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Posted

 

Hey Delzaron let me just say I love the theme of this mod.  I always enjoyed HP Lovecraft themes but I have a slight problem.  Been trying to convert the parasite armor to UUNP (my favorite body mod) and I always end up with something that looks like its missing the textures (aka: glowing blue or pink).  I use Bodyslide and do everything right, the physics work but it seems the textures don't match I think.  Advice?

 

Doesn't Deviously Cursed Loot already come with a UUNP version of the parasite armor?

 

 

 

 

 

Hey Delzaron let me just say I love the theme of this mod.  I always enjoyed HP Lovecraft themes but I have a slight problem.  Been trying to convert the parasite armor to UUNP (my favorite body mod) and I always end up with something that looks like its missing the textures (aka: glowing blue or pink).  I use Bodyslide and do everything right, the physics work but it seems the textures don't match I think.  Advice?

 

Doesn't Deviously Cursed Loot already come with a UUNP version of the parasite armor?

 

Hmm...I'm not sure.  I'm gonna check now though =D.  thx

 

Update: Nope..no dice.  The meshes are out of date.  I have the Tentacle Parasite-UUNP Bodyslide HDT but that only takes care of meshes.  Unless I'm missing something.

 

 

 

I use a CBBE meshe for the tentacle parasite.

 

And I dont use Cursed loots : it makes my skyrim very unstable.

Posted

That's strange... maybe the meshe of the priestess boots, but they are inside...

 

When you saw this message ?

This actually turned out to be a weird issue with Summerset Isles. It can increase load times SUBSTANTIALLY, enough so that skse starts having problems. I was right at the cusp of that issue, and FTD pushed it over the edge.

 

Long story short, I uninstalled Summerset Isles and now everything is awesome again.

Posted

Wäre schön nur Sklave und Züchter

What ?

Write in french or english, please.

 

 

That's strange... maybe the meshe of the priestess boots, but they are inside...

 

When you saw this message ?

This actually turned out to be a weird issue with Summerset Isles. It can increase load times SUBSTANTIALLY, enough so that skse starts having problems. I was right at the cusp of that issue, and FTD pushed it over the edge.

 

Long story short, I uninstalled Summerset Isles and now everything is awesome again.

 

 

I dont have summerset isles, but i have high heels.esm (it's required for devious devices, but ZAZ dont use it)

 

I dont understand why it's making a conflict with summerset isles... I dont have this mod (I never played Falskarr!)

 

I'm glad you suceed to find the problem.

Posted

Installed the mod... how do I start the quest/story?

 

Do I need to find Knyva? Ran around Solitude looking for her.

 

Knyva is a man... (it's a german firstname)

 

He's the gate keeper if Insmouth.

 

For beginning the mod, talk to an Innkeeper, and ask him if he have some gossips to share.

 

Posted
 
 
I finished the quest cultist side, it was quite nice and I just give you some encouragement (and also remarks, sorry). The dark atmosphere is successful and matches the storyline and quests, there are many good ideas and fun things. But too many fedex quests (there will, come back return to the same place ...). it should make these quests more interesting or fewer
(ex : The prices demanded by corrupt characters might be known and / or more difficult to obtain ...)

So apart from these few go and returns, it was rather good. Thank you !!

 

 

 

 

ps : i dont speak very well english so : google trans powers !... I hope it's a clear message.

Posted

Okay good news for those that have been dealing with my recent quirk that the current tentacle armor in the mod doesn't work with UUNP.  Simple solution: Aradia Living Armor Jellyfish Edition.  Its a FOMOD so should install no problem.  Simply install it, copy/past the meshes and textures to their respective folders for From the Deeps mod and boom done.  One final quirk that kind of annoys me finally; the Furo tubs from ZAZ should at least be effected by Sexlab Aroused.  I almost think they should be implemented into Sexlab itself.  Is there a way to do that or at the very least finishing the animation activates Aroused climax animation.  Reason I brought this up is Aroused kind of conflicted with the ZAZ pack as my character upon getting 100 aroused immediately broke out of the Furo tub animation and started masturbating.  This caused a crash of course as the priestess came to talk to you.

Posted

 

 
 
I finished the quest cultist side, it was quite nice and I just give you some encouragement (and also remarks, sorry). The dark atmosphere is successful and matches the storyline and quests, there are many good ideas and fun things. But too many fedex quests (there will, come back return to the same place ...). it should make these quests more interesting or fewer

(ex : The prices demanded by corrupt characters might be known and / or more difficult to obtain ...)

 

So apart from these few go and returns, it was rather good. Thank you !!

 

 

 

 

ps : i dont speak very well english so : google trans powers !... I hope it's a clear message.

 

 

Which quests ?

What are your propositions ?

 

 

 

Okay good news for those that have been dealing with my recent quirk that the current tentacle armor in the mod doesn't work with UUNP.  Simple solution: Aradia Living Armor Jellyfish Edition.  Its a FOMOD so should install no problem.  Simply install it, copy/past the meshes and textures to their respective folders for From the Deeps mod and boom done.  One final quirk that kind of annoys me finally; the Furo tubs from ZAZ should at least be effected by Sexlab Aroused.  I almost think they should be implemented into Sexlab itself.  Is there a way to do that or at the very least finishing the animation activates Aroused climax animation.  Reason I brought this up is Aroused kind of conflicted with the ZAZ pack as my character upon getting 100 aroused immediately broke out of the Furo tub animation and started masturbating.  This caused a crash of course as the priestess came to talk to you.

 

I already tested Aradia living armor in FTD previous version (the one at solitude), but it made crashes.

 

I dont know for the furotubs : I use them because they are in the mod spirit, and no mod use them. But I dont know how to put them into sexlab or to made them not using sexlab aroused.

Posted

Hello. I've started playing this wonderful mod about two days ago and so far there has been no major issues with it (granted I'm only at the beginning, where you're first captured by Lurkers).

 

I did however notice a couple of weird issues.

 

First one is that I can get into the ship right away, as soon as I enter the town, and no one really stops me. I'm assuming you're not supposed to because I entered the ship and saw a bunch of weird creatures/slaves/etc., which didn't advance the quest, even when I spoke to all at them.

 

Also, some of the female slaves have male voices.

 

Finally, there's a lurker that pops up once you approach the 'Abandoned House' that never really goes away. Is this on purpose?

Posted

Hello. I've started playing this wonderful mod about two days ago and so far there has been no major issues with it (granted I'm only at the beginning, where you're first captured by Lurkers).

 

I did however notice a couple of weird issues.

 

First one is that I can get into the ship right away, as soon as I enter the town, and no one really stops me. I'm assuming you're not supposed to because I entered the ship and saw a bunch of weird creatures/slaves/etc., which didn't advance the quest, even when I spoke to all at them.

 

Also, some of the female slaves have male voices.

 

Finally, there's a lurker that pops up once you approach the 'Abandoned House' that never really goes away. Is this on purpose?

 

The ship : not a bug, just something I could add... but yes, the entry should be blocked.

 

Female slaves have male voices, again ?

 

The lurker is here for the ambiance, that's all... (and it's a test to see if lurker begin hostile toward player or not).

Posted

 

Installed the mod... how do I start the quest/story?

 

Do I need to find Knyva? Ran around Solitude looking for her.

 

Knyva is a man... (it's a german firstname)

 

If so it's _very_ ancient one ;)

 

I've played it quite far now (0.9), corruption path was fine except some minor things (No questmarker for Sybil Stentor, questmarker out of the temple always leads through the blocked entrance.) Maybe you can reopen the entrance after the player joined the cult?

 

The slaves on the ship were almost all strange... an orc had a green female body, but his head had the color of a breton, he and several other slaves there had male voices.

The other way: is it meant that saying "please no" twice leads to a dead end? I was sent fo fuck the Seeker, but after that nothing happened.

 

I agree with Lodo1230 that it's a lot of running around, some more scenes like the one with Maive would improve the mod... or maybe something like following the blood traces during this vanilla-quest in Windhelm, or just watching some strange things beside the ceremony. But that's just "one day somebody might do that", not necessary :)

(I have a light hope that you don't like FO4 and come back to skyrim with more time :D)

Posted

 

Installed the mod... how do I start the quest/story?

 

Do I need to find Knyva? Ran around Solitude looking for her.

 

Knyva is a man... (it's a german firstname)

 

He's the gate keeper if Insmouth.

 

For beginning the mod, talk to an Innkeeper, and ask him if he have some gossips to share.

 

 

 

Thanks! Was playing through and having fun... stuck on the part where I need to find the spy though, been questioning all the townspeople..

Posted

 

 

Installed the mod... how do I start the quest/story?

 

Do I need to find Knyva? Ran around Solitude looking for her.

 

Knyva is a man... (it's a german firstname)

 

If so it's _very_ ancient one ;)

 

I've played it quite far now (0.9), corruption path was fine except some minor things (No questmarker for Sybil Stentor, questmarker out of the temple always leads through the blocked entrance.) Maybe you can reopen the entrance after the player joined the cult?

 

The slaves on the ship were almost all strange... an orc had a green female body, but his head had the color of a breton, he and several other slaves there had male voices.

The other way: is it meant that saying "please no" twice leads to a dead end? I was sent fo fuck the Seeker, but after that nothing happened.

 

I agree with Lodo1230 that it's a lot of running around, some more scenes like the one with Maive would improve the mod... or maybe something like following the blood traces during this vanilla-quest in Windhelm, or just watching some strange things beside the ceremony. But that's just "one day somebody might do that", not necessary :)

(I have a light hope that you don't like FO4 and come back to skyrim with more time :D)

 

 

Why do you play with the version 0.9 ?

 

There is a nice version 2.1Bis.

 

- for sybil stentor marker, there is nothing I can do. I made the alias, it's in the objective, but it' still don"t work. But the character is quite famous, so nos problem.

- the orc slave in the ship was fixed.

- the path for the temple is calculated by the game. I added markers to try to make the game understand he needs to path through artharak house, but it never worked.

 

Posted

 

 

 

Installed the mod... how do I start the quest/story?

 

Do I need to find Knyva? Ran around Solitude looking for her.

 

Knyva is a man... (it's a german firstname)

 

If so it's _very_ ancient one ;)

 

I've played it quite far now (0.9), corruption path was fine except some minor things (No questmarker for Sybil Stentor, questmarker out of the temple always leads through the blocked entrance.) Maybe you can reopen the entrance after the player joined the cult?

 

The slaves on the ship were almost all strange... an orc had a green female body, but his head had the color of a breton, he and several other slaves there had male voices.

The other way: is it meant that saying "please no" twice leads to a dead end? I was sent fo fuck the Seeker, but after that nothing happened.

 

I agree with Lodo1230 that it's a lot of running around, some more scenes like the one with Maive would improve the mod... or maybe something like following the blood traces during this vanilla-quest in Windhelm, or just watching some strange things beside the ceremony. But that's just "one day somebody might do that", not necessary :)

(I have a light hope that you don't like FO4 and come back to skyrim with more time :D)

 

 

Why do you play with the version 0.9 ?

 

At least that's the filename i downloaded, Things in the Dark 0.9, i think the link was 2.1 or 2.0, the newest file earlier this year. I didn't want to update it during quests, things got too often messy then.

There is a nice version 2.1Bis.

 

- for sybil stentor marker, there is nothing I can do. I made the alias, it's in the objective, but it' still don"t work. But the character is quite famous, so nos problem.

I agree :)

- the orc slave in the ship was fixed.

- the path for the temple is calculated by the game. I added markers to try to make the game understand he needs to path through artharak house, but it never worked.

I've read this before, but maybe you could remove the wall again after the player joined the cultists? Then we can use the way the questmarker shows.

Or make a stonedoor from the beginning, with a chain to open it at one side only, that should also work i think.

 

 

Posted

 

 

 

 

Installed the mod... how do I start the quest/story?

 

Do I need to find Knyva? Ran around Solitude looking for her.

 

Knyva is a man... (it's a german firstname)

 

If so it's _very_ ancient one ;)

 

I've played it quite far now (0.9), corruption path was fine except some minor things (No questmarker for Sybil Stentor, questmarker out of the temple always leads through the blocked entrance.) Maybe you can reopen the entrance after the player joined the cult?

 

The slaves on the ship were almost all strange... an orc had a green female body, but his head had the color of a breton, he and several other slaves there had male voices.

The other way: is it meant that saying "please no" twice leads to a dead end? I was sent fo fuck the Seeker, but after that nothing happened.

 

I agree with Lodo1230 that it's a lot of running around, some more scenes like the one with Maive would improve the mod... or maybe something like following the blood traces during this vanilla-quest in Windhelm, or just watching some strange things beside the ceremony. But that's just "one day somebody might do that", not necessary :)

(I have a light hope that you don't like FO4 and come back to skyrim with more time :D)

 

 

Why do you play with the version 0.9 ?

 

At least that's the filename i downloaded, Things in the Dark 0.9, i think the link was 2.1 or 2.0, the newest file earlier this year. I didn't want to update it during quests, things got too often messy then.

There is a nice version 2.1Bis.

 

- for sybil stentor marker, there is nothing I can do. I made the alias, it's in the objective, but it' still don"t work. But the character is quite famous, so nos problem.

I agree :)

- the orc slave in the ship was fixed.

- the path for the temple is calculated by the game. I added markers to try to make the game understand he needs to path through artharak house, but it never worked.

I've read this before, but maybe you could remove the wall again after the player joined the cultists? Then we can use the way the questmarker shows.

Or make a stonedoor from the beginning, with a chain to open it at one side only, that should also work i think.

 

 

But the invisible wall is disabled when you join the cult. or when you return to Insmouth in the revenge path

Posted

 

 

 

 

 

Installed the mod... how do I start the quest/story?

 

Do I need to find Knyva? Ran around Solitude looking for her.

 

Knyva is a man... (it's a german firstname)

 

If so it's _very_ ancient one ;)

 

I've played it quite far now (0.9), corruption path was fine except some minor things (No questmarker for Sybil Stentor, questmarker out of the temple always leads through the blocked entrance.) Maybe you can reopen the entrance after the player joined the cult?

 

The slaves on the ship were almost all strange... an orc had a green female body, but his head had the color of a breton, he and several other slaves there had male voices.

The other way: is it meant that saying "please no" twice leads to a dead end? I was sent fo fuck the Seeker, but after that nothing happened.

 

I agree with Lodo1230 that it's a lot of running around, some more scenes like the one with Maive would improve the mod... or maybe something like following the blood traces during this vanilla-quest in Windhelm, or just watching some strange things beside the ceremony. But that's just "one day somebody might do that", not necessary :)

(I have a light hope that you don't like FO4 and come back to skyrim with more time :D)

 

 

Why do you play with the version 0.9 ?

 

At least that's the filename i downloaded, Things in the Dark 0.9, i think the link was 2.1 or 2.0, the newest file earlier this year. I didn't want to update it during quests, things got too often messy then.

There is a nice version 2.1Bis.

 

- for sybil stentor marker, there is nothing I can do. I made the alias, it's in the objective, but it' still don"t work. But the character is quite famous, so nos problem.

I agree :)

- the orc slave in the ship was fixed.

- the path for the temple is calculated by the game. I added markers to try to make the game understand he needs to path through artharak house, but it never worked.

I've read this before, but maybe you could remove the wall again after the player joined the cultists? Then we can use the way the questmarker shows.

Or make a stonedoor from the beginning, with a chain to open it at one side only, that should also work i think.

 

 

But the invisible wall is disabled when you join the cult. or when you return to Insmouth in the revenge path

 

 

Ah, there is a misunderstanding: When i want to get out of the temple, the questmarker leads me sometimes the way through the light house residence, where you have to go the first time to enter the temple. But this way is blocked by a stone wall. It's also not such a big problem, if you know the other way out, Susana tried to use this way too but she made it to her home. But it would be better if you're able to use the way the questmarker shows :)

 

 

 

 

 

Installed the mod... how do I start the quest/story?

 

Do I need to find Knyva? Ran around Solitude looking for her.

 

Knyva is a man... (it's a german firstname)

 

If so it's _very_ ancient one ;)

 

I've played it quite far now (0.9), corruption path was fine except some minor things (No questmarker for Sybil Stentor, questmarker out of the temple always leads through the blocked entrance.) Maybe you can reopen the entrance after the player joined the cult?

 

The slaves on the ship were almost all strange... an orc had a green female body, but his head had the color of a breton, he and several other slaves there had male voices.

The other way: is it meant that saying "please no" twice leads to a dead end? I was sent fo fuck the Seeker, but after that nothing happened.

 

I agree with Lodo1230 that it's a lot of running around, some more scenes like the one with Maive would improve the mod... or maybe something like following the blood traces during this vanilla-quest in Windhelm, or just watching some strange things beside the ceremony. But that's just "one day somebody might do that", not necessary :)

(I have a light hope that you don't like FO4 and come back to skyrim with more time :D)

 

 

Why do you play with the version 0.9 ?

 

At least that's the filename i downloaded, Things in the Dark 0.9, i think the link was 2.1 or 2.0, the newest file earlier this year. I didn't want to update it during quests, things got too often messy then.

There is a nice version 2.1Bis.

 

- for sybil stentor marker, there is nothing I can do. I made the alias, it's in the objective, but it' still don"t work. But the character is quite famous, so nos problem.

I agree :)

- the orc slave in the ship was fixed.

- the path for the temple is calculated by the game. I added markers to try to make the game understand he needs to path through artharak house, but it never worked.

I've read this before, but maybe you could remove the wall again after the player joined the cultists? Then we can use the way the questmarker shows.

Or make a stonedoor from the beginning, with a chain to open it at one side only, that should also work i think.

 

 

But the invisible wall is disabled when you join the cult. or when you return to Insmouth in the revenge path

 

 

Ah, there is a misunterstanding: i mean the (other) way out of the temple. The questmarker often leads me through the light house residence which is blocked by a stone wall after i used it to enter there. It's not a big problem, even Susana made it out of the temple although she tried this way, but it would be an improvement if you're actually able to use the way the questmarker shows.

Posted

 

 

 

 

 

 

Installed the mod... how do I start the quest/story?

 

Do I need to find Knyva? Ran around Solitude looking for her.

 

Knyva is a man... (it's a german firstname)

 

If so it's _very_ ancient one ;)

 

I've played it quite far now (0.9), corruption path was fine except some minor things (No questmarker for Sybil Stentor, questmarker out of the temple always leads through the blocked entrance.) Maybe you can reopen the entrance after the player joined the cult?

 

The slaves on the ship were almost all strange... an orc had a green female body, but his head had the color of a breton, he and several other slaves there had male voices.

The other way: is it meant that saying "please no" twice leads to a dead end? I was sent fo fuck the Seeker, but after that nothing happened.

 

I agree with Lodo1230 that it's a lot of running around, some more scenes like the one with Maive would improve the mod... or maybe something like following the blood traces during this vanilla-quest in Windhelm, or just watching some strange things beside the ceremony. But that's just "one day somebody might do that", not necessary :)

(I have a light hope that you don't like FO4 and come back to skyrim with more time :D)

 

 

Why do you play with the version 0.9 ?

 

At least that's the filename i downloaded, Things in the Dark 0.9, i think the link was 2.1 or 2.0, the newest file earlier this year. I didn't want to update it during quests, things got too often messy then.

There is a nice version 2.1Bis.

 

- for sybil stentor marker, there is nothing I can do. I made the alias, it's in the objective, but it' still don"t work. But the character is quite famous, so nos problem.

I agree :)

- the orc slave in the ship was fixed.

- the path for the temple is calculated by the game. I added markers to try to make the game understand he needs to path through artharak house, but it never worked.

I've read this before, but maybe you could remove the wall again after the player joined the cultists? Then we can use the way the questmarker shows.

Or make a stonedoor from the beginning, with a chain to open it at one side only, that should also work i think.

 

 

But the invisible wall is disabled when you join the cult. or when you return to Insmouth in the revenge path

 

 

Ah, there is a misunderstanding: When i want to get out of the temple, the questmarker leads me sometimes the way through the light house residence, where you have to go the first time to enter the temple. But this way is blocked by a stone wall. It's also not such a big problem, if you know the other way out, Susana tried to use this way too but she made it to her home. But it would be better if you're able to use the way the questmarker shows :)

 

 

 

 

 

Installed the mod... how do I start the quest/story?

 

Do I need to find Knyva? Ran around Solitude looking for her.

 

Knyva is a man... (it's a german firstname)

 

If so it's _very_ ancient one ;)

 

I've played it quite far now (0.9), corruption path was fine except some minor things (No questmarker for Sybil Stentor, questmarker out of the temple always leads through the blocked entrance.) Maybe you can reopen the entrance after the player joined the cult?

 

The slaves on the ship were almost all strange... an orc had a green female body, but his head had the color of a breton, he and several other slaves there had male voices.

The other way: is it meant that saying "please no" twice leads to a dead end? I was sent fo fuck the Seeker, but after that nothing happened.

 

I agree with Lodo1230 that it's a lot of running around, some more scenes like the one with Maive would improve the mod... or maybe something like following the blood traces during this vanilla-quest in Windhelm, or just watching some strange things beside the ceremony. But that's just "one day somebody might do that", not necessary :)

(I have a light hope that you don't like FO4 and come back to skyrim with more time :D)

 

 

Why do you play with the version 0.9 ?

 

At least that's the filename i downloaded, Things in the Dark 0.9, i think the link was 2.1 or 2.0, the newest file earlier this year. I didn't want to update it during quests, things got too often messy then.

There is a nice version 2.1Bis.

 

- for sybil stentor marker, there is nothing I can do. I made the alias, it's in the objective, but it' still don"t work. But the character is quite famous, so nos problem.

I agree :)

- the orc slave in the ship was fixed.

- the path for the temple is calculated by the game. I added markers to try to make the game understand he needs to path through artharak house, but it never worked.

I've read this before, but maybe you could remove the wall again after the player joined the cultists? Then we can use the way the questmarker shows.

Or make a stonedoor from the beginning, with a chain to open it at one side only, that should also work i think.

 

 

But the invisible wall is disabled when you join the cult. or when you return to Insmouth in the revenge path

 

 

Ah, there is a misunterstanding: i mean the (other) way out of the temple. The questmarker often leads me through the light house residence which is blocked by a stone wall after i used it to enter there. It's not a big problem, even Susana made it out of the temple although she tried this way, but it would be an improvement if you're actually able to use the way the questmarker shows.

 

 

The stone wall is here on purpose : it's a trap, and you lead yourself into. So, no way back.

 

After it, you will be able to enter thought the temple doors, so the cave is useless. It's why I dont unlocked this way.

 

 

Posted

Yes, i know its a trap, i know it's locked on purpose. Nevertheless the questmarker leads me there after i have joined the cult and there is no reason anymore to be trapped. At this point it can be removed again.

Posted

Yes, i know its a trap, i know it's locked on purpose. Nevertheless the questmarker leads me there after i have joined the cult and there is no reason anymore to be trapped. At this point it can be removed again.

 

Yes, I could modify the script... that's easy to do.

 

Posted

A few more minor issues, along with a couple of suggestions.

 

If I choose the corruption/submission path, one of the NPCs tells me to get 30 steel ingots and 10 malachite ingots. However, Malachite ingots are named 'Refined Malachite' in Skyrim. I suggest changing it in order to not confuse other people, like it did to me. I took literally three hours or so searching for it when I finally found out about this fact.

 

Also, when I choose the 'resist' option, when I'm still in the cells, there's an invisible wall instead of a cell door on the left side of the cell. That would be fine except sometimes the invisible wall sometimes randomly 'disappears', which allows me to roam freely through that area where you first watch the ritual, and even get into the room where the chest with my belongings is. None of the doors are locked.

 

Another minor cosmetical issue: the underground trap door in the cave is in the wrong position. The way it's placed, it makes it seem like the tunnel is actually a big hole where you would supposedly fall down to. Unless this was intentional, in which case, ignore this.

 

Another issue I found was that you can simply unequip and drop the restraints after the carriage that's carrying you crashes, so you can just ditch them as soon as you're released.

 

My last issue so far is when I need to talk to Dawnstar's jarl in the corruption path and pay him 5000 gold. Even though I have more than enough in my inventory, it still won't allow me to pay him. The dialogue never changes.

 

I have a couple of small suggestions if you're still planning on continuing on the development of this mod. Why not make it so the player can change paths/sides when they already have answered that one question where you can either submit or resist? Say, you choose submit, but then your character later on regrets it, and you have a chance to redeem yourself; or perhaps the other way around, where your character initially resists the temptation but later gives in?

 

It would also be pretty nice if the parasite did more than simply give the player a chance to randomly masturbate. Something like, it would prevent the player from casting spells, or perhaps double/triple the rate in which the arousal goes up. This would particularly be very immersive for some players who mods such as PSQ, where your player is forced to turn into a succubus when her arousal goes high enough.

 

I was thinking maybe you could add some male servants/slaves to the cells. Past investigators that were enslaved and that are merely used to 'train' the slaves.

 

I'm loving this mod so far. I'm definitely gonna play your other mods after this one. Thank you!

Posted

A few more minor issues, along with a couple of suggestions.

 

If I choose the corruption/submission path, one of the NPCs tells me to get 30 steel ingots and 10 malachite ingots. However, Malachite ingots are named 'Refined Malachite' in Skyrim. I suggest changing it in order to not confuse other people, like it did to me. I took literally three hours or so searching for it when I finally found out about this fact.

 

Also, when I choose the 'resist' option, when I'm still in the cells, there's an invisible wall instead of a cell door on the left side of the cell. That would be fine except sometimes the invisible wall sometimes randomly 'disappears', which allows me to roam freely through that area where you first watch the ritual, and even get into the room where the chest with my belongings is. None of the doors are locked.

 

Another minor cosmetical issue: the underground trap door in the cave is in the wrong position. The way it's placed, it makes it seem like the tunnel is actually a big hole where you would supposedly fall down to. Unless this was intentional, in which case, ignore this.

 

Another issue I found was that you can simply unequip and drop the restraints after the carriage that's carrying you crashes, so you can just ditch them as soon as you're released.

 

My last issue so far is when I need to talk to Dawnstar's jarl in the corruption path and pay him 5000 gold. Even though I have more than enough in my inventory, it still won't allow me to pay him. The dialogue never changes.

 

I have a couple of small suggestions if you're still planning on continuing on the development of this mod. Why not make it so the player can change paths/sides when they already have answered that one question where you can either submit or resist? Say, you choose submit, but then your character later on regrets it, and you have a chance to redeem yourself; or perhaps the other way around, where your character initially resists the temptation but later gives in?

 

It would also be pretty nice if the parasite did more than simply give the player a chance to randomly masturbate. Something like, it would prevent the player from casting spells, or perhaps double/triple the rate in which the arousal goes up. This would particularly be very immersive for some players who mods such as PSQ, where your player is forced to turn into a succubus when her arousal goes high enough.

 

I was thinking maybe you could add some male servants/slaves to the cells. Past investigators that were enslaved and that are merely used to 'train' the slaves.

 

I'm loving this mod so far. I'm definitely gonna play your other mods after this one. Thank you!

 

- maybe, but player cluld also use his brain...

 

- that's not normal : an invisible wall is here for blocking the prison : you can't acces to the chest where your gear is stored.

 

- This dialogue was made based on Skald the elder... it's work with both jarls (tested)... but there is several conditions, including more gold than expected...

 

- no, From the Deeps develomement is finished. In fact, this mod is already a resurrection and full debugging of a previous From the deeps, which was at solitude. What you propose is interesting, but too compicated to put in place. The only mod where I plan that (thanks to Shinjy) is TID (defnitly the more complicated mod I ever built, and it's still bugged).

 

- for the parasite : if you know scripts which allow to do that, I will be glad to use them...

 

- male slaves, could be, but don't forget thaht mod is also linked to simple slavery and slaverun (Try Shul Tar dialogues when these mods are installed...).

 

Posted

Ok, that's fine. I guess I won't be reporting any other issues (other than the one below) or suggestions, then. Thanks for the quick replies anyway.

 

One last issue that's actually quite annoying and actually affects the game outside the mod itself: For some reason, my character simply can't sit anymore. She simple gets up immediately as soon as I try to make her sit. I read a few pages back that this mod was the cause for this bug.

 

EDIT: I was lying. There's one more thing I wanna report.  :dodgy:

 

None of the pirates or cultists are hostile to me in the final Revenge quest.

Posted

Ok, that's fine. I guess I won't be reporting any other issues (other than the one below) or suggestions, then. Thanks for the quick replies anyway.

 

One last issue that's actually quite annoying and actually affects the game outside the mod itself: For some reason, my character simply can't sit anymore. She simple gets up immediately as soon as I try to make her sit. I read a few pages back that this mod was the cause for this bug.

 

EDIT: I was lying. There's one more thing I wanna report.  :dodgy:

 

None of the pirates or cultists are hostile to me in the final Revenge quest.

 

The furniture glitch again ? Where did it happen ? It"s was supressed during the dream quest, and I changed the packages to avoid this. I tested that several times with success !

So, where ? In the ceremony in the path cult ?

 

Revenge quest : which stages ?

 

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