Jump to content

Recommended Posts

Posted

man, this work is awesome!

but I'm afraid I have some strange issue to report:

 

I choose the revenge path, the man from the thives guild send me to susana but she dont talk to me.

I mean, his mouth keep moveing while the subtitle underneath say "susana: ..."

 

due to this I navigate this thread to find some1 with the same issue, with no luck, I tryed to use the console command but every stage of the quest seems to be 0

is there some advice to pass through this?

Posted

I'm having an issue.  I'm trying to get into the Temple of the Deeps for the first time but I can't because there is an invisible wall blocking me.  Movetoqt console command doesn't work, says missing quest perimeter.  

Posted

I'm having an issue.  I'm trying to get into the Temple of the Deeps for the first time but I can't because there is an invisible wall blocking me.  Movetoqt console command doesn't work, says missing quest perimeter.  

 

The invisible walls were originally supposed to keep the player from prematurely exploring the temple. Movetoqt is a command which only works like that in Fallout 3 and New Vegas (Oblivion maybe too, don't know), in Skyrim you'll have to add the quest ID to the command (and maybe the objective as well).

Posted

 

I'm having an issue.  I'm trying to get into the Temple of the Deeps for the first time but I can't because there is an invisible wall blocking me.  Movetoqt console command doesn't work, says missing quest perimeter.  

 

The invisible walls were originally supposed to keep the player from prematurely exploring the temple. Movetoqt is a command which only works like that in Fallout 3 and New Vegas (Oblivion maybe too, don't know), in Skyrim you'll have to add the quest ID to the command (and maybe the objective as well).

 

 

How I continue then?  I have to go into that argonian guy's house and the quest marker points me to the door that leads me to the Temple of Deeps. Don't know what to do

Posted

Enter the lighthouse directly. The quest marker leads through the Achab Residence and the temple for some reason.

Posted

 

Enter the lighthouse directly. The quest marker leads through the Achab Residence and the temple for some reason.

 

Thanks

 

 

Just out of curiosity, does it work when you lock the door through console commands, turn off the quest in the log then activate it again?

Posted

 

 

Enter the lighthouse directly. The quest marker leads through the Achab Residence and the temple for some reason.

 

Thanks

 

 

Just out of curiosity, does it work when you lock the door through console commands, turn off the quest in the log then activate it again?

 

 

Didn't try it.  I just did what you said and went to the lighthouse and everything works fine now

Posted

If i start this mod it not break my global game? Or use it on only not important save special for this mod?

 

As far as I know, this mod doesn't break anything in the vanilla game. The only character who gets seriously affected is Erikur, and his only use in the vanilla game is walking around sandboxing.

Posted

Erikur is not affected by FTD.

I made a copy of him, and I use that copy for FTD.

 

The vanilla Erikur is not affected at all.

Only Gisli receive a the cultist faction, that's all.

Posted

I restested the mod...

 

Bugs listed :

- Atela face have no facege

- merchants dont work...

- Zoadok house : a glitch

 

Cult path :

The sacrifice scene dont work at all... I will rework it entirely.

Mankara annoying forcegreet

The lurker spell dont work. Ok, I used a level 1 character...

The scene with the Lord of the deeps is too short... I need to add timers.

The sex request to slaves not work

 

Revenge path :

Zadok problem solved !

Lurkers, seekers and priestress are not hostile toward the player

 

 

Posted

I believe I've figured out why the map marker into the lighthouse leads through the temple: when a quest marker pops up, the engine decides the path on a couple of conditions:

-The shortest route

-The route without locked doors.

 

When the marker pops up, the only route into the lighthouse without locked doors is through the temple. If one of those doors were locked (say, the door inside the Achab residence), I believe the marker would point directly to the lighthouse instead.

Posted

I can try it. I just need to think to add the key to the player when it will be necessary...

 

You could add the key once the player has joined the cult or have the door open through scripts at the appropriate stage. (This also means you can remove the invisible walls, for testing purposes, as players are already kept out of the Temple by the locked door.)

Posted

Glad that is move from Solitude. Quest marker for "Infiltration" seems odd. It points to the house after I got the key by paying the bounty, but the entrance is actually from an other building that is linked to the house that has an invisible wall to the temple door. Quite confussing at first.

Play until to the point of getting equipment back from Zadok, but he has no dialog. Help please.

Posted

Setstage this step for now...

I will made an update since I can.

I did get through by setstage, but the rest of the mod is broken. the kill targets does not turn hostile, have to use another setstage to get gears back... Also, I can't seems to use most crafting stations, after uninstall this mod, turns back to normal. Seems like a bound effect at some point of the mod is bugging it. Looking forward for further updates.

Also the parasite armor requires cbbe right? Maybe create a choice to use the Aradia living armor for unp users.

Posted

Revenge path : zadok problem solved.

Now i need to set all Dagon faction members hostile toward the player...

I already created a faction designed for that, but it's seems not enough.

 

Maybe a way is adding by script an faction know as hostile to player to all Dagon faction members...

Posted

 

I can try it. I just need to think to add the key to the player when it will be necessary...

 

You could add the key once the player has joined the cult or have the door open through scripts at the appropriate stage. (This also means you can remove the invisible walls, for testing purposes, as players are already kept out of the Temple by the locked door.)

 

 

I made that modification. Temple mai gatr is now locked, unlockable by a key.

This key is given during aFTD3Begin (third oath) and aFTD4End (Zadok and player gear return).

 

I made also more modifications.

I will update the mod tonight if my test is succesfull.

 

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...