Delzaron Posted November 8, 2016 Author Posted November 8, 2016 Oh right, I forgot the milking stuff. One of the pump (MKII) doesn't seem to work while the other will generate over 10 unit of milk regardless of the status of the player (on the pump/free). Anyhow, I wonder if TiD would recognize the Milk Mod Economy if it were installed and use it instead to generate milk. Another thing that has picked my curiosity: does TiD use SD+, if present, to handle the slavery? By the way, the zaz items used by this mod can be removed by the player, and as such are somewhat useless The milking pump 2 is what you need. Yes, the script gives you milk since you used a device, even it was 1 second... hey, i'm stuck at some quest. Can anyone give me some clue? - Helping Kelneth in Falkreath to find a mad man.... hmmm... who is he and where i can find him? - Find information about Broodmaiden. Where i should go to find this information? Thanks. Peace - It's from the falmer in falkreath ? Talk to the Inn keeper. - talk to rorikstead inhabitants, specially the bothela's... and spie them. hey, i'm stuck at some quest. Can anyone give me some clue? - Helping Kelneth in Falkreath to find a mad man.... hmmm... who is he and where i can find him? Same here, all I get are rumors of a mad man or people that don't care. Do I need to keep asking people or go to solitude where that mad dremora servant is dwelling? Keep talking, and talk to the Inn keeper. About the servant choice, do you mean that I have to do nothing but to stare at my screen for 2 minutes? If so, could you let the player know that it is intended and the mod isn't broken? That's exactly why I rarely play custom quests, too much time wasted trying to understand what to do next. I will reduce the time in the next version. @Lasterk Custom quests mods are a big asset for TES games...
bicobus Posted November 8, 2016 Posted November 8, 2016 It is mostly due to the nature of the medium. Mod creators don't usually have the experience and time required to encompass every user choice. This mod in particular is weighted down by its inability to explain what is required from the player. And by that I mean, from a open world point of view, as the player is free to do anything, it still (sometimes) lacks precise objectives. For example, I wandered for about an hour to find how to get out of the falmer city. Because the city is huge. Really, really huge. But it lacks that one facility for the player to escape it. I'm at a point where I really don't know what to do. I'm somewhat free, so I could ignore TiD. But I want to finish this storyline, and I begin to think that the end goal of this mod is too much of a lone man. There is just too much, both story wise and game mechanic, for a single person to handle. I'd really like to be more involved in the creation process, because Delzaron has a really good base idea. All it needs is to get refined to be usable by the masses (i.e. encompass mostly all usages). Delzaron, please, I'm more than willing to help you in your creation process. A mod of the size of Things in the Darks requires more than one individual to encompass every possible choice the players could make. I'm not saying I would take over your burden, but rather get closer to the choices you make, as a creator, around game mechanics. I have plenty of criticism about this mod, and I hope all of them are constructive. I truly think that this mod can be improved and be on par with "professional" products, mostly because the existing quests lacks explaining, specific goals or too broad in their execution. What TiD requires is refinement, and not an overhaul: some passages are fine (and even enjoyable if you ignore the engrish), others are really annoying. So please, Delzaron, consider getting people around to help out as punching ball for ideas. A lot of game mechanics in TiD would have be better improved if more brain where involved. By that I mean that all the ideas are good, really good, but the way it is told and the way it is implemented are lacking. I don't ask to change things, but rather get involved closer to conception. I'm not as abrasive in reality, especially in french
Delzaron Posted November 8, 2016 Author Posted November 8, 2016 It is mostly due to the nature of the medium. Mod creators don't usually have the experience and time required to encompass every user choice. This mod in particular is weighted down by its inability to explain what is required from the player. And by that I mean, from a open world point of view, as the player is free to do anything, it still (sometimes) lacks precise objectives. For example, I wandered for about an hour to find how to get out of the falmer city. Because the city is huge. Really, really huge. But it lacks that one facility for the player to escape it. I'm at a point where I really don't know what to do. I'm somewhat free, so I could ignore TiD. But I want to finish this storyline, and I begin to think that the end goal of this mod is too much of a lone man. There is just too much, both story wise and game mechanic, for a single person to handle. I'd really like to be more involved in the creation process, because Delzaron has a really good base idea. All it needs is to get refined to be usable by the masses (i.e. encompass mostly all usages). Delzaron, please, I'm more than willing to help you in your creation process. A mod of the size of Things in the Darks requires more than one individual to encompass every possible choice the players could make. I'm not saying I would take over your burden, but rather get closer to the choices you make, as a creator, around game mechanics. I have plenty of criticism about this mod, and I hope all of them are constructive. I truly think that this mod can be improved and be on par with "professional" products, mostly because the existing quests lacks explaining, specific goals or too broad in their execution. What TiD requires is refinement, and not an overhaul: some passages are fine (and even enjoyable if you ignore the engrish), others are really annoying. So please, Delzaron, consider getting people around to help out as punching ball for ideas. A lot of game mechanics in TiD would have be better improved if more brain where involved. By that I mean that all the ideas are good, really good, but the way it is told and the way it is implemented are lacking. I don't ask to change things, but rather get involved closer to conception. I'm not as abrasive in reality, especially in french Yes, the city is huge, and some hints are missing... (in fact, TID is surely one of the biggest cities in skyrim mods) But there is several ruins near the cave walls, specially elevator : they are the exits. Some other doors are linked to places near/under skyrim vanilla cities (like the Windhelm outpost). And yes, a mod like TID is an hell for a alone modder : it's why, for Night Mistress Mansion, I made a call for a team recruitement, and I will be happy if some people will help for finsihing/polishing TID. Other things on the schedule : - a little fix for FTD (a shortcut in the Inquiry, in Susana Dialogues) - Maybe cross quest in FTD about TID or/and AFS. - Ravenous : using Namira goat meshes and ressources to improve the cannibal dinner. - AFS : maybe a thing or two : interaction with TID; Final ceremony will be changed, only Shub Niggurath will be invocated. Maybe I will use Eldihils freak outfit (helmet excepted) for a dark youth... - some developments in AMP.
bicobus Posted November 9, 2016 Posted November 9, 2016 First time I hear about "Night Mistress Mansion", not sure if those 3 words means something when put together though About the exits, I found out that I had to go through the old boiler thing to access the tunnels under falkreath. I nice way to help people would be to introduce an additional dialogue for certain NPC, so the player can ask directions.
Delzaron Posted November 9, 2016 Author Posted November 9, 2016 First time I hear about "Night Mistress Mansion", not sure if those 3 words means something when put together though About the exits, I found out that I had to go through the old boiler thing to access the tunnels under falkreath. I nice way to help people would be to introduce an additional dialogue for certain NPC, so the player can ask directions. Ok, I will add it in Agents and Anezka dialogues branches.
Delzaron Posted November 11, 2016 Author Posted November 11, 2016 Ok, I made few fixes (some grammatical errors in the first quest), and I added a shortcut option in the aTID2Whisper quest. I'll make the same for aTID3Whisper. About the mod story : - in the temple quest, there is something which can be made : Lamiae is an agent inside the temple of Dibella. The idea is to find a novice, and to perform a ritual to invoke Dibella in that Novice body... and, with the Whispering One, you'll find a way to defile Dibella, and maybe strike her (Great Ancients don't like Beauty : they like Mutation and Madness). http://www.loverslab.com/blog/438/entry-2361-caede-set-9-fall-from-grace/ - Miquote : maybe not skeever sex, but another role ? Human sacrifice ? Brood Maiden ? Dance ? - if you dieas to fix/improve the story line, that's welcome !
bicobus Posted November 11, 2016 Posted November 11, 2016 hey, i'm stuck at some quest. Can anyone give me some clue? - Helping Kelneth in Falkreath to find a mad man.... hmmm... who is he and where i can find him? - Find information about Broodmaiden. Where i should go to find this information? Thanks. Peace - It's from the falmer in falkreath ? Talk to the Inn keeper. - talk to rorikstead inhabitants, specially the bothela's... and spie them. hey, i'm stuck at some quest. Can anyone give me some clue? - Helping Kelneth in Falkreath to find a mad man.... hmmm... who is he and where i can find him? Same here, all I get are rumors of a mad man or people that don't care. Do I need to keep asking people or go to solitude where that mad dremora servant is dwelling? Keep talking, and talk to the Inn keeper. I've been receiving the same answer many times now, and the inn keeper, Valga Vinicia, is of no help. How many times must I ask people the question? The inn keeper has been touched by other mods though, I don't know if it is important.
Delzaron Posted November 12, 2016 Author Posted November 12, 2016 Maybe a problem with the dialogue condtionnal. I'll check. Edit : problem found : it was just a "goodbye" box checked.
bicobus Posted November 12, 2016 Posted November 12, 2016 Alright, but how do I continue this quest then? Should I setstage it?
Delzaron Posted November 12, 2016 Author Posted November 12, 2016 Alright, but how do I continue this quest then? Should I setstage it? Yes. Go to stage 40.
Demontom Posted November 13, 2016 Posted November 13, 2016 So I appear to be stuck due to a glitch. I'm at the part of the quest where I have to report to Jean Lherbe after questioning the Whiterun citizens about Dorian Derleth and his sister. The problem is that Jean is within the Whiterun cell, but on the map his icon is out by Pelagia Farm. Anything that I can do to keep going?
Demontom Posted November 13, 2016 Posted November 13, 2016 I couldn't, it was "inside" Whiterun, but outside the wall, where I couldn't get to. Ended up starting again from an earlier save and it worked fine.
Delzaron Posted November 13, 2016 Author Posted November 13, 2016 So I appear to be stuck due to a glitch. I'm at the part of the quest where I have to report to Jean Lherbe after questioning the Whiterun citizens about Dorian Derleth and his sister. The problem is that Jean is within the Whiterun cell, but on the map his icon is out by Pelagia Farm. Anything that I can do to keep going? Did you went to the quest marker? I couldn't, it was "inside" Whiterun, but outside the wall, where I couldn't get to. Ended up starting again from an earlier save and it worked fine. Jean Lherbe is supposed to inspect the Whiterun inner walls, so that's fine. Mrkers and small worlds don't work really nice together.
bicobus Posted November 14, 2016 Posted November 14, 2016 Alright, I finished a servant's quest and the pure falmer gave me a key to an abandoned farm, saying it's mine now. Where the hell is that farm? The falmer didn't said anything about its location...
Delzaron Posted November 14, 2016 Author Posted November 14, 2016 Alright, I finished a servant's quest and the pure falmer gave me a key to an abandoned farm, saying it's mine now. Where the hell is that farm? The falmer didn't said anything about its location... It's a small dwemer building in the servants quarter, just before the Harbor Doors.
bicobus Posted November 14, 2016 Posted November 14, 2016 Right, I remember a closed door around those parts. But it's not named "farm" though. That part of the dialogue probably needs to be rewritten so the player know which building you're talking about.
phillout Posted November 15, 2016 Posted November 15, 2016 I had my hopes really high when I realized that the author of the Forsworn Story had more quest mods. But after playing TID for a while I feel like many things could be done in a less... obstructive way. I know it's a huge undertaking and I do hope the mod will evolve in the future to realize its full potentials, but right now there are some pitfalls here and there that break the mood. First, the initial quest. Run a couple of circles around Whiterun, wait a lot, take a carriage to Markarth, spend a couple of minutes there, take a carriage to Windhelm, couple of minutes there, have one fight, take a carriage to Markarth again. IMHO this could have been done in a single city, like Windhelm. With the bad guy being an owner of the farm outside of the city walls. And it could be a bit shorter too - this is not a movie, so there are no live actors, no acting, no voices. I guess most of Skyrim players have a strong dislike for long NPC monologues, that's why "Not so fast - main quest" mod allows to completely exclude the Civil War negotiations. So it could be shortened up just to you being sent on a mission that went bad. The bad guy kills another guy and paralizes the PC and that other woman with a spell or a poison. You wake up in a slave cell. Next, the slavery part. I realize that this is what a slave would probably really do - mining ore, cooking food, doing something productive. But IME those time-constrained quests just make you deal with usual Skyrim annoyances. When you're expected to mine ore - you can't get it from those two unoccupied veins, so I had to mine the veins currently used by NPCs, who do their best at being as annoying as Skyrim NPC can - I hit the ore with the pickaxe while they mine next to me and either greet me "hello!", "need something?" or shout at me "stop that!" - every couple of seconds. In the end I just used the console additem, because they pissed me off completely. Maybe those veins are supposed to give infinite amounts of ore, and it's CCO that's messing it up... anyway, this didn't feel slaverish to me I think a better way of creating a feeling of being a slave would be something akin to the Prison Overhaul sequences, when you have no choice of your actions, and the PC is just an object being used - for milking, chaurus breeding, sex, etc. Just my 2 septims.
bicobus Posted November 15, 2016 Posted November 15, 2016 A final follow up for the quest "A service for Anezka": At some point, the game wants me to craft a poison but I'm not sure I can. I believe I use an alternative interface for the alchemy, forgot which mod put it in place, but I couldn't find the recipe for the lotus extract. TES5Edit tells me I need to talk to Hashep to get some lotus root, but isn't Hashep a shroom farmer? Anyhow, I didn't saw any lotus root being sold by the alchemy merchant and I simply added it through the console. I looked up the crafting station, and it seems to be a cookspot. I believe the quest lacks some stages at this moment: make the player go talk to hashep for the lotus, then make the player cook the poison, then direct the player to the specified inn to poison people. As for me, I didn't know how to get the extract nor who to talk to. Once the extract appropriated, people poisoned and me being back in Inb, I talked to Anezka to finish the quest, but it does not end. I believe the dialogue is missing a final "setstage" somewhere.
Kangax12 Posted November 15, 2016 Posted November 15, 2016 The "Slave Job: Mine" just wont work at all for myself. I get no marker fot it, but I was able to find Luna Nerva myself. After talking to her the quest wont get updated(talk to her). The first 20 ore are stillworking fine(she talks to me and tell me I need to get another 40) but afterwards the quest either fails in like ~1minute and I need to go to the butchery(also without a questmarker) or it just doesn't happening anything at all.(even if I get a update message with shows completed to get the 40 ores). Either way it still tell me to talk to Luna Nerva in the log itself. Dunno how to progress it further because even the debug(sleep) message wont work at all.(I got it after collecting 20 ores)
Delzaron Posted November 15, 2016 Author Posted November 15, 2016 I had my hopes really high when I realized that the author of the Forsworn Story had more quest mods. But after playing TID for a while I feel like many things could be done in a less... obstructive way. I know it's a huge undertaking and I do hope the mod will evolve in the future to realize its full potentials, but right now there are some pitfalls here and there that break the mood. First, the initial quest. Run a couple of circles around Whiterun, wait a lot, take a carriage to Markarth, spend a couple of minutes there, take a carriage to Windhelm, couple of minutes there, have one fight, take a carriage to Markarth again. IMHO this could have been done in a single city, like Windhelm. With the bad guy being an owner of the farm outside of the city walls. And it could be a bit shorter too - this is not a movie, so there are no live actors, no acting, no voices. I guess most of Skyrim players have a strong dislike for long NPC monologues, that's why "Not so fast - main quest" mod allows to completely exclude the Civil War negotiations. So it could be shortened up just to you being sent on a mission that went bad. The bad guy kills another guy and paralizes the PC and that other woman with a spell or a poison. You wake up in a slave cell. Next, the slavery part. I realize that this is what a slave would probably really do - mining ore, cooking food, doing something productive. But IME those time-constrained quests just make you deal with usual Skyrim annoyances. When you're expected to mine ore - you can't get it from those two unoccupied veins, so I had to mine the veins currently used by NPCs, who do their best at being as annoying as Skyrim NPC can - I hit the ore with the pickaxe while they mine next to me and either greet me "hello!", "need something?" or shout at me "stop that!" - every couple of seconds. In the end I just used the console additem, because they pissed me off completely. Maybe those veins are supposed to give infinite amounts of ore, and it's CCO that's messing it up... anyway, this didn't feel slaverish to me I think a better way of creating a feeling of being a slave would be something akin to the Prison Overhaul sequences, when you have no choice of your actions, and the PC is just an object being used - for milking, chaurus breeding, sex, etc. Just my 2 septims. Remarks noted. Yes, maybe moving the beginning part to Windhelm is a good thing... this city is darker enough, and, in TID, falmers controls some dark elves in the grey quarter... About slavery : yes, I wished to make a more "realistic" slavery : slaves have schedules, and need to be useful if they want to survive. So, there is a note who keep track of your performances. Ores veins are supposed to be infinite, and you can force other NPCs to let them to you... I don't know how to design radiant scenes for slavers, for making them randomly talk to slaves, and punish them... sometimes without reasons. A final follow up for the quest "A service for Anezka": At some point, the game wants me to craft a poison but I'm not sure I can. I believe I use an alternative interface for the alchemy, forgot which mod put it in place, but I couldn't find the recipe for the lotus extract. TES5Edit tells me I need to talk to Hashep to get some lotus root, but isn't Hashep a shroom farmer? Anyhow, I didn't saw any lotus root being sold by the alchemy merchant and I simply added it through the console. I looked up the crafting station, and it seems to be a cookspot. I believe the quest lacks some stages at this moment: make the player go talk to hashep for the lotus, then make the player cook the poison, then direct the player to the specified inn to poison people. As for me, I didn't know how to get the extract nor who to talk to. Once the extract appropriated, people poisoned and me being back in Inb, I talked to Anezka to finish the quest, but it does not end. I believe the dialogue is missing a final "setstage" somewhere. Serasha can help you, I think. The "Slave Job: Mine" just wont work at all for myself. I get no marker fot it, but I was able to find Luna Nerva myself. After talking to her the quest wont get updated(talk to her). The first 20 ore are stillworking fine(she talks to me and tell me I need to get another 40) but afterwards the quest either fails in like ~1minute and I need to go to the butchery(also without a questmarker) or it just doesn't happening anything at all.(even if I get a update message with shows completed to get the 40 ores). Either way it still tell me to talk to Luna Nerva in the log itself. Dunno how to progress it further because even the debug(sleep) message wont work at all.(I got it after collecting 20 ores) Script problem, I guess. Let me time for checking that quest again... for now I have 40 copies to correct, and some mod lore stuff to modify with Bicobus.
bicobus Posted November 15, 2016 Posted November 15, 2016 I finished the quest, I can't get the money and the stage doesn't advance. You mean I need to talk so another NPC to finish it properly?
Delzaron Posted November 15, 2016 Author Posted November 15, 2016 I finished the quest, I can't get the money and the stage doesn't advance. You mean I need to talk so another NPC to finish it properly? Setstage it, yes. Can you report the problematic stages, please ?
bicobus Posted November 15, 2016 Posted November 15, 2016 For the completion issue, stage 90, last dialogue as I said. For before that, to add more steps in-between the assassination and order from Anezka, I don't know.
Delzaron Posted November 15, 2016 Author Posted November 15, 2016 For the completion issue, stage 90, last dialogue as I said. For before that, to add more steps in-between the assassination and order from Anezka, I don't know. I understand the problem : there is scene which is supposed to trigger the stage 90 and guests death. stage 100, you're supposed to earn 2437 gold. I made some tests (i triggered the player enslavement by using the statue near Helgen). Maybe the mine job could be shorter... 20 and 30 ores seems enough to make that quest, no ? the introduction could be moved to Windhelm (where falmers and the butchery are already) I tested the slaves tasks : the simza one doesn't complete correctly. It's due to stage 0 and the reset command. The best way to fix it is trigering that quest by a dialogue. The arena have the same problem : the fighters are unhostile toward player... The mine job works (i used only one ore vein)... Some light problems in the farm cells (I will try to decrease a little the artificial sun light)
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