Skyrim

356 comments

  1. maxarturo
    maxarturo
    • supporter
    • 59 kudos
    Locked
    Sticky
    Updating to V2.1 from V1.6+
    The 'Blood Distiller' script has been optimized for better performance, so before updating be sure that the 'Blood Distiller' is not running, if it is, then wait in game to finish its distillation and retrieve the produced potions.
    And from here you are all good to update.

    If you are updating to V2.1 and you have finish all the previous quests, to initiate the next sequence of quests just exit the 'Aazamur Lapis Library' from its primary door towards 'Aazamur' and head towards the stairs (do not go down the stairs) and wait there 3 seconds.
    Also keep your followers waiting inside just so they won't get in the middle of the evolving scene, this is not required if you are playing the mod from the start since when you reach this point you will be facing towards the triggering of the scene.

    -Español-
    Actualizar a la V2.1
    El script ' Destilador de sangre 'se ha optimizado para un mejor rendimiento, por lo que antes de actualizar asegúrese de que el' Destilador de sangre ' no esté funcionando, si lo está, espere en el juego para terminar su destilación y recuperar las pociones producidas.
    Y desde aquí todos están listos para actualizar.

    Si estás actualizando a la versión 2.1 y has terminado todas las misiones anteriores, para iniciar la siguiente secuencia de misiones solo tienes que salir de la Biblioteca Lapis de Aazamur desde su puerta principal hacia Aazamur y dirigirte hacia las escaleras (no bajes las escaleras) y esperar allí 3 segundos.
    También mantén a tus seguidores esperando dentro solo para que no se metan en el medio de la escena en evolución, esto no es necesario si estás jugando el mod desde el principio, ya que cuando llegues a este punto, estarás mirando hacia la activación de la escena.



    XamMaximus ACT I quest journals - Introduction to the story.
    - Has been added to the 'Miscellaneous files' in the download section for those that are interested and don't want to play ACT I.
    - For those that want to play it, just keep in mind that ACT I is a simple small mod that was made to help me remember all things regarding modding, it was just an exercise for me, i was absent for a few years from modding.


    - There is a document on the "Article" section with very useful and important information on the structure of the mod's quests, reading it will help you a lot with the playthrough of this mod.

    - Russian 'external link' translation (esp only) for v1.6 provided by Damirjan.
    Many thanks to Damirjan for supporting this project.

    - Russian 'external link' translation (esp only) for v1.9+ provided by Sado Yasashii.
    Many thanks to Sado Yasashii from raidgame for supporting this project (raidgame.ru).


    - "X-Beyond Plus" does not occupy a follower's slot, she is completely detached from the vanilla game's follower system.

    - The 'Spoiler' below contains all 4 puzzle's sequences for the "Cyborgautomaton Evolution" quest.
    If you couldn't find or solve the riddle on the 'Mysterious Note' that's in the corpse/skeleton of the Aazamur's head scientist in the Aazamur lab, in the surgery area (the scientist that was killed by the mysterious half human half dragon skeleton creature).
    1) As you first enter and discover the big tower lift in the lab, from left to right: 1 - 3 - 2 - 3
    2) As you first enter the 'Generator's Room', from left to right: 1 - 3 - 2 - 3
    3) As you first enter the 'Advanced Lab' and you are looking at the "Evolutioner Incubator":
    - Left console: 2 - 4
    - Right console: 1 - 5

    Localization
    Spanish translation was updated and the incompatible font was replaced.
    Japanese translation was removed because of incompatible font. Japanese version update date, unknown. Localizer is currently very busy and it may take a while.
    Chinese translation as I was informed should be ready before the end of February.
    Russian 'external link' translation (esp only) for v1.9+ provided by Sado Yasashii.


    Video walkthroughs in the video section:
    - English version by SGMandylion
    Outdated (from v1.0), and he has cheated in some parts, covers only the initial release of the LE mod v1.0, and a lot of things were added from the initial released to the completed v2.1.

    - Russian version by Favorite Adventure Games
    Up to date (from v2.1)covers the entire main quest line of the completed LE mod v2.1 without cheats, it does not covers all non related main quest line: treasure hunt, unmarked quests, secrets, showcase of all the custom made assets like weapons/arsenal, spells, abilities, house functions, equipments, etc...
    Playlist


    Remove Last 'Apostima Sanctum' Castle Scene
    2 players out of the thousands have encounter a weird issue with the last scene (the scene with Molag Bal inside the 'Apostima Sanctum'), and although that I've looked at it 100+ times for any possible issues or bugs, I could not replicate the issue or find any problems or bugs, or even break it!, everything works like a fine tuned Swiss clock every time!!, it's more than clear that the issue is on their side (a mod in their load order).
    But..., it will be a shame to have gone this far in the mod and to not at least get the cool rewards at the end of the main quest, just because something else outside the mod in your load order is causing issues.
    However by using this, you will miss one of the most demanding Boss Fights ever created for Skyrim, and the end of the story told by the protagonists themselves.

    How to use the scene removal:

    - Download from the 'Miscellaneous' section the file:
    "XamMaximus Deception - ACT II v2.1 - Remove Last Scene - English".
    - Install it / overwrite it and load a save before entering the 'Apostima Sanctum'.
    - You will now find a button at the beginning of the stairs in the first left column as you see the stairs from bellow (be sure that none of your followers are nowhere near the 'Apostima Sanctum' door / entrance, keep them close to you in the lower section of the stairs.), press the button and follow the messages, you will be notified with one of those messages that all the last scenes of the quest 'Bloody Payback' were successfully removed, and that you are all good to continue further.
    - This will remove completely ALL the last scenes with Molag Bal, Braeden + Carden, Legion, Odril, and the 2 last Ultimate Boss Fights, it will end the 'Bloody Payback' quest with all its last scenes and it will take you immediately to your rewards and to the next 'Repopulation' quest.

    [/spoiler]



    - Mod's Quests -
    Blackout
    Bloody Payback
    Cyborgautomaton Evolution
    Purging
    Repopulation
    The Five Skulls
    The Hidden Portal
    The Prototype's Deception
    If you like my work, please do endorse it, it's free.
    It's the only reward that modders get for their hard work.
    Thank you.
  2. ShadowSherlock
    ShadowSherlock
    • member
    • 0 kudos
    у меня не появляется сундук с цитриновым парагоном (в стоге сена, где убежище фалмеров). Как открыть тогда барьер, или можно узнать ID этого парагона?
    1. maxarturo
      maxarturo
      • supporter
      • 59 kudos
      Сундук появляется только после активации всех 3 «Фалмерских цепей», которые открывают путь в большую открытую часть пещеры, где расположена деревня фалмеров.
      - Первая «фалмерская тяговая цепь» открывает первые фалмерские ворота на первом мосту.
      - Вторая «фалмерская цепь» открывает вторые фалмерские ворота в конце средней части фалмерской деревни.
      - Третья «фалмерская тяговая цепь» находится в конце фалмерской деревни, она активирует последний мост, по которому, чтобы добраться до него, нужно использовать «шепчущий выстрел», чтобы перебраться через него.

      После того, как вы активируете 3 тяговые цепи, появится сундук. Если вы обманули свой путь через сундук, он никогда не появится.
      НЕ используйте читы с этим модом, вы его сломаете.

      Вот видео-плейлист на русском языке, в котором собраны все основные квестовые линии:
      https://www.youtube.com/playlist?list=PLoIBbpM5WpibdfISbQ4Kv9nKwzvUJ28Tu

      А вот видео по этой части:
      https://www.youtube.com/watch?v=C4wHBUPPuh4&list=PLoIBbpM5WpibdfISbQ4Kv9nKwzvUJ28Tu&index=9
    2. ShadowSherlock
      ShadowSherlock
      • member
      • 0 kudos
      в том то и прикол, что я все сделал правильно. И он все равно не появляется. Несколько раз пробовал пройти, не получалось. И да, я по этому прохождению и проходил всё.
    3. maxarturo
      maxarturo
      • supporter
      • 59 kudos
      Если вы сделали все правильно, как вы говорите, без читов, то это может быть что-то не связанное с модом, например, поврежденная загрузка или поврежденная установка, или и то, и другое. Другие моды в вашем «порядке загрузки» могут вызывать проблемы в других модах, но я не могу вам с этим помочь.

      Теперь вы можете повторно скачать и переустановить мод и начать все сначала.
      Или вы можете сделать следующее:
      1) Идите к главной палатке фалмеров, палатке, где должен спавниться сундук, и войдите в нее.

      2) Откройте консольную команду, нажмите клавишу под кнопкой «ESC», нажмите ее один раз, на кнопке появится этот символ: ~
      - Тип
      player.additem XX1c349c 1
      и нажмите «Ввод»
      * XX — это номер мода в вашем «Порядке загрузки». Откройте программу установки мода Vortex или Mod Organaizer или любую другую программу, которую вы используете, и найдите номер мода, затем поместите этот номер на место «XX». .
      * Последняя цифра (1) — это количество, менять его не нужно.
      - Нажмите еще раз клавишу ~, чтобы выйти из консольной команды.

      3) Откройте инвентарь и найдите «Цитриновый идеал», затем бросьте его и возьмите снова. Этот шаг имеет решающее значение, поскольку игра регистрирует действия игрока, приобретающего образец.

      Теперь продолжайте как обычно, но если вы снова столкнетесь с другой проблемой такого рода, когда вы все сделали правильно, но что-то пошло не так, то я бы предложил повторно скачать, переустановить и начать все сначала.
  3. yjfthrsthgerthgkolk
    yjfthrsthgerthgkolk
    • member
    • 0 kudos
    подскажите пожалуйста что делать если сундук(большой желтый сундуке с сокровищами) где лежит ключ от электростанции не открывается ( в прошлом коменте перепутал не про тот ключ спросил )
    1. maxarturo
      maxarturo
      • supporter
      • 59 kudos
      С этим сундуком никогда не возникало никаких проблем, так что, возможно, ваша игра немного напортачила, это может случиться на ненадежном движке Skyrim. Вы можете попробовать 2 вещи:
      А) — Загрузите сохранение перед входом в библиотеку и посмотрите, решена ли проблема.
      - Если вышеперечисленное не помогло, сделайте новое сохранение перед желтым сундуком > выйдите из игры > запустите игру > загрузите сохранение, сделанное перед желтым сундуком.

      Б) Если ничего из вышеперечисленного не помогло, откройте консольную команду. Это кнопка на клавиатуре чуть ниже кнопки ESC, которая выглядит вот так ~
      И введите:
      Player.additem xx0f0E39 1
      * первые 2 «XX» в номере соответствуют номеру мода в вашем порядке загрузки, поэтому какой бы номер мод ни имел в вашем менеджере модов, это номер, который вы вводите вместо «XX», числа «1» в конце соответствует количеству ключей, которые будут добавлены в ваш инвентарь.
      * Нажмите Ввод' / Enter
      * Как только ключ будет добавлен в ваш инвентарь, найдите его и: бросьте ключ > затем возьмите его снова.
      Это абсолютно необходимо для обновления квеста.
  4. yjfthrsthgerthgkolk
    yjfthrsthgerthgkolk
    • member
    • 0 kudos
    подскажите пожалуйста что делать если в лазуритовой библиотеке не отрывается сундук где должен лежать ключ от крипты?
    1. maxarturo
      maxarturo
      • supporter
      • 59 kudos
      Ключ от склепа библиотеки находится в конце «Котельной электростанции Аазамур», а не внутри библиотеки. Выполните квест «Затмение», возьмите ключ, который находится в большом желтом сундуке с сокровищами в главной комнате библиотеки, и идите. на электростанцию.
      Как только вы получите ключ от большого желтого сундука с сокровищами, квест «Затмение» обновится, и у вас появится маркер квеста, указывающий на дверь электростанции.
  5. yjfthrsthgerthgkolk
    yjfthrsthgerthgkolk
    • member
    • 0 kudos
    подскажите пожалуйста что делать если не появляется сундук с центральным парагоном ?
    1. maxarturo
      maxarturo
      • supporter
      • 59 kudos
      Активируйте все 3 «фалмерские цепи» в большой части пещеры, «фалмерские цепи», которые открывают 2 «фалмерских ворот», и мост в конце этой части пещеры, затем вернитесь к «палатке фалме чиф». ' и оно будет там.
      Вы также можете посмотреть видео на русском языке, которое поможет вам и увидеть, какие «фалмерские цепи».
      https://www.youtube.com/playlist?list=PLoIBbpM5WpibdfISbQ4Kv9nKwzvUJ28Tu

      * Я не знаю русского, это перевод Google.
  6. inowa54
    inowa54
    • supporter
    • 4 kudos
    It is unfortunate that there is no Japanese translation.
    I would appreciate it if you could upload the Japanese translation file again. Sorry for my selfish request.
    1. maxarturo
      maxarturo
      • supporter
      • 59 kudos
      Sorry my friend, but the guy who did the Japanese translation is not around anymore, and I don't know Japanese.
      And from that Japanese version to the this one (v2.1) were added more than 4000+ lines.
  7. Newtonext1234
    Newtonext1234
    • member
    • 21 kudos
    The mod are very good that are including the  adventure, new enemy and many puzzle.
    I played act I, II both mod are very long adventure so those are good.
    in act II, I surprised new type creatures fighting and long story. 
    Katakans have summoned the avatar and avatar attack to player while he getting position the back of player also new type automatons design and projectiles are great, those were my first experience.
    I hope you create the new act in future.
    Thank you for create great mod.
     
    1. maxarturo
      maxarturo
      • supporter
      • 59 kudos
      I'm glad you enjoyed it friend.
  8. RickyColts
    RickyColts
    • member
    • 0 kudos
    I have been playing for a long time. Love the mod! But I can't find the Skull Key Deception. Can someone help me with the location of the key?
    1. maxarturo
      maxarturo
      • supporter
      • 59 kudos
      The answer is in Odril's journal and is also mentioned in the corresponding quest stage in the quest log.

      Now, if you are at a point that you have in your possession the other 4 skulls keys, then the only thing remaining is to head to 'Thanatos', once you are there the quest 'The Five Skulls' will update and a quest marker will show you its location, but it's not that easy to just go and grab it...

      If you find yourself in need of some more tips/help, just watch the appropriate russian video walkthrough, which is up to date with the mod last and completed version. Or just ask here, if I'm available I'll reply immediately.

      Have fun friend.
    2. RickyColts
      RickyColts
      • member
      • 0 kudos
      I  meant I have only Skull Key Corruption and Power. Forgot where I used the other 2. Forgot to retrieve them. Can you help where I must have used them?
    3. maxarturo
      maxarturo
      • supporter
      • 59 kudos
      I'm putting this in a spoiler to not ruin it for anyone else that doesn't want to know.
      Spoiler:  
      Show

      - The first skull key you find is the 'Skull Key Power' in Odril's house.
      - The second is the 'Skull Key Skills' that you retrieve it from the coffin in the Aazamur burial ground inside the mausoleum. But, to enter the mausoleum you need the Skull Key Power, so that you can open the door/wall.
      - The third is the 'Skull Key Knowledge' that becomes available once you retrieve the 'Skull Key Skills', and you find it in one of the printing presses inside the library.
      - The fourth is the 'Skull Key Corruption' that is inside the lab in the quarantine, but to access it you need to have all the other three skulls, so that you can open the gate of the quarantine.

      Now, if you have the 'Skull Key Corruption', this means that you had already obtained the previous 3 skull keys.
      Except for the places I mentioned above, the skull keys are not usable anywhere else in this point of the quest progress.

      So, if the skull keys are not in the lab, in the pedestals that open the gate for the quarantine, then I can't help you my friend, you could have sold them or place them in a container or drop them somewhere, who knows except you?
      If they are not in the lab, then I would suggest to revert to a 'save file' before the battle inside the Aazamur lab quarantine, before you placed all 3 skull keys in the pedestals to gain access to the 'Skull Key Corruption' / to fight the 'Corrupt Abomination'.

      If you can't find where you placed the skulls, and you don't have a 'save file' before the lab's quarantine battle, then there is one last option that you could do to avoid starting the mod from the beginning.

      Do let me know mate.
    4. RickyColts
      RickyColts
      • member
      • 0 kudos
      Thanks a ton mate.
  9. someguynamedjoe
    someguynamedjoe
    • member
    • 12 kudos
    This mod looks amazing and I have no idea how I managed to miss it, before. I love the use of both vampires and the Dwemer (two of my favorite kinds of lore in the setting) as core parts of the mod. It always bugged me how no vampire in all of Tamriel ever got the idea to try to 'colonize' a Dwarven ruin... so long as they figured out how to deal with animunculi, you'd think it would have everything they want: A fortified position, no need to worry about the sun, relative luxury, and so long as they had a way to feed, potentially all the time in the world to study the machines and try to figure out how they work.

    EDIT: Though xEdit says there's a lot of missing scripts when I click 'check for errors.' Are those anything to worry about?
    1. maxarturo
      maxarturo
      • supporter
      • 59 kudos
      I'll have to disappoint you my friend, you will not find a single vampire in the mod's Dwemer ruins, but the mod's story is based of how big of an impact Dwemer technology had on a vampire clan's constant pursue for an asset. I'm not going to say anything more to not spoil it for you.

      No scripts are missing, it's just a bug of xEdit or a bug of Bethesda's engine to be more precise, that it will continue to keep stored in the plugin references and properties of scripts even after they had been removed or modified, this is what xEdit detects. and it will not cause any issues to your game or mod, it's just a few data stored that it's not used by the game.
      Nothing I can do about this.

      There is also a SSE version that was uploaded 5 days ago, if you are interested.
    2. someguynamedjoe
      someguynamedjoe
      • member
      • 12 kudos
      Ah, no worries about the plotline. I'm sure it will be cool regardless, I'm excited to play it.

      And thanks for letting me know about the scripts.
  10. Raikano
    Raikano
    • premium
    • 0 kudos
    I can't believe i have came back to Old Skyrim only for this mod ***Facepalm***
    If some day i see this in SE/AE i will burn this thread :)

    Please, at least, is there anyone who can tell me:

    1: The story fits well in a vampire character.
    2: There is a player home.
    1. maxarturo
      maxarturo
      • supporter
      • 59 kudos
      1) All mod's factions will have the same reaction towards the player, either if you are a vampire or a werewolf or neither of them. So, you can play this mods with any kind of character you want, the end result will be the same towards the player and his allies.

      2) There are 6 different uniquely themed player homes, all with unique scripted house functions and assets, that you will acquire through the main quest story line, each house's style/theme is created based on the mod's story and all fill different tastes.
      Some are created exclusively to serve a vampire/dark character, some other to serve a good guy/white knight, and some have the option to be modified by the player to either have coffins or normal beds, another house can serve as both at the same time, 1 has the option to build / expand it in 2 different ways, and much, much more...

      3) The last month +, I've been working nonstop to convert the mod to SSE/AE, and by converting I mean = re-creating a lot of the mod's assets because as they were originally created couldn't work on SSE, and neither any of the conversion tools available could successfully convert them.
      Currently I'm in the process of testing those assets in-game, and in general testing the entire mod on the SSE engine, which takes time because the mod is big, but I'm almost close to the end of the main quest story line.
      So, unless if I don't find any issues with the mod on the SSE engine, it should be available for download from a couple of days to a week the most.
    2. Raikano
      Raikano
      • premium
      • 0 kudos
      It is wonderful to know all of that. Then, i will be waiting for that version. Thanks a lot.
  11. SILVERWOLF2158
    SILVERWOLF2158
    • supporter
    • 2 kudos
    i got to study all of the puzzles and then i can do better but still a great mod !
    1. maxarturo
      maxarturo
      • supporter
      • 59 kudos
      I'm glad you like it and you are having fun playing it, and may you have a bloody... Bloody Adventure!!!
    2. pharsea
      pharsea
      • member
      • 1 kudos
      Thnks very much.

      I can now open the gate to the first sonic resonator and so on. The Russian run-through shows that the effect of an arrow-hit is very obvious. The key issue is that one has only a single chance to hit each sonic resonator. If one misses the first time any repeat attempt is doomed to failure.

      The "Russian version" you refer to is:

      https://www.youtube.com/watch?v=hxPcTRvaNa8
    3. maxarturo
      maxarturo
      • supporter
      • 59 kudos
      "The key issue is that one has only a single chance to hit each sonic resonator. If one misses the first time any repeat attempt is doomed to failure."

      No my friend, you have a 5 seconds window before the gate closes, then if you missed to hit the resonator you need to hit again the corresponding to that resonator 'Arrow Pressure Plate Trap Activator' and the gate will open again for 5 sec, and so on...
      You have as many chances you want to try, there are no limitations or restrictions to this.

      I watched the link of the russian video walkthrough and I noticed 1 thing, that he didn't figured out the Dwarven X Droids weakness and struggled a lot to take them down, if you don't use this to your advantage they are really hard to fight.
      So, here is 1 tip for fighting the Dwarven X Droids that may be useful for you or others.
      Spoiler:  
      Show

      The Dwarven X Droids have a high weakness to frost, they can't tolerate frost, some of them will even become 'unresponsive' if they are continuously attacked by frost.
    4. pharsea
      pharsea
      • member
      • 1 kudos
      I am now stuck trying to find the 15-digit code sequence. In the Russian walk-through the player just seems to "know" the correct sequence. I cannot find where he discovers it.

      I have found the Dwarven X-goggles and on one occasion while wearing them accidentally found the fifth partial code.
      This was in a book on the lower floor of the hall where all the book-cases are. Subsequently, I wasn't able to find it a second time!

      I have now found the third partial code. It was where you say it is in an earlier post that I have now found. I can always see THIS partial code if I wear the X-goggles, with no particular sequence of events or timing being involved.

      I have now discovered that having a candle-light spell active is a BAD idea, as the general illunination from this spell can overwhelm the code digits and make them impossible (at best, very difficult) to see.

      Also - minor point/query - the teleporter to Skrim takes me just outside Riften with no way back. Is this intentional?
    5. maxarturo
      maxarturo
      • supporter
      • 59 kudos
      I keep forgetting to add that in the sticky post above for those that may want to skip that part.

      At some point you will find a note along side with one of the skulls that gives you the locations, and if you have the 'Quest assistance' turned on, then whenever you are close to one the game will tell you that 'Quest Elements Are Hidden From Naked Eyes', just put on the goggles and look around near the place the message fired.

      I don't remember the code by heart, but I can tell you where they are.
      Spoiler:  
      Show

      1) In the same place you found the goggles in the first right painting.
      2) As you exit from the library's master bedroom towards the library part, turn right and stop at the middle of the corridor, now look down and little to the right, it's in one of the open books.
      3) Take the teleporter that's next to the 'Transformer' in the library that leads to the balcony in the entrance area and look right in front of you, it's in the end of the chain holding the big orange light bulb.
      4) As you enter the 'Surgeon Area' in the lab, to your right, it's in the last white painting.
      5) In the painting in the office in the boilery area of the power plant.


      The teleporter to Skyrim that takes you just outside Riften has no way back, the reason is simple, because with so many mods that alter cities, I didn't want to add things that may cause incompatibility.
      Plus at some point you won't be even using those teleporters, because you will find 2 'Teleport Spells' that have 15 locations to choose from (I think they are 15.... I can't remember....)
    6. pharsea
      pharsea
      • member
      • 1 kudos
      Thanks for that.

      I am now trying to find the Skull key "SKILL"  - but I have no idea where to look.

      Also, I used to have the Xexonite cube, but now it is not in my inventory. My quest log is telling me to "find the portal" (near Castle Volkier?) will I need the Xexonite cube to pass through the portal or subsequently? Where could I have lost it? I remember having to use some artefact to activate the "Advanced Training" mechanism.
    7. maxarturo
      maxarturo
      • supporter
      • 59 kudos
      The skull key 'Skills' is in the Aazamur graveyard inside the mausoleum which will open after you solve / find and activate with the according school of magic spell all the 'Magic Tablets' that are in that cell.
      To go to the Aazamur graveyard you need to go to the cell that led you to Aazamur and as you are looking the dwemer elevator turn left and it will lead you to that cell.
      * The info of where 4 of the 5 'skulls keys' are (including the skull key skills), is written in Odril's journal, alongside a bunch of other quests releated useful informations.
      There is only 1 key that Odril didn't knew where it was (Skull key Knowledge), but to find it you need to find first the 'skull key skills' and then head for the library and you will find it in one of the printing presses.
      The only part of the 'skull keys' quest that actually needs some exploration is the 'Skull Key Knowledge', everything else is mentioned in Odril's journal.

      If you didn't retrieve from the pedestal the Xexonite cube in the training arena, then it should be there, if you lost it or sold it, then the only way to spawn one is by console command, because there is only one in the game world.
    8. pharsea
      pharsea
      • member
      • 1 kudos
      Thank you, again. I have found the Xexonite cube - in the Advanced Training Arena vestibule.

      I am now trying to get the power generator working in the Advanced Lab. There are twelve valves. Each has the same 35-digit binary code. Also on the wall are three bosses, with the same 35-digit binary code; but shifted. It would seem that I have to activate the valves in some sequence, indicated by the three bosses; but I can't figure out what the sequence is!
    9. maxarturo
      maxarturo
      • supporter
      • 59 kudos
      The answer is on a note with a riddle that's in the 'Head Scientist' corps that tells you how to access and fire up the 'Advance Lab'.
      In the lab there is a battle / crime scene where there is a dead half human - half dragon skeleton creature, the skeleton corpse in its mouth is of the 'Head Scientist'.

      Alternatively, if you can't solve the riddle: The answer for all the puzzle sequences for the Cyborgautomaton Evolution quest is in the 'sticky post' above.
    10. pharsea
      pharsea
      • member
      • 1 kudos
      The sticky post seems to say that the valve sequence is 1-3-2-3, exactly the same as the key sequence to gain access to the Advanced Lab. Is that right? I have tried this and it did not work!

      I have edited my last post slightly.
    11. maxarturo
      maxarturo
      • supporter
      • 59 kudos
      Yes, the sequence is the same for the upper and the downer part.
      As you enter the room you activate first the left valve and continue in that direction, as you enter from your left to right.
      If it isn't working, then you are the only one that has ever encounter a problem out of the thousands that have play the mod.
    12. pharsea
      pharsea
      • member
      • 1 kudos
      I think I understand now.
    13. pharsea
      pharsea
      • member
      • 1 kudos
      I have been told that the Library Vault is now open,
      but I can't find where it is.
      Please tell me where to look.

      I have found the place where seeker droids etc can be constructed.
      I have found the place where the five skulls can be placed.
      I have found the place where the Lord Stone  etc are.
      I have found the place where all the deity shrines are.

      I haven't found the two paragons - where are they?
    14. maxarturo
      maxarturo
      • supporter
      • 59 kudos
      What do you mean that you haven't found the 2 Paragons???
      Those 2 Paragons are required at the very beginning of the mod's walkthrough:
      - The first is in the second cell in 'Forgotten Vale'
      - The second is in the third cell in 'Forgotten Vale'
      * Without those you can't open the prison where Odril is.
      * I'm guessing that perhaps you didn't retrieve them from their pedestals after you opened the first gate to the temple, and then again you didn't retrieve the second one when you opened the prison where Odril is kept.
      Go back to 'Forgotten Vale' (Odril's prison/house) to retrieve them, they should both be right there in their pedestals.

      As for where the vault is in the Library:
      Spoiler:  
      Show

      As you are standing and looking in front of that small room with the pedestals in order, the vault is 5 meters to your left, the vault is only accessible once you have placed all the keys in the pedestals and then turn on the center pedestal with the 'Switch Cube'.
      The vault until that moment except that is not accessible it's also hidden behind a secret wall, that you can hear it opening once all keys have been placed.
    15. maxarturo
      maxarturo
      • supporter
      • 59 kudos
      .
    16. pharsea
      pharsea
      • member
      • 1 kudos
      Thank you!
    17. pharsea
      pharsea
      • member
      • 1 kudos
      I have manufactured two drones,
      and been told that they have been completed;
      but I can't find where they are!

      Making high-powered bolts at the nearby "advanced forge" is problem-free.
    18. maxarturo
      maxarturo
      • supporter
      • 59 kudos
      If you are talking about constructing a 'Seeker Droid' or a 'Sonic Ballista': The droid manufacturer has 2 parts, the first is where you place the 'Xexonite Cube' to it turn on, and the second part is exactly in front of the machine, it's a container thingy where you retrieve everything that has been constructed.

      Some info:
      Spoiler:  
      Show

      - After retrieving them, you will see them in your inventory, in the misc section.
      - To have them deployed, you just have to drop them from your inventory.
      - To disarm them you just press 'E' while in front of them (just like talking to an npc), and a menu will open with options, once 'Disarmed' you will see the droid back in your inventory.
    19. pharsea
      pharsea
      • member
      • 1 kudos
      I found the two paragons. I had put them in a very obvious and safe place in one of my player homes.
      I will have a look for the container you mention.
      I often find that I have trouble finding things which are in very obvious places.

      Thanks for the help.
    20. pharsea
      pharsea
      • member
      • 1 kudos
      Three things:

      1. The menue for the mod's teleport facility over-laps the edges of my PC's screen. Hence I can't select either the first or last options. Is this something to do with my PC's set-up, or is it a bug in the mod itself?

      2. How can I obtain more X-gyros so as to complete the evolution of the X-droid? I thought that I could do this by going back to the advanced training arena and picking a 2nd-level combat in the Dwemer arena. However, when I do this everything I destry/kill vanishes without leaving any remains to loot.

      3. I have the idea from looking at one or other of the run-throughs that at some point the MultiMarket becomes populated (by ghosts?) and it is possible to trade with them. Am I correct? If so, how does this get activated?
    21. maxarturo
      maxarturo
      • supporter
      • 59 kudos
      1) Not a bug, I'm guessing you have an old pc screen, a square one. Unfortunately there is nothing I can do for you here. Or, increase the monitor's resolution.
      2) If you didn't loot the droids for 'Xexonite Dynamos', 'Xexonite Gyros', Xexonite Proccessors' when you first encounter them, then the only way is to buy some.
      - In "Cluster Vain' in Solstheim (Odril's village) the general market sells some occasionally.
      * There is one container that has a few Dynamos and Gyros, it's either in the lab or in the power plant, but I can't remember where it is, it's higly possible that's  the container right next where you found the 'Crypt Sphere key'.
      - After completing the quest 'The Prototype's Deception', I won't say much to not ruin it for you, but there will be in Aazamur a 'General Market', one of the merchants sells dynamos and gyros, all merchants sell all the mod's assets.
      * The quest 'The Prototype's Deception' starts after you discover/reach the realm of 'Thanatos'....
      3) See above.

      * The Advanced Training Arena is supposed to work like that, actors spawns and immediately disappear after death, something like it would be with a hologram.