ZoneTanIsLove Posted October 19, 2016 Posted October 19, 2016 Seem like some fine enough endings to me. I'll try the quest again after I get some other stuff to work. Nonetheless, still think a diplomacy ending between both factions would be pretty cool.
Delzaron Posted October 19, 2016 Author Posted October 19, 2016 Seem like some fine enough endings to me. I'll try the quest again after I get some other stuff to work. Nonetheless, still think a diplomacy ending between both factions would be pretty cool. How skyrim autorities and vigilants of stendarr will tolerate the presence of a "daedric cult" who take control of an entire city ? I don't think Nords will made a pact with the great ancients to protect themselves from the daedric lords... they are both threats for the mortals.
Otaku2013 Posted October 19, 2016 Posted October 19, 2016 Hi, TES5Edit report error when I check the version 2.4bis [00:00] Checking for Errors in [05] ZaFromTheDeepsV2.esp [00:00] [REFR:0511C576] (places ApoScryeTrigger01 "Scrye" [ACTI:02029EE8] in GRUP Cell Persistent Children of aFTDRyelh "Ryelh Hall" [CELL:0502851C]) [00:00] REFR \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0511C56A] < Error: Could not be resolved > [00:00] REFR \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0511C56B] < Error: Could not be resolved > [00:01] aFTDAtiaSavedPackage [PACK:0511F56F] [00:01] PACK \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: QUST [00:01] aFTDMUSExploreNight02 [MUST:0511F567] [00:01] MUST \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: QUST [00:01] aFTDThamesTunnels [MUST:05015B2E] [00:01] MUST \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: QUST [00:01] aFTDTerror [MUST:05015B2D] [00:01] MUST \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: QUST [00:01] aFTDIntimidation [MUST:05015B29] [00:01] MUST \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: QUST [00:01] aFTDLostSouls [MUST:05015B2A] [00:01] MUST \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: QUST [00:01] aFTDMUSExploreDay01 [MUST:0511F564] [00:01] MUST \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: QUST [00:01] aFTDMUSExploreDay02 [MUST:0511F565] [00:01] MUST \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: QUST [00:01] aFTDMUSExploreNight01 [MUST:0511F566] [00:01] MUST \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: QUST [00:01] All Done! Can you fix it ? Thanks
Delzaron Posted October 19, 2016 Author Posted October 19, 2016 Hi, TES5Edit report error when I check the version 2.4bis [00:00] Checking for Errors in [05] ZaFromTheDeepsV2.esp [00:00] [REFR:0511C576] (places ApoScryeTrigger01 "Scrye" [ACTI:02029EE8] in GRUP Cell Persistent Children of aFTDRyelh "Ryelh Hall" [CELL:0502851C]) [00:00] REFR \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0511C56A] < Error: Could not be resolved > [00:00] REFR \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0511C56B] < Error: Could not be resolved > [00:01] aFTDAtiaSavedPackage [PACK:0511F56F] [00:01] PACK \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: QUST [00:01] aFTDMUSExploreNight02 [MUST:0511F567] [00:01] MUST \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: QUST [00:01] aFTDThamesTunnels [MUST:05015B2E] [00:01] MUST \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: QUST [00:01] aFTDTerror [MUST:05015B2D] [00:01] MUST \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: QUST [00:01] aFTDIntimidation [MUST:05015B29] [00:01] MUST \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: QUST [00:01] aFTDLostSouls [MUST:05015B2A] [00:01] MUST \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: QUST [00:01] aFTDMUSExploreDay01 [MUST:0511F564] [00:01] MUST \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: QUST [00:01] aFTDMUSExploreDay02 [MUST:0511F565] [00:01] MUST \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: QUST [00:01] aFTDMUSExploreNight01 [MUST:0511F566] [00:01] MUST \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: QUST [00:01] All Done! Can you fix it ? Thanks I see ! It's the corrupted quest... I will fix it.
ZoneTanIsLove Posted October 19, 2016 Posted October 19, 2016 Seem like some fine enough endings to me. I'll try the quest again after I get some other stuff to work. Nonetheless, still think a diplomacy ending between both factions would be pretty cool. How skyrim autorities and vigilants of stendarr will tolerate the presence of a "daedric cult" who take control of an entire city ? I don't think Nords will made a pact with the great ancients to protect themselves from the daedric lords... they are both threats for the mortals. I was thinking more-so that the cult remains in secrecy, but you make arrangements with them where they only capture specific people (i.e. murderers, bandits, etcetera) and not innocents.
bicobus Posted October 20, 2016 Posted October 20, 2016 Hello there dear Delzaron, I don't believe somebody pointed this to you but you seem to have left a typo in your mod description. Indeed, it is not "dependendies" but in fact "dependencies". As for the quest line, would it get broken if the player got out of the location? Say, got defeated then transported to simpleslavery then back to skyrim? Should I watch out for those kind of mods that get the player back to another location, like shout like a virgin?
Delzaron Posted October 20, 2016 Author Posted October 20, 2016 Hello there dear Delzaron, I don't believe somebody pointed this to you but you seem to have left a typo in your mod description. Indeed, it is not "dependendies" but in fact "dependencies". As for the quest line, would it get broken if the player got out of the location? Say, got defeated then transported to simpleslavery then back to skyrim? Should I watch out for those kind of mods that get the player back to another location, like shout like a virgin? Fort the aftd4begin quest, the simpleslavery event is already set into the quest. Simple slavery strip the player of any items, so it will strip of the items I added to the player at stage 100 of that quest... and the next quest will begin. If you have TID, you'll be sold to Ibn falmers.
bicobus Posted October 20, 2016 Posted October 20, 2016 Sorry, I wasn't precise enough. I'm using defeat+Death Alternative. DA has a tendency to create small questlines after the player's "death", not always simple slavery. And I was wondering if it could break things or not. Beside, DA has a falmer enslavement quest already...
Delzaron Posted October 20, 2016 Author Posted October 20, 2016 Sorry, I wasn't precise enough. I'm using defeat+Death Alternative. DA has a tendency to create small questlines after the player's "death", not always simple slavery. And I was wondering if it could break things or not. Beside, DA has a falmer enslavement quest already... Death alternative can break quests, yes...for example, it's incompatible with Haunted house.
bicobus Posted October 20, 2016 Posted October 20, 2016 I don't know about haunted house, but if the main problem is being moved from the manor you could create a DA addon that if triggered puts the player somewhere else in the manor. As long as the DA's manor scenario is high priority it should be fine. DA provides instruction and an example on the mod's nexus page, in the download section. I take it that it's fine with from the deeps and Things in the Dark?
TerrorTerra91 Posted October 22, 2016 Posted October 22, 2016 i'm stuck at the investigation, im told to to go to the dock at night but I've been there forever and many nights and never find anything, what am I missing?
Delzaron Posted October 22, 2016 Author Posted October 22, 2016 i'm stuck at the investigation, im told to to go to the dock at night but I've been there forever and many nights and never find anything, what am I missing? Check if there is an argonian warlock on the docks...
mixbutterdog Posted October 22, 2016 Posted October 22, 2016 I fixed the corrupted quest... Now I can publish a new version. Thank you new version. I should report some glitches. 1)The secret door in VirginHeadInn still locked, because aFTD_VirginHeadInnSecretDoorREF lacks value. aFTD_VirginHeadInnSecretDoorREF should have value as, Cell: aFTDInnVirginHead Reference: aFTD_VirginHeadInnSecretDoorREF (MQDelphineSecretDoor) 2)In stage 0 of aFTD4End2, thief will not send player to Innsmouth. The script which called after dialogue sets wrong stage, maybe. In aFTD4EndThiefScript, GetOwningQuest().SetStage(10) 3)In stage 150 of aFTD4End2, the script after talking to Falk sets wrong stage. In aFTD4EndFalkScript, GetOwningQuest().SetStage(160)
Delzaron Posted October 22, 2016 Author Posted October 22, 2016 I fixed the corrupted quest... Now I can publish a new version. Thank you new version. I should report some glitches. 1)The secret door in VirginHeadInn still locked, because aFTD_VirginHeadInnSecretDoorREF lacks value. prop_value_lacks_01.png aFTD_VirginHeadInnSecretDoorREF should have value as, Cell: aFTDInnVirginHead Reference: aFTD_VirginHeadInnSecretDoorREF (MQDelphineSecretDoor) 2)In stage 0 of aFTD4End2, thief will not send player to Innsmouth. The script which called after dialogue sets wrong stage, maybe. In aFTD4EndThiefScript, GetOwningQuest().SetStage(10) 3)In stage 150 of aFTD4End2, the script after talking to Falk sets wrong stage. In aFTD4EndFalkScript, GetOwningQuest().SetStage(160) Door : fixed. aFTD2End : yes, it's a dialogue script Falk scripot was set to 190. I set to 150.
mixbutterdog Posted October 22, 2016 Posted October 22, 2016 2. In revenge path, after kill all priestess (Mankara, Kurshul,Harshuklu,Hakkulru), invisible wall prevents to enter slaver room.at the stage 130 of aFTD4End, add disable function like next. setobjectivecompleted(120) setobjectivedisplayed(130) aFTDTempleCellBlockerREF.disable() playerref.moveto(aFTDTempleSybilStentorMark007) aFTDTemplePrisonBlockerREF.disable() Sorry, I mistook. That invisible wall is NOT aFTDTempleCellBlockerREF. aFTDTemplePrisonBlockerREF is. The script fragment for the stage 130 of aFTD4End2; setobjectivecompleted(120) setobjectivedisplayed(130) aFTDTemplePrisonBlockerREF.disable() playerref.moveto(aFTDTempleSybilStentorMark007)
Delzaron Posted October 22, 2016 Author Posted October 22, 2016 2. In revenge path, after kill all priestess (Mankara, Kurshul,Harshuklu,Hakkulru), invisible wall prevents to enter slaver room.at the stage 130 of aFTD4End, add disable function like next. setobjectivecompleted(120) setobjectivedisplayed(130) aFTDTempleCellBlockerREF.disable() playerref.moveto(aFTDTempleSybilStentorMark007) aFTDTemplePrisonBlockerREF.disable() Sorry, I mistook. That invisible wall is NOT aFTDTempleCellBlockerREF. aFTDTemplePrisonBlockerREF is. The script fragment for the stage 130 of aFTD4End2; setobjectivecompleted(120) setobjectivedisplayed(130) aFTDTemplePrisonBlockerREF.disable() playerref.moveto(aFTDTempleSybilStentorMark007) Ok...
bicobus Posted October 22, 2016 Posted October 22, 2016 Is it safe to install From the Deeps and Things in the dark at the same time? NMM had some "conflicting" scripts and asked me wether or not to override. I kept the FtD version.
mixbutterdog Posted October 23, 2016 Posted October 23, 2016 2. In revenge path, after kill all priestess (Mankara, Kurshul,Harshuklu,Hakkulru), invisible wall prevents to enter slaver room.at the stage 130 of aFTD4End, add disable function like next. setobjectivecompleted(120) setobjectivedisplayed(130) aFTDTempleCellBlockerREF.disable() playerref.moveto(aFTDTempleSybilStentorMark007) aFTDTemplePrisonBlockerREF.disable() Sorry, I mistook. That invisible wall is NOT aFTDTempleCellBlockerREF. aFTDTemplePrisonBlockerREF is. The script fragment for the stage 130 of aFTD4End2; setobjectivecompleted(120) setobjectivedisplayed(130) aFTDTemplePrisonBlockerREF.disable() playerref.moveto(aFTDTempleSybilStentorMark007) Ok... Sorry again. In 2.4bis; setobjectivecompleted(120) setobjectivedisplayed(130) aFTDTempleCellBlockerREF.disable() playerref.moveto(aFTDTempleSybilStentorMark007) Both aFTDTempleCellBlockerREF and aFTDTemplePrisonBlockerREF should be disable(). So, add aFTDTemplePrisonBlockerREF, don't remove aFTDTempleCellBlockerREF. setobjectivecompleted(120) setobjectivedisplayed(130) aFTDTempleCellBlockerREF.disable() aFTDTemplePrisonBlockerREF.disable() playerref.moveto(aFTDTempleSybilStentorMark007)
arpaschad Posted October 23, 2016 Posted October 23, 2016 just started up this mod and I am in Insmouth now...I am in the part where I have to talk to Susana...so it led me to a temple inside a house...can't go throguh the door because there's some kind of invisible barrier in there...how can I get that barrier removed?
mixbutterdog Posted October 23, 2016 Posted October 23, 2016 At the stage 50 of aFTD3LoadDeeps, after talk to Mankara, stages are skipped to 100. aFTD3LordDeepsMankaraScript; this script called from Player Dialogue 'aFTD3LordDeepsMankara1' of 'aFTD3LordDeepsMankaraView'. GetOwningQuest().setstage(60)
mixbutterdog Posted October 23, 2016 Posted October 23, 2016 just started up this mod and I am in Insmouth now...I am in the part where I have to talk to Susana...so it led me to a temple inside a house...can't go throguh the door because there's some kind of invisible barrier in there...how can I get that barrier removed? Susana usually stay in her house or Drunken Ship(hostel). Sometimes, NPCs enter into temple, but they will return by themselves. If you can't meet Susana in her house nor Drunken Ship, plz be patient until she come back.
Delzaron Posted October 23, 2016 Author Posted October 23, 2016 is it UNP or CBBE based ? CBBE, like all my mods. Is it safe to install From the Deeps and Things in the dark at the same time? NMM had some "conflicting" scripts and asked me wether or not to override. I kept the FtD version. Yes. I just made a tag mistake, but there is no problem (install FTD after TID) 2. In revenge path, after kill all priestess (Mankara, Kurshul,Harshuklu,Hakkulru), invisible wall prevents to enter slaver room.at the stage 130 of aFTD4End, add disable function like next. setobjectivecompleted(120) setobjectivedisplayed(130) aFTDTempleCellBlockerREF.disable() playerref.moveto(aFTDTempleSybilStentorMark007) aFTDTemplePrisonBlockerREF.disable() Sorry, I mistook. That invisible wall is NOT aFTDTempleCellBlockerREF. aFTDTemplePrisonBlockerREF is. The script fragment for the stage 130 of aFTD4End2; setobjectivecompleted(120) setobjectivedisplayed(130) aFTDTemplePrisonBlockerREF.disable() playerref.moveto(aFTDTempleSybilStentorMark007) Ok... Sorry again. In 2.4bis; setobjectivecompleted(120) setobjectivedisplayed(130) aFTDTempleCellBlockerREF.disable() playerref.moveto(aFTDTempleSybilStentorMark007) Both aFTDTempleCellBlockerREF and aFTDTemplePrisonBlockerREF should be disable(). So, add aFTDTemplePrisonBlockerREF, don't remove aFTDTempleCellBlockerREF. setobjectivecompleted(120) setobjectivedisplayed(130) aFTDTempleCellBlockerREF.disable() aFTDTemplePrisonBlockerREF.disable() playerref.moveto(aFTDTempleSybilStentorMark007) Ok, I'll make tha change. just started up this mod and I am in Insmouth now...I am in the part where I have to talk to Susana...so it led me to a temple inside a house...can't go throguh the door because there's some kind of invisible barrier in there...how can I get that barrier removed? Again, that thing was described many times. Why you hired Fiana to steal Artharak's key ? just started up this mod and I am in Insmouth now...I am in the part where I have to talk to Susana...so it led me to a temple inside a house...can't go throguh the door because there's some kind of invisible barrier in there...how can I get that barrier removed? Susana usually stay in her house or Drunken Ship(hostel). Sometimes, NPCs enter into temple, but they will return by themselves. If you can't meet Susana in her house nor Drunken Ship, plz be patient until she come back. Yes, Susana is in her home, or in the hostel.
arpaschad Posted October 23, 2016 Posted October 23, 2016 Again, that thing was described many times. Why you hired Fiana to steal Artharak's key ? hired who? No one is telling me to hire someone...Prior to getting to the temple of the deeps (or something like that) I asked some guy about the whereabouts of the missing women...he got drunk and then told something about finding susana...so I did and it led me like I said before to a house with a not-so-invisible lurker in the corner and the temple entrance on the right side where the quest marker is pointing to where susana is...but I guess I'm gonna check on the Hostel or her house first...thx for the replies and sorry of this has been asked before since It is quite tiresome to backread 90+ pages of this thread to see if this has already been asked...sorry again and thanks ^^
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