Delzaron Posted July 9, 2015 Author Posted July 9, 2015 This is the new town I propose. It's an harbor on the north coast. I will try to made a 'real' medieval small city : not like Whiterun... Lot of buildings and things, no large streets... For now, I use farms... but maybe I can use some Solitude farms and buildings... If I keep this way, the mod will evoluate like this : - focused on Insmouth - dark activities in insmouth (trafficking, business with Riften thieves guild, some slavery) - Some secrets : the strange cave, the temple of the deeps, Ryel breeding hall, etc... - some citizens are involved into the cult, but not all. Maybe a third. Core Quest way planned : - starter : a dialogue of Innkeepers about disaperances and a job available in Solitude. - begin : you take the mision at solitude (Finding Atia Csasonia), you go to Insmouth, you met Zarok Allenith, and you met Susana. They will be our only allies. Zarok is a 90 years old sea worker, Susana a prostitute in the town brothel., she will find you a room. - Enquiry phase : talking to people about disapeances... find a clue. - I keep the Shul Tar / Nar Si Ra / Gwenaelle / Fiana Quest line for the enquiry. - Player will find the strange cave, and made his first dream - Player will follow the path of the small cave, and will be the whitess of a ceremony. - Player will be force to go back into his room. - Player will made a dream (The dream quest) - Player will face a cultist (Mankara), and will be able to choose : keep continuing to investiguate (and fighting the cult), or becoming a cultist. Cultist path : - Initiaition, the three oaths of the Deeps 5including sex scene with lurker) - some small jobs like finding steel ingots, and help some in some particular business (transporting slaves, convert somebody, etc...). - conversion of the city : conversion of last non cultists citizens, some murders, corruption of Solitude Stewart and DawnStar Jarl. - great ceremony for invocating the Higher preistress, and a invocation of the Lordof the deeps. Player will become a Priestress or the master adept. Investiguating path : - So, killing Mankara is the first step. No whitnesses - Find evidences baout the cult : who is involved ? - cleaning iof the city : elimination of some cultists, and fight during the invocation ceremony. - Player get free Atia and Bring her to Solitude Stewart. I dont know If I made a slavetown if the player choose the cultist path, or at the beginning...
Delzaron Posted July 10, 2015 Author Posted July 10, 2015 oK, i made a new town on the North coast, made by using Solitude builginds and farms, and some farms and harbor things. The city is between whiterun and a village in term of importance... so it's a big village. I plan 40 NPC for populate it, whit all the needs (smith, merchant, Inn, guards) So, I will choose the new path, with the choice at Mankara step. I will publish a version when I will improve the city and made the three first quests.
Wotanpower Posted July 15, 2015 Posted July 15, 2015 Hallo. Wie man mit dieser Mod zu starten ?? Nichts passiert mir in Blue Palace? Ich habe gleiches Problem nichts geht mehr
Delzaron Posted July 15, 2015 Author Posted July 15, 2015 There is no auest for the redone version 0. Please wait the 0.1. I hope to finish the first two quests and to test them.
Delzaron Posted July 16, 2015 Author Posted July 16, 2015 So, do you like the city ? I made a big third of the core quest line... I dont have the time to test the mod, i still have fixes to made of AFS... i only tested the city and the musics... Maybe I should add like 5 side quests for the city after that (we have a new city for LL with 40 NPC, so its a waste to not use it).
DeepBlueFrog Posted July 16, 2015 Posted July 16, 2015 Thank you so much for redoing the mod! I know how painful it is to rewrite something from scratch (I corrupted Alicia's scripts a couple of times), but it will be better for it. Good luck with the rewrite. I'm a big Lovecraft fan and I had to give up on this mod because it was set in Solitude. Now that it is moved elsewhere, I will be able to finally try it!
shinji72 Posted July 16, 2015 Posted July 16, 2015 So, do you like the city ? I made a big third of the core quest line... I dont have the time to test the mod, i still have fixes to made of AFS... i only tested the city and the musics... Maybe I should add like 5 side quests for the city after that (we have a new city for LL with 40 NPC, so its a waste to not use it). Not jet my friend. In moving away from town for holiday. I'm spending the last spare time here to produce the video to upload to my channel when I'm away. I'll jump into the deeps when I'll be back in mid august.
gplant Posted July 17, 2015 Posted July 17, 2015 The coast on the sea of ghost is indeed a nice choice. You could call it Dragonmounth, or something like that to keep the inner lovecraftian jokes. Btw, the first quests of Ftd are working right? I would like to realize a video showcase about the Skyrim corruption project. Maybe it's very too early for a video teaser... AFS is the most achieved of my mods, but it still have some problems (now mostly concentrated on 3 quests and some sacrificed NPC)... and the SkyCorr team don't want it. 1- FTD is being shelved by Delzaron himself, because the scripts are looping and overloading Papyrus. We're not behind that. The team is planning a clean remake in Solitude (not a clone, a remake) due to the many inconsistencies that surfaced during the rewritting and the Dawnstar thing is totally new to the team as we learned of it right now. So, you just want I leave FTD from solitude to putting yours at the place... I don't really appreciate that. You want to make a remake yes, but dont conflict with mine please. The new FTD will still have some deals with Solitude, but the main quests events will be in the new city. I hope you will like it... 2- The team has quality markers in his goals that are not validated yet by the mods. Yes, none. So the team would like to finish what's begun before starting new things. We specifically have serious problems to consider a mod that needs constant console setstages to advance to be in a "playable" state. I'm a realist. With our current skills, making a Bethesda mod like Alploo wishes is just impossible. It doesn't mean we don't try to made quality thing : I still made lot of fixes for improving content and scripts quality, and some dialogues were fixed by Seri, another team member. For AFS, I saw tons of documents to find appropriate names and stoties Ideas.... for FTD, I read again all my Lovecraft book collection... So there's a conflict there because the team doesn't see any of the modules as finished, but Delzaron does (there even the troubling point that he's considering FTD at the same time as finished, playable, and too bugged to save and wanting to delete it). My expectations are lower than yours, that's all. For me, considering our current skills, it's simply not possible. I'm not good as Aqqh. In fact, I'm really a beginner comparing to him or other modders on LL (I'm not a professionnal in programmation, I learn all these things by myself few months ago, and I don't mastery lot of mechanisms). So I can't expect making some "Kicking the ass uber quality mods". It doesn't mean we likes mods at their current states... it's the reason of the frequent updates. And AFS is my FIRST mod. 3- The team wants to do things in an organized manner instead of systematically running behind and having much more work doing the tasks that should be done before, after (especially making the langage readable, the npcs meaningful, or the story consistent). At the moment, AFS and FTD have been started by Delzaron before the formation of the team (so, they didn't get the proper work planning but we understand) and the others (Ravenous, Rats in the Wall, The Dark Below) have been completely improvised by Delzaron without finishing the others and without letting the team do the planning phase. They are totally improvised upon the brainstorming documents we made together (that have of course no detailed questline, full list of npcs, fluff, lore,...) This is the core of our conflict. But we aggreed recently I will not make Dark below, and no other mod until AFS and Ravenous were finished. More, Ravenous will be a side mod, outside the project. I'm not really happy with the rats in the wall part I made, I think to delete it. So, It will let all latitude to other modder to took it in charge. I will made a falmer mod quest mod, mostly based on our brainstorm and AqqH ideas, yes, but only under my name (I made assets for Dark below, including a nice small world Blackreach like, some outfits, and a special race, and I dont want to put it in trash : it's too lot of work, i will recycle them). After the coalescing of the team in May (before that there was only two (and a half) of us), the problem was even amplified because of the surge in progress that was made in the questlines (AFS mainly, that part isn't working in FTD) was done without supervision either. Of course, I made maybe 1 or 2 updates per week... After A LOT of explanations, we're still in an opposed POV on that, the team vs Delzaron, who wants to do things in an "experimenting" way that has no place for planned teamwork, the team is both getting added unnecessary work, and not being able to efficiently work to begin with when not simply overriden. I think we are obliged to experiment by using mods : lot of mechanisms we plan to use for some SkyCorr mods... well, we dont know yet how to do that. And I sucks in programming. So I need to learn, and I use my mods for that. The aliases use, for example... I learn how to do that by making Ravenous. It was necessary for making the kennels more closely to Alploo vision. And I use Aqqh int variable scripts for controlling aliaises attribution, and modified it for using it on several differents quests in AFS... and I will made the same thing in Ravenous soon .So, I use my currents mods to try things and develop solutions for future mods. By using this way of work, I learnt a lot of things, and I used it for improving the mods... some mistakes were made, like the FTD loop scripts... its the main reason why I rewrite this mod (I'm recycling assets right now). In this purpose, I proposed to split the mods development in half : I will not begin any SkyCorr mod, but I will made small mods, mostly unpublished, for tests and developments. The results will be used as assets for SkyCorr mods. 4- The team is not taking this lightly. SkyCorr is down to zero modules in a public stage and it's of course seriously demotivating for us and suspicious for you all. You told me to supress AFS from the list, and it's the better advanced mod we have... Yes, it don't reach the SkyCorr label quality levels... But, with my skills, it's simply not possible. The label quality level is too high for me. It's made me demotivated too : it's like all the work I made and continue to make is worthless. So, yes, I begin others projects to not becoming mad by working on the same mod continiously. The extreme difficulties we're already having to find experienced CKmodders won't be helped with that going on now. We can get some help by asking it to experienced modders. I was helped by AqqH, Johnyred, Ashal, CPU, and I forgot other nice people who give us nice tricks. I'm taking full responsibility there as coordinator, I had to make a decision if i was okay with half-assed mods or being true to the initial vision, but the majority of the team being as we discovered in the same frame of mind made this easier. Again, realism. You cant code for now, Seri is learning how to made nice faces with Racemenu, Supra is a professional but she needs to learn Papyrus, Neg is game designer... For now, I'm the only coder with mods in activity we have in the team, and I can't made a mod who satisfy the label quality level. Hopefully, Alploo suceed to recruit some other modders (the dragon cult mod is launched). Yes, we need more coders, very skilled... We're not campaining against Delzaron's mods' existence or the people's right to like them as they are ; we just want to do more. Me too. It's why I made updates, It's why i decided to make a remake of FTD today between my bacteria experiments... and i have to get up at 6 tomorrow... oh sh*t, i will be like a zombie. By the way, we're still accepting help. Yes, that's a good point.
gplant Posted July 17, 2015 Posted July 17, 2015 This is the new town I propose. It's an harbor on the north coast. I will try to made a 'real' medieval small city : not like Whiterun... Lot of buildings and things, no large streets... For now, I use farms... but maybe I can use some Solitude farms and buildings... If I keep this way, the mod will evoluate like this : - focused on Insmouth - dark activities in insmouth (trafficking, business with Riften thieves guild, some slavery) - Some secrets : the strange cave, the temple of the deeps, Ryel breeding hall, etc... - some citizens are involved into the cult, but not all. Maybe a third. Core Quest way planned : - starter : a dialogue of Innkeepers about disaperances and a job available in Solitude. - begin : you take the mision at solitude (Finding Atia Csasonia), you go to Insmouth, you met Zarok Allenith, and you met Susana. They will be our only allies. Zarok is a 90 years old sea worker, Susana a prostitute in the town brothel., she will find you a room. - Enquiry phase : talking to people about disapeances... find a clue. - I keep the Shul Tar / Nar Si Ra / Gwenaelle / Fiana Quest line for the enquiry. - Player will find the strange cave, and made his first dream - Player will follow the path of the small cave, and will be the whitess of a ceremony. - Player will be force to go back into his room. - Player will made a dream (The dream quest) - Player will face a cultist (Mankara), and will be able to choose : keep continuing to investiguate (and fighting the cult), or becoming a cultist. Cultist path : - Initiaition, the three oaths of the Deeps 5including sex scene with lurker) - some small jobs like finding steel ingots, and help some in some particular business (transporting slaves, convert somebody, etc...). - conversion of the city : conversion of last non cultists citizens, some murders, corruption of Solitude Stewart and DawnStar Jarl. - great ceremony for invocating the Higher preistress, and a invocation of the Lordof the deeps. Player will become a Priestress or the master adept. Investiguating path : - So, killing Mankara is the first step. No whitnesses - Find evidences baout the cult : who is involved ? - cleaning iof the city : elimination of some cultists, and fight during the invocation ceremony. - Player get free Atia and Bring her to Solitude Stewart. I dont know If I made a slavetown if the player choose the cultist path, or at the beginning... Cant get into city, its blocked, how do you get in This is the new town I propose. It's an harbor on the north coast. I will try to made a 'real' medieval small city : not like Whiterun... Lot of buildings and things, no large streets... For now, I use farms... but maybe I can use some Solitude farms and buildings... If I keep this way, the mod will evoluate like this : - focused on Insmouth - dark activities in insmouth (trafficking, business with Riften thieves guild, some slavery) - Some secrets : the strange cave, the temple of the deeps, Ryel breeding hall, etc... - some citizens are involved into the cult, but not all. Maybe a third. Core Quest way planned : - starter : a dialogue of Innkeepers about disaperances and a job available in Solitude. - begin : you take the mision at solitude (Finding Atia Csasonia), you go to Insmouth, you met Zarok Allenith, and you met Susana. They will be our only allies. Zarok is a 90 years old sea worker, Susana a prostitute in the town brothel., she will find you a room. - Enquiry phase : talking to people about disapeances... find a clue. - I keep the Shul Tar / Nar Si Ra / Gwenaelle / Fiana Quest line for the enquiry. - Player will find the strange cave, and made his first dream - Player will follow the path of the small cave, and will be the whitess of a ceremony. - Player will be force to go back into his room. - Player will made a dream (The dream quest) - Player will face a cultist (Mankara), and will be able to choose : keep continuing to investiguate (and fighting the cult), or becoming a cultist. Cultist path : - Initiaition, the three oaths of the Deeps 5including sex scene with lurker) - some small jobs like finding steel ingots, and help some in some particular business (transporting slaves, convert somebody, etc...). - conversion of the city : conversion of last non cultists citizens, some murders, corruption of Solitude Stewart and DawnStar Jarl. - great ceremony for invocating the Higher preistress, and a invocation of the Lordof the deeps. Player will become a Priestress or the master adept. Investiguating path : - So, killing Mankara is the first step. No whitnesses - Find evidences baout the cult : who is involved ? - cleaning iof the city : elimination of some cultists, and fight during the invocation ceremony. - Player get free Atia and Bring her to Solitude Stewart. I dont know If I made a slavetown if the player choose the cultist path, or at the beginning... Cant get into city, its blocked, how do you get in, it does not trigger that I have got to city when I approach the marker
ImmortalOne Posted July 17, 2015 Posted July 17, 2015 This is the new town I propose. It's an harbor on the north coast. I will try to made a 'real' medieval small city : not like Whiterun... Lot of buildings and things, no large streets... For now, I use farms... but maybe I can use some Solitude farms and buildings... If I keep this way, the mod will evoluate like this : - focused on Insmouth - dark activities in insmouth (trafficking, business with Riften thieves guild, some slavery) - Some secrets : the strange cave, the temple of the deeps, Ryel breeding hall, etc... - some citizens are involved into the cult, but not all. Maybe a third. Core Quest way planned : - starter : a dialogue of Innkeepers about disaperances and a job available in Solitude. - begin : you take the mision at solitude (Finding Atia Csasonia), you go to Insmouth, you met Zarok Allenith, and you met Susana. They will be our only allies. Zarok is a 90 years old sea worker, Susana a prostitute in the town brothel., she will find you a room. - Enquiry phase : talking to people about disapeances... find a clue. - I keep the Shul Tar / Nar Si Ra / Gwenaelle / Fiana Quest line for the enquiry. - Player will find the strange cave, and made his first dream - Player will follow the path of the small cave, and will be the whitess of a ceremony. - Player will be force to go back into his room. - Player will made a dream (The dream quest) - Player will face a cultist (Mankara), and will be able to choose : keep continuing to investiguate (and fighting the cult), or becoming a cultist. Cultist path : - Initiaition, the three oaths of the Deeps 5including sex scene with lurker) - some small jobs like finding steel ingots, and help some in some particular business (transporting slaves, convert somebody, etc...). - conversion of the city : conversion of last non cultists citizens, some murders, corruption of Solitude Stewart and DawnStar Jarl. - great ceremony for invocating the Higher preistress, and a invocation of the Lordof the deeps. Player will become a Priestress or the master adept. Investiguating path : - So, killing Mankara is the first step. No whitnesses - Find evidences baout the cult : who is involved ? - cleaning iof the city : elimination of some cultists, and fight during the invocation ceremony. - Player get free Atia and Bring her to Solitude Stewart. I dont know If I made a slavetown if the player choose the cultist path, or at the beginning... Cant get into city, its blocked, how do you get in This is the new town I propose. It's an harbor on the north coast. I will try to made a 'real' medieval small city : not like Whiterun... Lot of buildings and things, no large streets... For now, I use farms... but maybe I can use some Solitude farms and buildings... If I keep this way, the mod will evoluate like this : - focused on Insmouth - dark activities in insmouth (trafficking, business with Riften thieves guild, some slavery) - Some secrets : the strange cave, the temple of the deeps, Ryel breeding hall, etc... - some citizens are involved into the cult, but not all. Maybe a third. Core Quest way planned : - starter : a dialogue of Innkeepers about disaperances and a job available in Solitude. - begin : you take the mision at solitude (Finding Atia Csasonia), you go to Insmouth, you met Zarok Allenith, and you met Susana. They will be our only allies. Zarok is a 90 years old sea worker, Susana a prostitute in the town brothel., she will find you a room. - Enquiry phase : talking to people about disapeances... find a clue. - I keep the Shul Tar / Nar Si Ra / Gwenaelle / Fiana Quest line for the enquiry. - Player will find the strange cave, and made his first dream - Player will follow the path of the small cave, and will be the whitess of a ceremony. - Player will be force to go back into his room. - Player will made a dream (The dream quest) - Player will face a cultist (Mankara), and will be able to choose : keep continuing to investiguate (and fighting the cult), or becoming a cultist. Cultist path : - Initiaition, the three oaths of the Deeps 5including sex scene with lurker) - some small jobs like finding steel ingots, and help some in some particular business (transporting slaves, convert somebody, etc...). - conversion of the city : conversion of last non cultists citizens, some murders, corruption of Solitude Stewart and DawnStar Jarl. - great ceremony for invocating the Higher preistress, and a invocation of the Lordof the deeps. Player will become a Priestress or the master adept. Investiguating path : - So, killing Mankara is the first step. No whitnesses - Find evidences baout the cult : who is involved ? - cleaning iof the city : elimination of some cultists, and fight during the invocation ceremony. - Player get free Atia and Bring her to Solitude Stewart. I dont know If I made a slavetown if the player choose the cultist path, or at the beginning... Cant get into city, its blocked, how do you get in Yeah, main gate was locked for me aswell But if you walk abit to the left of that you'll find a small hill that can get you onto a small tower, and via there enter the city Alternatively you can go to the right side and enter the city via the docks
Delzaron Posted July 17, 2015 Author Posted July 17, 2015 You have to get the auest for entering into the city for now (so, talking to inn keeprs, talking to Falk Firebeard, talking to Aldis, go to Ins,outh entry, talking to Knyva). Thanks for your remarks anyway, I will add a dialogue line for Knyva for opening the doors even if the plqyer is not in the mod core quest (but you will need to pay him !)
tndvrs Posted July 17, 2015 Posted July 17, 2015 from the start : I talked to barkeeper , about some rumors > go to Falk Firebeard ask if he needs an investigator > go to Aldis and ask him about the old seaworker > go to mapmarker or quest pointer in front of the gate of Insmouth > Here happens nothing !!!! I can wait a day or hours from down till dusk , Talking to Knyva the Insmouth quard , it will not trigger a conversation. Started a second time , still no response from quard. after fight with bandids nearby , the quards will not return to the gate or gate house. Hope you can use this feedback....
Pfactor Posted July 17, 2015 Posted July 17, 2015 I started with a new game completely. There is still a lot of things wrong, the quests do not fire up in most of the parts. I had to use the console to compelete many of the stages. The final dead end was entering the Temple of the Deeps. Again it was an invisible wall, no quest targets were working, could not do anything.
Delzaron Posted July 17, 2015 Author Posted July 17, 2015 It's curious... I made a test, and things were ok... - the gate keeper : i will change his condtionnals... Maybe it will solve the problem. Or maybe it's just a trigger problem. - Invisible walls are normal : they are here to dont allow the player to miss parts.... I will replace them with unpickabe doors if I can. For the city gate,s just talk to the gate keeper. - did you add the SEQ file ? I made a fresh one for the version 0.2. Which problems did you met exactly ? Edit : There is Skyrim.esp dependance.... maybe the problem is here. Most of references were linked to thr ryelh cell, so i deleted it and made a new one, but the dependance is still here...
ErikModi Posted July 18, 2015 Posted July 18, 2015 from the start : I talked to barkeeper , about some rumors > go to Falk Firebeard ask if he needs an investigator > go to Aldis and ask him about the old seaworker > go to mapmarker or quest pointer in front of the gate of Insmouth > Here happens nothing !!!! I can wait a day or hours from down till dusk , Talking to Knyva the Insmouth quard , it will not trigger a conversation. Started a second time , still no response from quard. after fight with bandids nearby , the quards will not return to the gate or gate house. Hope you can use this feedback.... Same issue here.
Delzaron Posted July 18, 2015 Author Posted July 18, 2015 You didn't talk to Knyva ? You can't get any dialogues for entering into the city ?
ErikModi Posted July 18, 2015 Posted July 18, 2015 Exactly the same as tndvrs describes. When I arrive at Insmouth, the guards run off to fight the bandits camped nearby, and Knyva just stands there, doing nothing. Waited, fast-travelled elsewhere, came back, stood exactly on the quest marker, no update. Finally used the console to advance the quest, and then I could talk to Knyva and get in. In general: Lot of consoling required to advance. Some more specificity in quest objectives would be nice, especially in the generic "investigate" parts. Also, most of the NPCs have a Dark Face Bug, and the "What's going on in Insmouth" dialogue persists well past the point its needed (it's rather hysterical asking the Lurkers what's going on, and having them reply "Keep quiet, those things are everywhere.") If you like, I offer my services to edit dialogue for grammar and spelling. . . some of the lines are very difficult to understand. I don't mean that as a put-down, I gather French is your primary language, but as a fan of Skyrim, the Cthulhu Mythos, and SexLab mods, I'd like to help make this as awesome as it can be.
Delzaron Posted July 18, 2015 Author Posted July 18, 2015 - Ok, it's a trigger problem. And I should supress these damn bandits... Maybe they false the Forcegreet package of Knyva... I changed his condtionnals : now you dont need to get the trigger to talk to him... - lot of console use ? surprizing... for me it's works smoothie... just need to use the console 4 times for getting to the temple... - more specific ? For the investigate, I cant set as objectives all Insmouth NPC.... - Dark faces, normal... I didn't generate the faces. It will be the last update. - Dialogue persist ? Conditionnal missing... - You can speak to lurkers ? Which ones ? They are supposed to be invisible ?
ErikModi Posted July 18, 2015 Posted July 18, 2015 - Ok, it's a trigger problem. And I should supress these damn bandits... Maybe they false the Forcegreet package of Knyva... I changed his condtionnals : now you dont need to get the trigger to talk to him... - lot of console use ? surprizing... for me it's works smoothie... just need to use the console 4 times for getting to the temple... - more specific ? For the investigate, I cant set as objectives all Insmouth NPC.... - Dark faces, normal... I didn't generate the faces. It will be the last update. - Dialogue persist ? Conditionnal missing... - You can speak to lurkers ? Which ones ? They are supposed to be invisible ? - I was thinking of suggesting moving Innsmouth a bit away from the bandit camp, but now knowing much about how modding works, wasn't sure if it would be more trouble than its worth. - Seemed like, after getting to Innsmouth, the console was needed for every other objective. I may be misremembering, though. - There are a few cases where additional quest markers might come in handy, but once you're told to "talk to a seaworker" or "check out the docks at night," it would be helpful if there was some kind of update to let you know that talking to more people wasn't going to help. - Ah, fair enough with the "dark face." Making NPCs seems to be the easiest thing to do for any mod, so getting the hard parts out of the way make sense. - Yeah, even when I got to the "dream sequence," which seems to be where things end for now, the folk down there had that dialogue option available. - There's one at the end of a street in Innsmouth, in a back corner near where the wall is low enough you can jump into the town from outside. He's visible, and during the investigation phase you can talk to him and ask him what's up. And, as I mentioned, since the dialogue option doesn't clear, you can talk to the Lurkers in the "dream sequence." Also, and this may be something you plan to address, since it seems at or near the end of what's "finished," but when you're trying to spy on the temple, the NPCs are too far away from the closest point you can advance thanks to an invisible wall for the subtitles to show up. I only know there is dialogue because on one test, I got close enough to hear the "new girl," her name escapes me, say she was ready or something like that. Really great stuff so far, though. The music is nice and atmospheric, really selling that this is a completely different thing than most of Skyrim. The gradual unraveling of the mystery really feels like a Cthulhu Mythos tale, and the overall atmosphere of the town feels creepy and unwelcoming, exactly like a Cthulhu town should. Well done, I really look forward to playing the completed mod!
Krupnokalibernaya Posted July 18, 2015 Posted July 18, 2015 I wonder is it ok for me to translate it into Chinese and post it on 3DM?
Delzaron Posted July 18, 2015 Author Posted July 18, 2015 - I was thinking of suggesting moving Innsmouth a bit away from the bandit camp, but now knowing much about how modding works, wasn't sure if it would be more trouble than its worth. Ni, it will be an hell. Supressing or disabling the bandits is simpler. - Seemed like, after getting to Innsmouth, the console was needed for every other objective. I may be misremembering, though. Every objective ? You mean every stage ? And just after talking to Knyva ? Can you list the stages where you get problems ? - There are a few cases where additional quest markers might come in handy, but once you're told to "talk to a seaworker" or "check out the docks at night," it would be helpful if there was some kind of update to let you know that talking to more people wasn't going to help. Now there is a marker for the docks. 20 NPC are in the sea workers faction... and their anszwers are randomized. - Ah, fair enough with the "dark face." Making NPCs seems to be the easiest thing to do for any mod, so getting the hard parts out of the way make sense. Yes. If I add more NPC, I will need to rebgen the faces... or it's take a lot of time. - Yeah, even when I got to the "dream sequence," which seems to be where things end for now, the folk down there had that dialogue option available. Now you can finish the dream sequence. - There's one at the end of a street in Innsmouth, in a back corner near where the wall is low enough you can jump into the town from outside. He's visible, and during the investigation phase you can talk to him and ask him what's up. And, as I mentioned, since the dialogue option doesn't clear, you can talk to the Lurkers in the "dream sequence." I know. This lurker is here to see oif they are hostile to other NPC, ot to the player (they should not at this point of the mod). I really need to change the sentence condtionnal... Also, and this may be something you plan to address, since it seems at or near the end of what's "finished," but when you're trying to spy on the temple, the NPCs are too far away from the closest point you can advance thanks to an invisible wall for the subtitles to show up. I only know there is dialogue because on one test, I got close enough to hear the "new girl," her name escapes me, say she was ready or something like that. Yes, the mod is a pre alpha. A third of the quests are made, and the citty need to be improiving (but I already like her atmosphere : streets are thin, the city is dark and full of terror !) I wonder is it ok for me to translate it into Chinese and post it on 3DM? Yes... but it's not complete ! You should wait a definitive version...
tndvrs Posted July 18, 2015 Posted July 18, 2015 I arrive at the quest marker Insmouth, The bandids attacks and the quards are running away. after the fight the quards do NOT return to theyer post. so I use a follow spel on the Knyva quard and bring him back to the Quest marker so I can start Talking. There is nothing that is related with the quest FTD, only invitations to have sex, SEE PICTURES The gate opens before I talk to Knyva but the invissible wall is still active. The quest marker is still active as I get in to town through the wall (console > TCL ) then I lose the storyline becauze the marker outside stay's active. I think The quantity of mods that I am using is the cauze of all these problems. and i think you are using CK and only the mods for creating FTD. Merci
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now