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Posted

Right, the guests weren't all present either. I should have noted that.

 

IMHO the slavery part of this mod isn't difficult, it just takes time. There is no opportunities to fail the jobs either. And the NPC present around don't take advantage of the slaves. What would be nice to see is if the player is exploring the city as a slave, get some falmer/pure falmer to react on it: "A slave not working? I'll find some task for you to do.". Obviously, those tasks shouldn't be as kind than the regular ones like mining or cooking.

 

In that way, you can introduce some crazy stuff like a pure-falmer who needs a guinea pig for a torture session. Or another wanting to breed his/her favorite pet. There is a lot of possible scenarios. Some inspiration could be taken from the work of Samura Hiroaki (that guy is a master when it comes to inflict anguish to the reader).

 

-*-*-

 

Anyhow, I've been continuing the servant path. I had to fetch some skooma to bring to riften. Yet again, the quest didn't tell me to whom I had to speak to get the skooma, but I found a chest with 20 units in it. So I simply took the skooma and went to riften. Not a big deal, but I don't think it was supposed to be that easy.

Posted

Right, the guests weren't all present either. I should have noted that.

 

IMHO the slavery part of this mod isn't difficult, it just takes time. There is no opportunities to fail the jobs either. And the NPC present around don't take advantage of the slaves. What would be nice to see is if the player is exploring the city as a slave, get some falmer/pure falmer to react on it: "A slave not working? I'll find some task for you to do.". Obviously, those tasks shouldn't be as kind than the regular ones like mining or cooking.

 

In that way, you can introduce some crazy stuff like a pure-falmer who needs a guinea pig for a torture session. Or another wanting to breed his/her favorite pet. There is a lot of possible scenarios. Some inspiration could be taken from the work of Samura Hiroaki (that guy is a master when it comes to inflict anguish to the reader).

 

-*-*-

 

Anyhow, I've been continuing the servant path. I had to fetch some skooma to bring to riften. Yet again, the quest didn't tell me to whom I had to speak to get the skooma, but I found a chest with 20 units in it. So I simply took the skooma and went to riften. Not a big deal, but I don't think it was supposed to be that easy.

 

1 : yes, the slave part is not so difficult : you can fail slaves taks, but it's not difficult. In next version, I reduced the number of job which need to be done by increasing the reward.

By the way ; 4 consecutive fails means death, so...

 

2 : there are some possibilities indeed :

  • Volukar : the Neuromancer could need a guinee pig
  • Temple : remove the remaining of Chaur Tegoth meals...
  • Inn, brothel or Hall clients : they'll just use you...
  • Random falmers/servants : feth me something...

If you have ideas, we can talk about them.

 

 

Servant : so, you're at Lara quest : yes, you need to find 20 skoomas, but there are already 20 in a container. The challenge is going to Maven BlackBriar whithout loosing the skooma (and the tunnels are not really secure...).

Posted

 

Right, the guests weren't all present either. I should have noted that.

 

IMHO the slavery part of this mod isn't difficult, it just takes time. There is no opportunities to fail the jobs either. And the NPC present around don't take advantage of the slaves. What would be nice to see is if the player is exploring the city as a slave, get some falmer/pure falmer to react on it: "A slave not working? I'll find some task for you to do.". Obviously, those tasks shouldn't be as kind than the regular ones like mining or cooking.

 

In that way, you can introduce some crazy stuff like a pure-falmer who needs a guinea pig for a torture session. Or another wanting to breed his/her favorite pet. There is a lot of possible scenarios. Some inspiration could be taken from the work of Samura Hiroaki (that guy is a master when it comes to inflict anguish to the reader).

 

-*-*-

 

Anyhow, I've been continuing the servant path. I had to fetch some skooma to bring to riften. Yet again, the quest didn't tell me to whom I had to speak to get the skooma, but I found a chest with 20 units in it. So I simply took the skooma and went to riften. Not a big deal, but I don't think it was supposed to be that easy.

 

1 : yes, the slave part is not so difficult : you can fail slaves taks, but it's not difficult. In next version, I reduced the number of job which need to be done by increasing the reward.

By the way ; 4 consecutive fails means death, so...

 

2 : there are some possibilities indeed :

  • Volukar : the Neuromancer could need a guinee pig
  • Temple : remove the remaining of Chaur Tegoth meals...
  • Inn, brothel or Hall clients : they'll just use you...
  • Random falmers/servants : feth me something...

If you have ideas, we can talk about them.

 

 

Servant : so, you're at Lara quest : yes, you need to find 20 skoomas, but there are already 20 in a container. The challenge is going to Maven BlackBriar whithout loosing the skooma (and the tunnels are not really secure...).

 

 

Yes they do are secure. I never get assaulted by either falmer, chaurus or spiders. And the ratway is just ... the ratway. I'm not sure how it works internally, but if my character is in the same faction than the enemies, I'm quite certain the npc won't "fight" unless provoked. I did notice the abundance of falmers in the tunnels, but I assumed they were just guards.

 

By the way, if there is a way to extract the dialogues from the mod it would be a good idea to do so and ask for reviewers. If you are writing a new story, please do so outside of the CK so people can review the wordings and grammar. Many times I get confused when a NPC tasks me with something, because the job is imprecise or there is just a blatant lack of information. Some information can be written in the form of books, to replace dialogues. You can write a book about the different services provided by Ibn, another about their god and another about their way of life. I believe books is a better medium in this game because of how the dialogues are handled by the engine. Books could also contain detailed instructions as how to create the lotus extract, written from the point of view of an alchemist and aimed at a layman.

 

From what I played, I can assert that the way the different exchanges between the NPC and the player are very direct and rough. The relationships feel forced then forgotten. For instance, what happens with Frabbi (the woman enslaved alongside the player)? While I understand why it is so, from a role-play point of view, I don't really like it because the mod forces answers out of my character so it can make the story progress. Like with that Hashep individual that is overly friendly, from my enslaved character point of view it would seem very suspicious that a cannibal would be so friendly with a potential meal. Thus my experience playing the game was to go from a point to another, sometimes make a choice and then trying to understand the story.

 

Oh yes, talking of story, my character still don't know why it's down there and serving the falmers. It was never really explained nor addressed. However, as a servant, the leading class don't have to explain themselves and if a question should arise the answer would simply be: "Because I told you so, and you obey.". But I feel that the best opportunity to explain the base story would be when the player graduate from being a slave to be less expendable. I mean, they are gifting the player with trust and some measure of power, they could at least tell us why they do so. And why they turn people into pure falmer. At that turning point, everything should be explained. (In a book or with a voice actor.) As a player, I can somewhat understand what is going on even though I'm just blindly following orders.

 

And on that last sentence, a question arise: what would happen if, as a servant, I punched a pure-falmer? I mean, there is that parasite ensuring my loyalty and obedience so surely I shouldn't be able to do that. But this is skyrim, thus would that parasite "punish" the player with pain? Can the pure falmer directly control that parasite? How does it work? Why did the chaurus cross the road? What's up with those spider hybrids?

how to download? my mod manager doesn't recognize this.

 

No game data on top level. setting game data does not work. help please

 

You download the file through your web browser then add the archive to your mod organizer. Ensure that the file you downloaded is an archive first by opening it with 7z, because sometimes loverslab has troubles.

Posted

Hi, just got question about the slavery quest, Sizma part. My pc supposed to entertain the guests in song of Morlag Bal. However, there is no much clients there and even with those few, when my PC approach and trigger the dialogue, they always respond with "No, Go away." Hence my PC cannot find any clients. If my pc go outside the song of Morlag Bal and talk with other falmers or servants, the dialogue for slave quest part does not trigger.

 

Is anyone know why is that?

Posted
Yes they do are secure. I never get assaulted by either falmer, chaurus or spiders. And the ratway is just ... the ratway. I'm not sure how it works internally, but if my character is in the same faction than the enemies, I'm quite certain the npc won't "fight" unless provoked. I did notice the abundance of falmers in the tunnels, but I assumed they were just guards.

 

 

Ok, I will add some danger...

 

By the way, if there is a way to extract the dialogues from the mod it would be a good idea to do so and ask for reviewers. If you are writing a new story, please do so outside of the CK so people can review the wordings and grammar. Many times I get confused when a NPC tasks me with something, because the job is imprecise or there is just a blatant lack of information. Some information can be written in the form of books, to replace dialogues. You can write a book about the different services provided by Ibn, another about their god and another about their way of life. I believe books is a better medium in this game because of how the dialogues are handled by the engine. Books could also contain detailed instructions as how to create the lotus extract, written from the point of view of an alchemist and aimed at a layman.

 

You can extract the dialogues by using CK, but it's an hell...

 

"Write a book" in reality ? I made some notes and shematics about what I wanted, but that's all. And with my job, I have no time to write books...

 

 

From what I played, I can assert that the way the different exchanges between the NPC and the player are very direct and rough. The relationships feel forced then forgotten. For instance, what happens with Frabbi (the woman enslaved alongside the player)? While I understand why it is so, from a role-play point of view, I don't really like it because the mod forces answers out of my character so it can make the story progress. Like with that Hashep individual that is overly friendly, from my enslaved character point of view it would seem very suspicious that a cannibal would be so friendly with a potential meal. Thus my experience playing the game was to go from a point to another, sometimes make a choice and then trying to understand the story.

 

 

The dialogues are simple, yes...

 

Falmers are in competition toward eachothers. Like drows or skavens, they can plot or kill other falmers for improving their positions. Azenith Derleth and Azhra dialogues reflects that aspect of their society.

Chaur Tegoth is not a loving god, as you already expected... and him and the Wispering One only care of their purposes. Falmers hates surface people, mostly. Worshiping a Great Ancient, a god like creature who hates Aedras is a way to take their revenge...

 

Hashep is particulary kind and naive... other falmers thinks she's stupid... and not a treat for them.

 

 

Oh yes, talking of story, my character still don't know why it's down there and serving the falmers. It was never really explained nor addressed.

 

Slaves are here as labor force, mostly. Falmers also use them for meat production, sex, and sacrifices.

 

 

However, as a servant, the leading class don't have to explain themselves and if a question should arise the answer would simply be: "Because I told you so, and you obey.". But I feel that the best opportunity to explain the base story would be when the player graduate from being a slave to be less expendable. I mean, they are gifting the player with trust and some measure of power, they could at least tell us why they do so. And why they turn people into pure falmer. At that turning point, everything should be explained. (In a book or with a voice actor.) As a player, I can somewhat understand what is going on even though I'm just blindly following orders.

 

Yes, that's a good point. Hashep gives some ints about that : they need to increase their population, and reproduction is not enough. So, they convert useful slaves into pure falmers... they also convert some slaves into servants : they need some people who can infiltrate the surface cities (explore the cities linked to Ibn tunnels : you'll find some servants, Like Alysse in Riften, Valor is Windhelm, and the Derleth in Markarth).

 

The other point is the Wispering One (One of Chaur Tegoth Broods : he have the same relation ship as Nayarlatotep have with Azathoth). Inspirated by Yog Sothoth way to produce mutants, he wish to use Chaur Tegoth abilities to mutate mortals to convert some human females into Creatures breeding factories... but for that, he discovered he cannot use slaves, but devoted cultists...

 

 

And on that last sentence, a question arise: what would happen if, as a servant, I punched a pure-falmer? I mean, there is that parasite ensuring my loyalty and obedience so surely I shouldn't be able to do that. But this is skyrim, thus would that parasite "punish" the player with pain? Can the pure falmer directly control that parasite? How does it work? Why did the chaurus cross the road? What's up with those spider hybrids?

 

Hum... you'll will punch some pure falmers in the games (sended to kill you, that's politics...). The faction are set on friend, so the falmer will be hostile if you punch him too lot...

 

For the parasite, a script could be added to player alias, will punish the player (electrical shock...). Player could awake in a cell, with Azenith Derleth. She will ask questions. Depending of your answers, you'll be killed.

 

The parasite is a worm from Chaur Tegoth. You can't control it.

 

Why did the Chaurus cross the road ? What do you mean ?

 

Spiders hybrids are the fails of the Wispering One experiments on Mortals, in attmept to turn them into Breeding factories.

 

I'll prepare a linked quest with AFS about that : using Shub Niggurath powers will reduce the fails... (the dark ones are from cultists and other dark ones)

 

Hi, just got question about the slavery quest, Sizma part. My pc supposed to entertain the guests in song of Morlag Bal. However, there is no much clients there and even with those few, when my PC approach and trigger the dialogue, they always respond with "No, Go away." Hence my PC cannot find any clients. If my pc go outside the song of Morlag Bal and talk with other falmers or servants, the dialogue for slave quest part does not trigger.

 

Is anyone know why is that?

 

Normal, you need to stay in the Brothel. Dialogues are randomized, except for Aringoth : he'll always refuse. Wait, and try other NPCs. Maybe I'll add 1 or 2 radiant clients...

Posted

Hi, Delzaron. Thanks for such quite respond. Do you think in future the Sizma's quest can be expanded? Like she might consider expanding her business beyond IBN or simply expanding her existing business within IBN and hence need more slaves? She might task PC to kidnap more girls for the expansion of business (if player is servant or became pure falmer), or forced player to be one of the whore (say if player as slave fails the task, instead of becoming a meat slave, Sizma might offer another way out-becoming her permanent whore slave and hence live longer?)

 

Anyway just my little though, thank you for your mod.

Posted

Hi, Delzaron. Thanks for such quite respond. Do you think in future the Sizma's quest can be expanded? Like she might consider expanding her business beyond IBN or simply expanding her existing business within IBN and hence need more slaves? She might task PC to kidnap more girls for the expansion of business (if player is servant or became pure falmer), or forced player to be one of the whore (say if player as slave fails the task, instead of becoming a meat slave, Sizma might offer another way out-becoming her permanent whore slave and hence live longer?)

 

Anyway just my little though, thank you for your mod.

 

Simza brothel is already one of the largest in Skyrim. Outside the brothel, they are some other slaves or servants who already propose their services (specially the Half dark elf sisters : Sharie and Lamiae).

She have already 4 whores, and can easily pick up another one : Lunetta (if you save her). So, she don't really need you...

Simza is also a slaver, and a criminal : she can't live in Skyrim Vanilla cities.. and she's a fully devoted cultist (that's mean problems with autorities, vigilants of Stendarr...). It's why she's hiding in Ibn...

Posted

In game books, it was implied that the medium would stay in the scope of the game engine. By putting information about the lore into in-game books, you reduce the need to use the dialogue interface to teach the player. Not much is needed really, and the books provide a sane way to convey information.

 

Most books present in skyrim are simple short stories, several sentences in length, but enough to give the reader a good idea about the subject. Example with Molag Bal and his relationship with the vampires. For the lotus extract, writing how to get it as a cooking recipe would be best (since it requires a cooking pot). Same stuff with the slave task to cook food: the falmer doesn't speak, just point, and it is confusing.

 

Chaur Tegoth isn't doing anything if I venture around him. Nor does his high priest even though people said to worry about him.

 

I do understand that this is a lot of work, however you decided of the scale of this mod :P. Akin to David taking on Goliath. I'm not trying to be annoying, I just point out stuff that will certainly confuse regular players. I believe this mod to be in its polishing state, where the developers needs to go back in and see if anything can be improved from A to Z. Then go back to A and repeat the process until everything is dandy. However, due to the size of the mod and you being the sole person working on it, it'll take fucking forever. It's just too big.

 

Anyhow considering the suggestion to centralize the starter quests, I find it a good idea. I don't know why I had to move around skyrim so much to begin with.

 

As for the mining quest (and other slave quests), I personally feels that the whole mechanic should be changed. I think the way the mod Captured Dreams handle those kind of tasks to be a good model. (i.e., as a slave, force the player to do a job until a quota is done. Check the quota at set intervals, and act upon it in a punitive or rewarding way.) As it is the slavers seems to be micromanaging, bad for their sanity as it increases stress. Enforcing the rules on the player will create a sense of urgency. If the overseer ask for 50 iron ore for the end of the day (let say 8pm), then at 8pm the mod needs to check if those ore have been delivered. Right now, the overseer just ask to see if the player has met the quota and it feels to me that I can ignore her entirely.

 

In short, keep the player in a task for a longer period of time and do not rely on the player completing the task, rather check at arbitrary times to see if the player has finished the task (quota of food, iron ore, other). And if the player is under quota, then apply a punishment. Other tasks, like gathering mushroom in 2 minutes could be simplified by removing the time factor altogether and increasing the rarity of the requested items. Those items could be traded with other slaves/falmer against favors (sex, chaurus breeding, stealing, you name it). The aim here would be to simplify the process from the player point of view and from the script point of view. It is simpler to blindly check at set intervals than "after the player do that specific action". It would also remove strain on the game engine.

 

Same stuff with the milking, you could make it so the player gets milked for a day, with regular "breaks" so the nipples don't get too sore. And of course, during those breaks the player character could be used by the different patrons (willingly, can be refused). At the end of the day, the player goes to the inn keeper to "sign off" and receive its share of milk if the player was friendly enough with the patrons. A bad end could be that, if the player do not produce enough (or at all) milk, the inn keeper would be quite angry. "A cow without milk is an useless cow!", she would yell. Then off to the meat slaves the player go.

 

The whole idea would be that the player's job is to stay alive while the slavers move her from job to job until the point where the mutation offer occurs. In short: don't fuck up or you die :P. As a meat slave, the player could redeem herself in the arena. If she manage to slay her opponents. Another way to look at it is in form of sandboxing: you sandbox the player, then move the player from sandbox to sandbox. Each box as its set of rules to follow.

 

Anyhow these are just ideas that, in my honest opinion, could improve the player experience.

 

-*-*-

 

Another small issue concerning the lighting. I am using the mod Enhanced Lights and FX and it make the whole Ibn very dark if no close light sources are present. I'm not sure if the artificial sun is enough or even needed. I also have FPS drops while in Ibn, but I believe that is because of the sheer size of the cavern and limitations on the engine.

 

-*-*-

 

By the way, in english you do not need to put a space between end of line punctuations and words: "What do you mean ?" should be "What do you mean?", "into servants : they need" should be "into servants: they need".

Posted
In game books, it was implied that the medium would stay in the scope of the game engine. By putting information about the lore into in-game books, you reduce the need to use the dialogue interface to teach the player. Not much is needed really, and the books provide a sane way to convey information.

 

 

Books can be nice, yes... but only few are needed for TID, no ?

 

Chaur Tegoth isn't doing anything if I venture around him. Nor does his high priest even though people said to worry about him.

 

 

He's thinking... for now, only the high priest and some falmers goes to the temple regularly.

All Ibn inhabitant have a dialogue about him.. secially for say he's hungry...

 

 

I do understand that this is a lot of work, however you decided of the scale of this mod :P. Akin to David taking on Goliath. I'm not trying to be annoying, I just point out stuff that will certainly confuse regular players. I believe this mod to be in its polishing state, where the developers needs to go back in and see if anything can be improved from A to Z. Then go back to A and repeat the process until everything is dandy. However, due to the size of the mod and you being the sole person working on it, it'll take fucking forever. It's just too big.

 

 

Yes, just oo lot of work... I'm alone, and I have real life issues.

 

Anyhow considering the suggestion to centralize the starter quests, I find it a good idea. I don't know why I had to move around skyrim so much to begin with.

 

As for the mining quest (and other slave quests), I personally feels that the whole mechanic should be changed. I think the way the mod Captured Dreams handle those kind of tasks to be a good model. (i.e., as a slave, force the player to do a job until a quota is done. Check the quota at set intervals, and act upon it in a punitive or rewarding way.) As it is the slavers seems to be micromanaging, bad for their sanity as it increases stress. Enforcing the rules on the player will create a sense of urgency. If the overseer ask for 50 iron ore for the end of the day (let say 8pm), then at 8pm the mod needs to check if those ore have been delivered. Right now, the overseer just ask to see if the player has met the quota and it feels to me that I can ignore her entirely.

 

In short, keep the player in a task for a longer period of time and do not rely on the player completing the task, rather check at arbitrary times to see if the player has finished the task (quota of food, iron ore, other). And if the player is under quota, then apply a punishment. Other tasks, like gathering mushroom in 2 minutes could be simplified by removing the time factor altogether and increasing the rarity of the requested items. Those items could be traded with other slaves/falmer against favors (sex, chaurus breeding, stealing, you name it). The aim here would be to simplify the process from the player point of view and from the script point of view. It is simpler to blindly check at set intervals than "after the player do that specific action". It would also remove strain on the game engine.

 

Same stuff with the milking, you could make it so the player gets milked for a day, with regular "breaks" so the nipples don't get too sore. And of course, during those breaks the player character could be used by the different patrons (willingly, can be refused). At the end of the day, the player goes to the inn keeper to "sign off" and receive its share of milk if the player was friendly enough with the patrons. A bad end could be that, if the player do not produce enough (or at all) milk, the inn keeper would be quite angry. "A cow without milk is an useless cow!", she would yell. Then off to the meat slaves the player go.

 

The whole idea would be that the player's job is to stay alive while the slavers move her from job to job until the point where the mutation offer occurs. In short: don't fuck up or you die :P. As a meat slave, the player could redeem herself in the arena. If she manage to slay her opponents. Another way to look at it is in form of sandboxing: you sandbox the player, then move the player from sandbox to sandbox. Each box as its set of rules to follow.

 

Anyhow these are just ideas that, in my honest opinion, could improve the player experience.

 

 

Can be nice, yes, problem is I don't know how to script that... I do'nt have Veladarius script skills.

 

 

Posted

Sorry if I don't make much sense, I'm running low on energy and need some sleep.

 

It's actually quite simpler than just following everything that the player do. You just let the player roam freely in a set area, with a closed exit. The exit can only be opened if one of 2 conditions is fulfilled (success or failure at a job). All you have to do is jungle with the in-game time (basic math).

 

Example there: https://forums.nexusmods.com/index.php?/topic/2602204-script-to-run-daily-in-game-time/?p=22817009

API Doc: https://www.creationkit.com/index.php?title=GetCurrentGameTime_-_Utility

 

Anyhow the current way works just fine. there are just some trivial quirks. I don't want to discourage you though, I can get very critical but I do think there is a great value to be found in TiD!

 

As for the inner lore, there need to be as much that you want or need to. They could be used to explain the purpose of each area of Ibn, the buildings or how the society function. From what you've been posting on the subject of Ibn, you seem to have a lot more information to share than what is already in the game ;) I mean, the more information the better. As a player with external knowledge of the Old Ones, I can get a grasp at what is going on. But if somebody comes to the mod knowing nothing, that individual will be lost because of the sheer scope of the story. There is a lot going on, but very little is being said or shown.

Posted

Sorry if I don't make much sense, I'm running low on energy and need some sleep.

 

It's actually quite simpler than just following everything that the player do. You just let the player roam freely in a set area, with a closed exit. The exit can only be opened if one of 2 conditions is fulfilled (success or failure at a job). All you have to do is jungle with the in-game time (basic math).

 

Example there: https://forums.nexusmods.com/index.php?/topic/2602204-script-to-run-daily-in-game-time/?p=22817009

API Doc: https://www.creationkit.com/index.php?title=GetCurrentGameTime_-_Utility

 

Anyhow the current way works just fine. there are just some trivial quirks. I don't want to discourage you though, I can get very critical but I do think there is a great value to be found in TiD!

 

As for the inner lore, there need to be as much that you want or need to. They could be used to explain the purpose of each area of Ibn, the buildings or how the society function. From what you've been posting on the subject of Ibn, you seem to have a lot more information to share than what is already in the game ;) I mean, the more information the better. As a player with external knowledge of the Old Ones, I can get a grasp at what is going on. But if somebody comes to the mod knowing nothing, that individual will be lost because of the sheer scope of the story. There is a lot going on, but very little is being said or shown.

 

Hum, exits are already "closed" chant player is slave.

 

So, what you rpopose is to build a slavery system more like Captured dreams one ? We'll need Valadarius for that. The idea to design a number of quest was to let the player doing what he wants...

 

Yes, I have more informations and notes than I putted into Ibn, but I made radiant dialogues for IBn citizens : you can interogate them, and they'll give you informations about the city, Chaur Tegoth, the quarters, etc... maybe it will be a good thing to specify the informations according to factions (Temple members will talk more about religion, Nobles about politic, Servants about the servant quarter and their activities in surface cities, slaves about their slaves lifes, slavers about slavery stuff, mutators and Volukar about experimentations, Hashep and farmers about crops, Whispering One about Old Ones, etc...)

Posted

Well, the thing about the information being served through the dialogues is that I can't choose which one to get. And once I graduate from slave, I can't get data about Ibn like I used to since my character is now higher in the hierarchy. I'm not advocating to remove the dialogues, just to have at least another sane medium.

 

And yeah, a slavery system that looks like slavery and not a set of resort activities. As a slave, choice isn't available.

Posted

I tried to download "Things in the Dark 1.81.rar" with firefox but it kept failing at the last second.

So I used IE which managed to download the file as "Things in the Dark 1.81.tgz". But it is compressed as RAR.

Posted

Well, the thing about the information being served through the dialogues is that I can't choose which one to get. And once I graduate from slave, I can't get data about Ibn like I used to since my character is now higher in the hierarchy. I'm not advocating to remove the dialogues, just to have at least another sane medium.

 

And yeah, a slavery system that looks like slavery and not a set of resort activities. As a slave, choice isn't available.

 

Informations dialogues lines are available for player at slave, servant, falmer, and noble. Only the writing will change, of course.

And there is Anezka...

 

About slavery : it's still possible to have linear slavery : the beginning short quest is keeped (so, Daithe explenations, and it will be a filter if player is captures again and sold to falmers, it's now possible with simple slavery and SD+). Other tasks could be linearized.

  • Meat Slave (the worse)
  • Mine Slave (not the worse, but you're nothing)
  • Arena Slave (you're here just for fun)
  • Farm Slave (you work under Hashep command : several taks, picked randomly : pick crops, fish salmons, feed skeevers, etc...)
  • Maybe whore slave, or private slave (so, slave of a noble, like Azhra, or Volukar)

If you fail quests, your rank decrease, and you fall again to previous quests (like Arena if you fail Farm jobs)

 

It should be a good thing to talk to Veladarius about that.

 

I tried to download "Things in the Dark 1.81.rar" with firefox but it kept failing at the last second.

So I used IE which managed to download the file as "Things in the Dark 1.81.tgz". But it is compressed as RAR.

 

I don't know, sorry, I use mozilla, and it works for me. Why tgz ? I use winrar.

Posted

I'm at the quest to extend Ibn influence in Markath. I have to find a book in the steward's room, however the book is nowhere to be seen. More than than, Sybil is still following me around. Apparently there is a quest marker for the book, so I followed it, but the book isn't in the steward's room. I guess the quest didn't properly move forward.

 

I begin to have issues loading my savegames (random CTD at load), so I may soon throw this save away.

Posted

I'm at the quest to extend Ibn influence in Markath. I have to find a book in the steward's room, however the book is nowhere to be seen. More than than, Sybil is still following me around. Apparently there is a quest marker for the book, so I followed it, but the book isn't in the steward's room. I guess the quest didn't properly move forward.

 

I begin to have issues loading my savegames (random CTD at load), so I may soon throw this save away.

 

Lot of cleans was made on TID? so CTD were recuced... but there is still the big cave and his trees and NPCs...

 

There is no book only a trigger... setstage it if it makes problems.

Posted

I'm reworking the radiant city and services dialogues...

It's spoke about locations and activities.

 

So, now :

  • City dialogues : lines for citizens (4), temple (2), slavers (2). I will add Mutators (2), Servants (a lot !), Slaves (maybe 2, is player is pure falmer. When player is slave, it will have a specific dialogue topics (6)). It's spoke about locations mostly (for example, where to find the nobles, or what is good for slavers in the servants quarter)
  • Services dialogues : where to find Shop keepers and what they sells, who are the trainers, what is Chaur Tegoth blessing, and Ibn specific Services.

 

The beginning od the mod will be also moved to Windhelm... a city dark and full of terror, better than Whiterun for Great Ones stuff. I'll need to adapt the quest a little, specially with the companions and the breach stuff...

Posted

I took a radiant quest from the Jarl of markarth, which send me to kill one bandit leader located in Druadach redoubt. However the quest marker took my through Ibn and into the darkseer cave. Once the cave cleared, I automatically completed the second mutator quest that should have been given started tishal. I don't know if it is breaking her questline or not so I haven't reported to her yet.

 

I tried the neuronal transfer thingy, offered by one of the nobles, but I didn't understand how it works at all. At one point my follower just stayed on the stone slab and nothing seemed to change, is this another of those "you have to wait for things to happen" moment? Anyhow, at the end my follower couldn't stand up so I reloaded before starting the process.

 

I'm currently focusing on the main quest, which incidentally forces me to do some vanilla quests first.

Posted

I took a radiant quest from the Jarl of markarth, which send me to kill one bandit leader located in Druadach redoubt. However the quest marker took my through Ibn and into the darkseer cave. Once the cave cleared, I automatically completed the second mutator quest that should have been given started tishal. I don't know if it is breaking her questline or not so I haven't reported to her yet.

 

I tried the neuronal transfer thingy, offered by one of the nobles, but I didn't understand how it works at all. At one point my follower just stayed on the stone slab and nothing seemed to change, is this another of those "you have to wait for things to happen" moment? Anyhow, at the end my follower couldn't stand up so I reloaded before starting the process.

 

I'm currently focusing on the main quest, which incidentally forces me to do some vanilla quests first.

 

The darkseer cave ? Where is that place ? It's the cave near Riverwood ?

 

Neuromancer : if the scene is blocked, use T : it will deblock the scene : the follower is a little affected, nbut that's all, and the device is ready for the brain transfert service (so, turning slaves into followers)

 

Yes, the main quest needs you complete some vanilla quests first (Azhra one, I guess). Use the console for fast progression.

Posted

Yes, the one near riverwood. From Ibn, right up from the fishery. Anyhow, for the neuromancer I should be able to enslave NPC before getting the ability to turn slaves into followers, right? Or can I take any available slave in Ibn for that purpose? Not sure if it is allowed for a servant.

Posted

Yes, the one near riverwood. From Ibn, right up from the fishery. Anyhow, for the neuromancer I should be able to enslave NPC before getting the ability to turn slaves into followers, right? Or can I take any available slave in Ibn for that purpose? Not sure if it is allowed for a servant.

 

So, the cave near Riverwood ? I should plan to change it.

 

You need to enslave yourself NPCs : they receive a slaveplayerpropertyfaction, and this faction is hecked for command dialogues lines.

 

Volukar proposes his services once you solved his quest, even if you're falmer or servant. It's just very expensive (1000 gold)

Posted

Hi, just got question on one of the slavery quest. I think the last quest of slave traffic. My pc is supposed to find a letter but I cannot find it. I follow the NPC (Fibnette? )to where she slept. But I cannot find any letter in her room. Can anyone help with that?

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