COLOCO Posted December 12, 2018 Posted December 12, 2018 Request Spoiler Can Dogma add a quest with "pregnancy issue" in the futur version?
Highborn Posted December 12, 2018 Posted December 12, 2018 41 minutes ago, COLOCO said: Request Reveal hidden contents Can Dogma add a quest with "pregnancy issue" in the futur version? Dogma rarely comes here because he said he is not fluent in English. He is from Russia. But I wouldn't get my hopes high. I remember someone asking him that, before he started patreon. Dogma said he had thought about it and decided against it because the events of the story happens in a relatively short period of time, while pregnancy requires sometimes months to even start producing some noticeable effects. Also, he said he wasn't that into pregnancy fetish. But we never know. I think someone also gave the idea more recently on patreon, and he didn't shut down the possibility iirc. Speaking of which, he said he is open for suggestion, via e-mail (it's on the first page of this thread) or through his patreon account - he understands google translated Russian just fine, but was clear that he would only accept what he thinks fits the story. Dogma is keeping us in the dark about the end of the story, so maybe we could get an ending like that - especially if we get some sort of timeskip (an epilogue is confirmed). But like I said, better not to create expectations.
Shane498 Posted December 12, 2018 Posted December 12, 2018 18 hours ago, Highborn said: Hide contents Dogma rarely comes here because he said he is not fluent in English. He is from Russia. But I wouldn't get my hopes high. I remember someone asking him that, before he started patreon. Dogma said he had thought about it and decided against it because the events of the story happens in a relatively short period of time, while pregnancy requires sometimes months to even start producing some noticeable effects. Also, he said he wasn't that into pregnancy fetish. But we never know. I think someone also gave the idea more recently on patreon, and he didn't shut down the possibility iirc. Speaking of which, he said he is open for suggestion, via e-mail (it's on the first page of this thread) or through his patreon account - he understands google translated Russian just fine, but was clear that he would only accept what he thinks fits the story. Dogma is keeping us in the dark about the end of the story, so maybe we could get an ending like that - especially if we get some sort of timeskip (an epilogue is confirmed). But like I said, better not to create expectations. did dogma ever said what he is gonna do after Thief? like another different mod or thief 2 (of course with some relax he is working too much for us )
Highborn Posted December 12, 2018 Posted December 12, 2018 2 hours ago, Shane498 said: did dogma ever said what he is gonna do after Thief? like another different mod or thief 2 (of course with some relax he is working too much for us ) He didn't talk about the future, as far as I remember. But he joked about waiting to release the mod for Elder Scrolls VI when it was announced. lol In his patreon description he says he is "creating mods" and "at the moment I am working on a continuation of the quest mod for Skyrim - "Thief". So it seems he might do something in the future. 1
geraldofrivia Posted December 13, 2018 Posted December 13, 2018 he talk about making "DLC" for this mod with the Old man and the guy in the hotspring 1
Shane498 Posted December 13, 2018 Posted December 13, 2018 19 hours ago, Highborn said: He didn't talk about the future, as far as I remember. But he joked about waiting to release the mod for Elder Scrolls VI when it was announced. lol In his patreon description he says he is "creating mods" and "at the moment I am working on a continuation of the quest mod for Skyrim - "Thief". So it seems he might do something in the future. thanks, i thought that he could continue "dark investigation". he might be the only one with enough talent...
Highborn Posted December 13, 2018 Posted December 13, 2018 15 hours ago, geraldofrivia said: he talk about making "DLC" for this mod with the Old man and the guy in the hotspring Yeah, but I think he said he wanted to do something with it, nothing guaranteed. It has been a long time since that without news. Hope he revisits those scenes, they are really good. Btw, I remember that I asked two months ago if he had plans to make some of the characters you meet marriageble after everything is done and he said that he would see what he could do or something like that.
dogsy123 Posted December 14, 2018 Posted December 14, 2018 at the part were i can stay the night at Lods house, he has given me the key but when i go to his house nothing happens and i can't interact with the bed since it's owned any ideas as to why this is happening
Adisprox Posted December 14, 2018 Posted December 14, 2018 Im having trouble at the Solitude port. The worker wont move when he takes the box with the player inside.
Highborn Posted December 14, 2018 Posted December 14, 2018 6 hours ago, dogsy123 said: at the part were i can stay the night at Lods house, he has given me the key but when i go to his house nothing happens and i can't interact with the bed since it's owned any ideas as to why this is happening Do you have any mods that alters interaction with furniture or objects like dynamic things? Those are incompatible. 49 minutes ago, Adisprox said: Im having trouble at the Solitude port. The worker wont move when he takes the box with the player inside. Do you have any mods that alter Solitude outskirts, like Solitude Docks district? Nernie’s City expansion? Anything that alters vanilla Solitude can cause that bug.
Adisprox Posted December 14, 2018 Posted December 14, 2018 1 hour ago, Highborn said: Do you have any mods that alters interaction with furniture or objects like dynamic things? Those are incompatible. Do you have any mods that alter Solitude outskirts, like Solitude Docks district? Nernie’s City expansion? Anything that alters vanilla Solitude can cause that bug. I dont have any of those,tried reinstalling but its the same,he just takes the box and stands still
Highborn Posted December 14, 2018 Posted December 14, 2018 4 hours ago, Adisprox said: I dont have any of those,tried reinstalling but its the same,he just takes the box and stands still Try to tick/untick the option in the MCM menu to use/not use layers. That scene covers your screen with a wood box to simulate you inside the box. Perhaps that's conflicting with something. Did you download brewmasterhal's patches for the mod?
Adisprox Posted December 15, 2018 Posted December 15, 2018 15 hours ago, Highborn said: Try to tick/untick the option in the MCM menu to use/not use layers. That scene covers your screen with a wood box to simulate you inside the box. Perhaps that's conflicting with something. Did you download brewmasterhal's patches for the mod? Will try disabling that, i only downloaded the english patch,dont know if there are more
Adisprox Posted December 15, 2018 Posted December 15, 2018 17 hours ago, Highborn said: Try to tick/untick the option in the MCM menu to use/not use layers. That scene covers your screen with a wood box to simulate you inside the box. Perhaps that's conflicting with something. Did you download brewmasterhal's patches for the mod? okay i tried disabling it but it didnt help,the npc still wont move,checked my mod list and there isnt a single mod that affects Solitude. Is there a console command to skip the box part and continue from the porter?
xesfer Posted December 15, 2018 Posted December 15, 2018 Does someone of you know if Dogma is planning, Spoiler in his future versions, to add an alternative way to defeat the dremora bud in Roadside Ruins without having to defeat him by force? I'm playing with a lv 10 character and I perversely chose to run this really super funny adventure in the "sluttiest" way. My toon faced almost every situation using her "alternative" skills (with the captain in Riften, the oldman in Whiterun, the two bandits on the road, etc...) but it seems there is no other way to defeat the Dremora if not fighting. Well, in my opinion defeating a Dremora should be a little bit harder but moreover I'd like there was a "seductive/slutty" or a "smart/sly" way to defeat him (who knows: maybe serving him and getting an enemy's heart reward or defeating him using a sex spell, like the one (Ensnare) in the end of Angrim's Apprentice mod). I think it would be funny and even more suited if you're playing with a low level character.
Highborn Posted December 15, 2018 Posted December 15, 2018 26 minutes ago, xesfer said: Does someone of you know if Dogma is planning, Hide contents in his future versions, to add an alternative way to defeat the dremora bud in Roadside Ruins without having to defeat him by force? I'm playing with a lv 10 character and I perversely chose to run this really super funny adventure in the "sluttiest" way. My toon faced almost every situation using her "alternative" skills (with the captain in Riften, the oldman in Whiterun, the two bandits on the road, etc...) but it seems there is no other way to defeat the Dremora if not fighting. Well, in my opinion defeating a Dremora should be a little bit harder but moreover I'd like there was a "seductive/slutty" or a "smart/sly" way to defeat him (who knows: maybe serving him and getting an enemy's heart reward or defeating him using a sex spell, like the one (Ensnare) in the end of Angrim's Apprentice mod). I think it would be funny and even more suited if you're playing with a low level character. He never mentioned adding an alternative way as far as I remember. I do agree that this fight and the final one in Falkreath seems too hard and unfit for low level role players.
Highborn Posted December 15, 2018 Posted December 15, 2018 3 hours ago, Adisprox said: okay i tried disabling it but it didnt help,the npc still wont move,checked my mod list and there isnt a single mod that affects Solitude. Is there a console command to skip the box part and continue from the porter? that probably would break the scene, since it involves a teleportation to Solitude's cell at the end of the scene with the porter carrying the box. But maybe @brewmasterhal can help you with setstage, since he knows more about the mod.
Adisprox Posted December 15, 2018 Posted December 15, 2018 5 hours ago, Highborn said: that probably would break the scene, since it involves a teleportation to Solitude's cell at the end of the scene with the porter carrying the box. But maybe @brewmasterhal can help you with setstage, since he knows more about the mod. I tried doing the bards quest,to sneak them into the city. But they wont move from the campfire either. It seems like every npc that has something to do with this mod in Solitude is bugged. I really dont know whats causing it?
brewmasterhal Posted December 15, 2018 Posted December 15, 2018 6 hours ago, Highborn said: that probably would break the scene, since it involves a teleportation to Solitude's cell at the end of the scene with the porter carrying the box. But maybe @brewmasterhal can help you with setstage, since he knows more about the mod. I'm going to be out of country until January 1st, so I'm afraid that it's going to be very difficult for me to do much until then. I will do what I can do try to get a translation of the patch out after Dogma releases it, but it may be extremely rough since I won't be able to actually load the game. 1
Highborn Posted December 15, 2018 Posted December 15, 2018 1 hour ago, Adisprox said: I tried doing the bards quest,to sneak them into the city. But they wont move from the campfire either. It seems like every npc that has something to do with this mod in Solitude is bugged. I really dont know whats causing it? I’d try to uninstall the mod. And use it in a fresh new game using the skip option. Try it without using a patch and remember to generate FNIS. Other than that, post your load order so we might find a conflict.
Adisprox Posted December 17, 2018 Posted December 17, 2018 On 12/15/2018 at 11:14 PM, Highborn said: I’d try to uninstall the mod. And use it in a fresh new game using the skip option. Try it without using a patch and remember to generate FNIS. Other than that, post your load order so we might find a conflict. by load order did you mean this file? plugins.txt and btw i reinstalled the mod and started on a fresh save file,everything worked correctly until i came to Solitude.
Highborn Posted December 17, 2018 Posted December 17, 2018 30 minutes ago, Adisprox said: by load order did you mean this file? plugins.txt and btw i reinstalled the mod and started on a fresh save file,everything worked correctly until i came to Solitude. There are many mods that I don't recognize by the plugins, but try to disable From the Deeps, since it's a somewhat heavy quest mod that starts on Solitude. Maybe something else was edited besides the NPCs. And since you have Maria Eden, and that mods alters and adds locations, see if they don't add anything to Solitude. Other than that, you could try the tedious method of disabling half of the plugins from start until you detect the one or the ones causing the issue.
edley Posted December 17, 2018 Posted December 17, 2018 Kust minigame difficulty seems swapped for me, as in it's much more difficult on easy than on normal.
Reesewow Posted December 17, 2018 Posted December 17, 2018 17 minutes ago, edley said: Kust minigame difficulty seems swapped for me, as in it's much more difficult on easy than on normal. I wonder if the MCM menu is mis-translated or the condition it is attached to is swapped - I also found Kust's minigames and a few others (sneezing/cart minigame) to be extremely easy in my playthrough on "normal" mode, especially compared to previous versions. Kust's was almost broken with how easy it was, as in the erection decay and female arousal rate was so low that I think I completed the minigame before having to go back to oral mode to refill it. I didn't think to try swapping to easy mode in the MCM menu however.
Highborn Posted December 17, 2018 Posted December 17, 2018 For me, it was really difficult to beat Kust’s minigame. I thought it was broken. In previous version it was fairly easy if you knew the drill. The cart minigame near Rorikstead was really easy in the first version (0.9) but after the updates it became impossible for me. But the sneezing ones remains really easy. I didn’t change any of the difficulty on the MCM.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now