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Posted

I have hinted for my scenario to be a suicide mission, the player isn't supposed to survive. Which is great since the goal of TiD is for the player to remove itself from slavery right?

Posted

 

 

 

so, go to helgen cave, find the chaurus statue, and try to begin the mod as servant.

 

 

It's the same, I have to setstage pretty much everything because the quest markers are off.

Posted

 

 

 

 

so, go to helgen cave, find the chaurus statue, and try to begin the mod as servant.

 

 

It's the same, I have to setstage pretty much everything because the quest markers are off.

 

 

That's not normal... specially at the beginning : you make all the quests in the small world.

Does you jhave the fishery problem ?

 

Don't care with map markers, play morrowind style !

Posted

Why don't give up the quest markers altogether Delz?

I'm playing Vigilant (finally has been translated) right now. The last chapter is a quite big worldspace and there isn't a single visible quest marker (not even quest, really). They are all made invisible. You have to understand what to do just by using the dialogue

Posted

Why don't give up the quest markers altogether Delz?

I'm playing Vigilant (finally has been translated) right now. The last chapter is a quite big worldspace and there isn't a single visible quest marker (not even quest, really). They are all made invisible. You have to understand what to do just by using the dialogue

 

it was my first pla, but lot of people complained, so...

Posted

 

 

 

That's not normal... specially at the beginning : you make all the quests in the small world.

Does you jhave the fishery problem ?

 

Don't care with map markers, play morrowind style !

 

 

 

Ok I finished it (I mean that I did setstage something like 60% of it)

 

Your biggest problem is definitely the lack of directions. Most of the quests beeing "talk to X" without knowing where the fuck is X is damn annoying (and yeah I have the fishery bug ... among other bugs)

 

Another piece of advice : make an easier map next time. It's very difficult to know where each passage is going. Would be easier to have a path directly from the base called "Whiterun tunnel", another for Windhelm, another for Markarth ... here not only do you have several parts in each of them but they don't even have a name easy to associate to the city they are linked to.

Posted

 

 

 

 

That's not normal... specially at the beginning : you make all the quests in the small world.

Does you jhave the fishery problem ?

 

Don't care with map markers, play morrowind style !

 

 

 

Ok I finished it (I mean that I did setstage something like 60% of it)

 

Your biggest problem is definitely the lack of directions. Most of the quests beeing "talk to X" without knowing where the fuck is X is damn annoying (and yeah I have the fishery bug ... among other bugs)

 

Another piece of advice : make an easier map next time. It's very difficult to know where each passage is going. Would be easier to have a path directly from the base called "Whiterun tunnel", another for Windhelm, another for Markarth ... here not only do you have several parts in each of them but they don't even have a name easy to associate to the city they are linked to.

 

60% setstage ?

There is a problem...

Posted

Hey Delzaron. I finally found out how to edit this mods dialogue and quest descriptions so i'm now busy making the quest descriptions a bit more clear to understand. That way you have to do a bit less about this. I'm not sure though how long this will take. I already finished the starter quest in windhelm. Hope you are fin with that. If i fid a way to edit the subtitles too. Ill probably do those too unless you are planning n releasing a new version of this mod soon.

 

once the quest directions are finished there will probably be no need anymore for the quest markers.

Anyway tell me what you think.

Posted

Hey Delzaron. I finally found out how to edit this mods dialogue and quest descriptions so i'm now busy making the quest descriptions a bit more clear to understand. That way you have to do a bit less about this. I'm not sure though how long this will take. I already finished the starter quest in windhelm. Hope you are fin with that. If i fid a way to edit the subtitles too. Ill probably do those too unless you are planning n releasing a new version of this mod soon.

 

once the quest directions are finished there will probably be no need anymore for the quest markers.

Anyway tell me what you think.

 

on mu side, I'm improving the slavery part : I already fixed the repeatibilty script, and I'll surely replace one quest or two, to make this part less sexual.

Posted

I'm having a problem with the "tunneling..." quest. Daithe won't move anywhere. Plus all the falmers in the slave quarter section keep getting provoked. They're sheathing and unsheathing their weapons like mad men. Is it because I have followers? I might still have slaves from the PAHE slave mod still following (at least in a sense since they're actually not in Ibn at all, theyre all tied up at different places all over skyrim, but in PAHE mcm they're set to "follow player")

 

Anyways, I was just thinking of just using console commands to get through the quest. What is the quest stage id for "tunneling..."?

Posted

I'm having a problem with the "tunneling..." quest. Daithe won't move anywhere. Plus all the falmers in the slave quarter section keep getting provoked. They're sheathing and unsheathing their weapons like mad men. Is it because I have followers? I might still have slaves from the PAHE slave mod still following (at least in a sense since they're actually not in Ibn at all, theyre all tied up at different places all over skyrim, but in PAHE mcm they're set to "follow player")

 

Anyways, I was just thinking of just using console commands to get through the quest. What is the quest stage id for "tunneling..."?

 

I know... i don't understand why the packages didn't work... maybe I should delete them, and design new ones..

Posted

 

I'm having a problem with the "tunneling..." quest. Daithe won't move anywhere. Plus all the falmers in the slave quarter section keep getting provoked. They're sheathing and unsheathing their weapons like mad men. Is it because I have followers? I might still have slaves from the PAHE slave mod still following (at least in a sense since they're actually not in Ibn at all, theyre all tied up at different places all over skyrim, but in PAHE mcm they're set to "follow player")

 

Anyways, I was just thinking of just using console commands to get through the quest. What is the quest stage id for "tunneling..."?

 

I know... i don't understand why the packages didn't work... maybe I should delete them, and design new ones..

 

Maybe. But what I need right now is the quest ID for "tunneling..." do you know what it is?

Posted

I don't play this mod anymore, but for when I did i found that this mod was really helpful for getting around the place and way more reliable than the quest markers. It is a ring that constantly shows  the effects of the 'Clairvoyance' spell, so you can follow the line to your objective. Hope this helps :shy:

 

Link: http://www.nexusmods.com/skyrim/mods/14609/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D14609%26preview%3D&pUp=1

or

Link: http://www.nexusmods.com/skyrim/mods/78124/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D78124&pUp=1

Posted

 

Hey Delzaron. I finally found out how to edit this mods dialogue and quest descriptions so i'm now busy making the quest descriptions a bit more clear to understand. That way you have to do a bit less about this. I'm not sure though how long this will take. I already finished the starter quest in windhelm. Hope you are fin with that. If i fid a way to edit the subtitles too. Ill probably do those too unless you are planning n releasing a new version of this mod soon.

 

once the quest directions are finished there will probably be no need anymore for the quest markers.

Anyway tell me what you think.

 

on mu side, I'm improving the slavery part : I already fixed the repeatibilty script, and I'll surely replace one quest or two, to make this part less sexual.

 

 

ok, then i'm gonna wait until your next version is going to come out. :)

 

Posted

Ok, some ideas :

 

For slave tasks :

- turn the mutator quest into a lab pet one... for example, Volukar could test cybernetic implants on player... mutators will test effects of parasites. That's mean :

- a task about dwemer mechanism to repair... with chances to be hurt or amputated.

- the hunting skeevers task.. I just need to design some dirty tunnels...

 

 

For player, few radiants tasks could be nice :

- hunting skeevers

- fight against dwemer

- hunting a slave

- some plots (assasination, sabotage...)

 

Posted

It´s really a pitty. I am stuck at buying this house in Markrath since the stewart doesn´t react accordingly. Any suggestions for a modder-rookie? Can I continue on other tasks without leaving out important steps? Generally, very good work. I love the story line. Thanks a lot!

Posted

It´s really a pitty. I am stuck at buying this house in Markrath since the stewart doesn´t react accordingly. Any suggestions for a modder-rookie? Can I continue on other tasks without leaving out important steps? Generally, very good work. I love the story line. Thanks a lot!

 

Raerek is his name, no ?

Setstage if the steward changed.

Posted

Hello, first of all this is an amazing mod and i can't wait to have some help so i can progress the narrative. So here it goes.

 

I just got captured and spawned at the falmer's city. I got a quest from a girl to help skala to cook in the butchery house. The problem is that every time i tried to enter the house i got a crash to the desktop at the moment the game finished loading. I can't see a thing and the game crases. I have SKSE with all that edit procedure that is in french, I have all the required mods, I gess. So anny help would be VERY appreciated so I can see where the story leads.

 

Thank you!!!

Posted

I'm on the Markarth part now and... who is Nihme? I've used TES5Edit to search actor records in both your mod and Skyrim, and there isn't an NPC by that name anywhere that I can find. I can't kill someone I can't find.

 

EDIT: Found it, it's actually Nimhe, not Nihme. 

Posted

Hello, first of all this is an amazing mod and i can't wait to have some help so i can progress the narrative. So here it goes.

 

I just got captured and spawned at the falmer's city. I got a quest from a girl to help skala to cook in the butchery house. The problem is that every time i tried to enter the house i got a crash to the desktop at the moment the game finished loading. I can't see a thing and the game crases. I have SKSE with all that edit procedure that is in french, I have all the required mods, I gess. So anny help would be VERY appreciated so I can see where the story leads.

 

Thank you!!!

 

hum... maybe it's due to the falmers's outfit. Update the skeleton if you don't.

There are also some disabled NPCs and dead ones...

 

I'm on the Markarth part now and... who is Nihme? I've used TES5Edit to search actor records in both your mod and Skyrim, and there isn't an NPC by that name anywhere that I can find. I can't kill someone I can't find.

 

EDIT: Found it, it's actually Nimhe, not Nihme. 

Ye,s it's the big spider you'll meet in the ruins.

Posted

so, I'm getting this on install, any ideas?

 

post-155791-0-30671300-1494813893_thumb.png

 

edit: might have something to do with this:

 

post-155791-0-37586200-1494814068_thumb.png

Posted

SHA-256 - Things in the Dark 2.11.rar

6C3AFA361AF6133EAA5853711CBF85925E2BD24DC75EB2943D5D3285C9FC15ED

Please verify your archive is not corrupt. Also verify that you are using the latest 7Zip version (stable 16.04).

 

Edit: you can have the checksum of the file through 7zip, to compare both string ShareX has a useful "hash" tool.

Posted

SHA-256 - Things in the Dark 2.11.rar

6C3AFA361AF6133EAA5853711CBF85925E2BD24DC75EB2943D5D3285C9FC15ED

Please verify your archive is not corrupt. Also verify that you are using the latest 7Zip version (stable 16.04).

 

Edit: you can have the checksum of the file through 7zip, to compare both string ShareX has a useful "hash" tool.

huh. i did have an old version. i have no idea how that would affect uploading things into nmm, but apparently it did. thanks.

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