler

It's the Priestess on the Boat. Why does she know? Why doesn't Mankara know? Why don't the invisible Lurkers know? Why can't you just use your keen deductive racism to ID the spy via them being the only High Elf in Insmouth? Who knows!

 

Edited by Fasterflight225
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6 hours ago, Fasterflight225 said:

You need to talk with someone who serves Dagon but not the Cult itself. Search Insmouth carefully, and don't leave any door unopened.

The answer is below, if you just want to end the quest by now.

  Reveal hidden contents

 

 

Yeah, it was an easy shot :)

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21 hours ago, Fasterflight225 said:

You need to talk with someone who serves Dagon but not the Cult itself. Search Insmouth carefully, and don't leave any door unopened.

The answer is below, if you just want to end the quest by now.

  Hide contents

It's the Priestess on the Boat. Why does she know? Why doesn't Mankara know? Why don't the invisible Lurkers know? Why can't you just use your keen deductive racism to ID the spy via them being the only High Elf in Insmouth? Who knows!

 

thanks so much I must of looked in every house to no avail 

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  • 2 weeks later...

Tested the introduction quests on SE:

-Black faces on every mod NPC

-Rock paper scissors is broken(had to skip to the end of the quest stage 300)

-Winterhold the same thing: pathfinding is broken for npcs, its does not register the stage where you talk with chieftain for the first time(setstage has done most of the work, together with move to player)

-Solitude and Windhelm work as intended. 

 

@Delzaron will you continue this in the near future? Read your plans for both this(Thief like) and for your other mod(DI like). Both mods are fantastic examples of going beyond Skyrim's simplified questing(shame DI was not continued). It is quite an undertaking you are going for here.

 

Edited by wHOaMiEH
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18 hours ago, wHOaMiEH said:

Tested the introduction quests on SE:

-Black faces on every mod NPC

-Rock paper scissors is broken(had to skip to the end of the quest stage 300)

-Winterhold the same thing: pathfinding is broken for npcs, its does not register the stage where you talk with chieftain for the first time(setstage has done most of the work, together with move to player)

-Solitude and Windhelm work as intended. 

 

@Delzaron will you continue this in the near future? Read your plans for both this(Thief like) and for your other mod(DI like). Both mods are fantastic examples of going beyond Skyrim's simplified questing(shame DI was not continued). It is quite an undertaking you are going for here.

 

 

I already advanced and solve some of that bugs.

But there is still work to do.

I worked on Ravenous until recently. Ravenous still need fixes, specially for the last implemented quest.

 

But yes, FTD will advance.

Dawnstarr navmeshe is fixed, I need to work on wintherhold one, but the navsmeshe in the riekling cave works.

Rock paper scissors is updated, but not tested.

For rikelings, I need to remove the hook : the two npcs can't be proceeced the same time. instead, I'll add a cout.

Black face is normal, no face gen for now.

 

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4 hours ago, Delzaron said:

 

I already advanced and solve some of that bugs.

But there is still work to do.

I worked on Ravenous until recently. Ravenous still need fixes, specially for the last implemented quest.

 

But yes, FTD will advance.

Dawnstarr navmeshe is fixed, I need to work on wintherhold one, but the navsmeshe in the riekling cave works.

Rock paper scissors is updated, but not tested.

For rikelings, I need to remove the hook : the two npcs can't be proceeced the same time. instead, I'll add a cout.

Black face is normal, no face gen for now.

 

 

All right, will test the next version when you update it and send a detailed bug report. Doing something on the level of Thief/DI is a great undertaking, and I would like to help in that.

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