i really like the idea of this mod but i think the center of the abduction circle should be around rorikstead , because its halfway between the falkreath sanctuary which is the base of operaption for astrid and the abandoned shack. this way, more of falkreath hold would be covered which makes sense to me. this way falkreath should also be covered at least partly und camping right in front of the black door doesn't go unpunished
That's a good point. If I get time to revisit the mod or need to address several things I'll consider the best placement or supporting several options. Cheers!
How does this play with Timing is Everything? I see no script conflicts and of course no xEdit ones. I rely on TIE too much for sanity to give it up, but I always wanted a mod that did this sort of thing that didn't conflict with it.
Under Misc, you can set minimum assaults/murders before a Dark Brotherhood assassin is sent for you. (Sorry, took me a bit to get back around to this. :) )
I probably won't be starting my new game for awhile, but sure, why not. I don't plan on going the DB route anyhow this time, so hopefully the worst that could happen is I get locked out of a quest I didn't want to do in the first place this time around.
Reading the json only happens when loading a saved preset, which only happens when you manually do so or when starting a new game/installing the mod. Ie, I don't support configuring the mod directly from the JSON (had to double check that because I have made mods where that is supported). If you save your settings again it will show up.
I saw someone promoting this mod in the r/skyrimMods Discord server and decided to check it out, and I'm glad I did. I'm the author of Additional Clockwork and, as part of my fix for the Dark Brotherhood abducting the player before the player can finish Clockwork's questline (forever locking you out of the mod), I set pDBEntranceQuestScript.pSleepyTime to the value 8311. From what I saw in your mod, it looks like that will cause a soft conflict:
EventOnSleepStart(floatafSleepStartTime, floatafDesiredSleepEndTime) if DBSleep.pSleepyTime ==1 ; ...la la la-la la la sing a happy song... elseif DBSleep.pSleepyTime >1 DBARShutdown() ; Debug.Notification("DBAR failsafe shutdown due to unexpected Quest Variable: DBEntranceQuest.pSleepyTime = "+DBSleep.pSleepyTime) Debug.Trace("DBAR failsafe shutdown due to unexpected Quest Variable: DBEntranceQuest.pSleepyTime = "+DBSleep.pSleepyTime) endif EndEvent
Could you please update your mod to include 8311 as an expected value? 🙏 It'll save a lot of headache debugging issues on both our ends (I'd once more like to emphasize that I'm commenting as a user/author here; please do not take this as a request from moderation)
Small suggestion - it would be cool to have an option to disable abductions if you have followers with you (might want to check for same cell as well, as just the follower could be told to "wait" but still have the active follower flags).
I considered this, but followers are so ubiquitous that such a setting would be mostly equivalent to a "disable abductions" button. Particularly during the Dawnguard questlines.
Still, if people really want that I might be able to work something out. However, modded followers may not be easy to detect with certainty.
Dude, spawn a Astrid copy with a package to hunt the player at night in the wilderness and give her like, invisibility potions that she uses within X feet of the player, then fire a zero damage arrow with an MGEF that starts the abduction script OnHit then delete FAstrid.
I guess it could be done by taking a Sinister Seven like approach as that mod is literally 7 Assassins relentlessy chasing the player EVERYWHERE.
Easy way around this is to do an optional THIRD abduction ending, where (if you have NPC Knockout Overhaul or something):
You knockout Astrid during combat post refusal.
Pickpocket her key and leave the shack which triggers the stalker Astrid part of the mod that is essentially an Endless Loop of her following you until she gets you.
If you get caught a second time whether its combat loss or sleeping anywhere when you THOUGHT you've lost her (or passed out from a lack of sleep via Survival Mode/Sunhelm/etc) THEN you get the vanilla endings. Make it reasonable too as it would be weird if you have Forgotten City installed and Astrid also transcends space and time with some wibbly-wobbly, timey-wimey... STUFF just to catch/kill you lol.
38 comments
this way, more of falkreath hold would be covered which makes sense to me.this way falkreath should also be covered at least partly und camping right in front of the black door doesn't go unpunishedCheers!
EDIT: Realistic Dark Brotherhood Kidnapping has a script conflict with TIE, for instance.
If you save your settings again it will show up.
I saw someone promoting this mod in the r/skyrimMods Discord server and decided to check it out, and I'm glad I did. I'm the author of Additional Clockwork and, as part of my fix for the Dark Brotherhood abducting the player before the player can finish Clockwork's questline (forever locking you out of the mod), I set pDBEntranceQuestScript.pSleepyTime to the value 8311. From what I saw in your mod, it looks like that will cause a soft conflict:
Event OnSleepStart(float afSleepStartTime, float afDesiredSleepEndTime)
if DBSleep.pSleepyTime == 1
; ...la la la-la la la sing a happy song...
elseif DBSleep.pSleepyTime > 1
DBARShutdown()
; Debug.Notification("DBAR failsafe shutdown due to unexpected Quest Variable: DBEntranceQuest.pSleepyTime = "+DBSleep.pSleepyTime)
Debug.Trace("DBAR failsafe shutdown due to unexpected Quest Variable: DBEntranceQuest.pSleepyTime = "+DBSleep.pSleepyTime)
endif
EndEvent
Could you please update your mod to include 8311 as an expected value? 🙏 It'll save a lot of headache debugging issues on both our ends
(I'd once more like to emphasize that I'm commenting as a user/author here; please do not take this as a request from moderation)
Thanks for this! Appreciated.
Still, if people really want that I might be able to work something out. However, modded followers may not be easy to detect with certainty.
Because yes please to being abducted while walking in the middle of the night to Windhelm.
You still have to sleep to trigger it. Although being abducted whilst awake is an intriguing idea :)
It's so simple why hasn't anyone done it.
Oh right, because it's unpaid work lol.
Anyway, love your work, keep it up
Easy way around this is to do an optional THIRD abduction ending, where (if you have NPC Knockout Overhaul or something):