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Animal Mansion 4??? (Dev Thread)


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Posted
1 hour ago, lanastara said:

I made such a saddle some time ago for myself based on the convenient horses travelersaddle.

It's really badly made since I have no idea how to actually 3d model (so I just sticked the Smurf Average SOS Penis on top of the saddle and gave it a wood texture (the one from the devious devices))

 

I could maybe look into making a replacer for the generic skyrim saddle but I prefered replacing the convenient horses ones so my horse is the only one with an exotic saddle ^^

 

https://www.loverslab.com/applications/core/interface/file/attachment.php?id=1009724 1.15 MB · 20 downloads

Great thing, but it would be really great if this would find use in AME.

Posted

Is the saddle an item that can be given to a horse and equipped? Or how does it work? I'm not sure it makes sense to put saddles on the Animal Mansion horses, but I don't see any reason why not to support that. At least not if it's an easy thing to do.

Posted
2 hours ago, monty359 said:

Just stumbled uppon tis programm on nexus. It might benefit this mod. the demo on nexus looks promising

 

https://www.nexusmods.com/skyrimspecialedition/mods/44184?tab=description

 

Saw. Fingers crossed that Bethesda doesn't DMCA it because that thing could be literally game-changing.

 

Worst case they do object, but even then the author might be able to train it on some open-sourced voice samples instead.

Posted

Fairly new to the AM+ mod but here's my immediate thoughts.

 

Unless I've missed something only the wolfhound/original dog ever features and not the German Shepherd or Husky.

 

Would add a simple level of variation if these could replace the original on a random basis.

 

(All apologies if mentioned above or I've not played through the existing mod long enough or I'm just too stupid to find a setting myself!)

Posted
9 hours ago, albiondave said:

Unless I've missed something only the wolfhound/original dog ever features and not the German Shepherd or Husky.

 

Would add a simple level of variation if these could replace the original on a random basis.

 

I considered doing it randomly (leveled lists) but I never heard anybody saying they actually liked the old gray mutt model, so I've been using only the GSD/Husky models.

Posted
7 hours ago, unwashed biomass said:

BTW what about gangbangs with creatures? there are anims with 3 wolfes as example. will be that supported? I'm asking because in dogs quest player got 2 but each gender.

 

Note: the dog sale quest has an opportunity for that. Only possible one time, though, given there are only 3 dogs and each one can only be "used" once.

 

I opted against having multiple same-sex animals because it felt too redundant, and because I was concerned about cramming more animals down there. With a MF pair it was easier to excuse because they each serve different purposes (ie, one for men and one for women), but with that having fallen apart, it's going to be mostly single M creatures now.

 

But the thing to keep in mind is that the standard client quest (bring client downstairs, do whatever, return) is not going to be The Standard Client Quest. There actually won't even be a The Standard Client Quest. Because that is only going to be one possible client quest - other possibilities include a client bringing their own animal, or a couple coming to the Mansion together, or even both of those concepts combined. And those are only a small fraction of the possible quests when you add in ones that happen away from the Mansion (eg, the "tame the wolf pack" idea).

 

 

In other words, I'm kinda shying away from having a dozen clients in the Mansion waiting around for their turn to be served. I think it will be more like a handful of them at a time forming the "bread and butter" of the business (thus there's always someone there available for you if you want, and also so I'm not pulling too many NPCs away from their regular activities) while the rest of the mod will be quests elsewhere.

Posted

I was thinking about, ¿can you make something like "breeding quests"?
 

For example, a hiring service from a desperate farmer or whatever, to have ready a baby creature (horse, wolf, dog, etc) for an urgent sale

Posted
46 minutes ago, DravenVenator said:

I was thinking about, ¿can you make something like "breeding quests"?
 

For example, a hiring service from a desperate farmer or whatever, to have ready a baby creature (horse, wolf, dog, etc) for an urgent sale

 

You mean like a pregnancy thing? As long as there's a mod that can handle the pregnancy part then probably, yes.

Posted
9 hours ago, tasairis said:

I opted against having multiple same-sex animals because it felt too redundant, and because I was concerned about cramming more animals down there. With a MF pair it was easier to excuse because they each serve different purposes (ie, one for men and one for women), but with that having fallen apart, it's going to be mostly single M creatures now.

 

But the thing to keep in mind is that the standard client quest (bring client downstairs, do whatever, return) is not going to be The Standard Client Quest. There actually won't even be a The Standard Client Quest. Because that is only going to be one possible client quest - other possibilities include a client bringing their own animal, or a couple coming to the Mansion together, or even both of those concepts combined. And those are only a small fraction of the possible quests when you add in ones that happen away from the Mansion (eg, the "tame the wolf pack" idea).

Personally i could care less about female animals.  There is no animations for that anyway, so it would be waste of time on your side to impement that, that could be allocated elswere.

About clients, so lets say client will come with own lets say dog and PC could mingle with the one of client and that from mansion leading to treesome? If so, neat but same concept would be tricky with more exotic creatures.

Posted
6 hours ago, tasairis said:
7 hours ago, DravenVenator said:

I was thinking about, ¿can you make something like "breeding quests"?
 

For example, a hiring service from a desperate farmer or whatever, to have ready a baby creature (horse, wolf, dog, etc) for an urgent sale

 

You mean like a pregnancy thing? As long as there's a mod that can handle the pregnancy part then probably, yes.

+1 to the idea. Reminds me good old days in Fallout NV. But afaik there is no pregnancy mod that could spawn creature actors, some patch to (maybe HentaiPregnancy?) would be needed.

Posted
1 hour ago, unwashed biomass said:

Personally i could care less about female animals.  There is no animations for that anyway, so it would be waste of time on your side to impement that, that could be allocated elswere.

 

I had a not-very-secret goal for this mod to inspire some animators to create animations to fill the gaps. One of those "If you build it" things. But in the meantime, yes: there aren't really a whole lot to work with.

 

Example: I wrote support for FFC and FMC bear animations. Turns out there aren't any. I didn't know that at the time, but I'm not going to bother pulling those parts out.

 

1 hour ago, unwashed biomass said:

About clients, so lets say client will come with own lets say dog and PC could mingle with the one of client and that from mansion leading to treesome? If so, neat but same concept would be tricky with more exotic creatures.

 

Exactly. But it will be implemented specifically for a species so it's not like some random NPC is going to show up with some random creature.

 

In a nutshell, there are lists of quests that the system goes through for whatever event. One of those lists is the in-Mansion client event, and that list will contain quests like

- Client wants to try a random animal

- Client wants to watch the player with a random animal

- Client brought a dog for a 2P scene

- Client brought a dog for a 3P scene

- Companion brought a wolf for a 2P scene

- Companion brought a wolf for a 3P scene

- Dawnguard hunter brought a troll for a 2P scene

- Dawnguard hunter brought a troll for a 3P scene

 

Each one will have requirements for whether it's valid, such as whether the animal has been unlocked, and whether the player had "adopted" one for the Mansion; the 3P Dawnguard troll quest would have as its requirements that the creature was unlocked (ie. relevant main quest completed) and that the player adopted a troll, while the 2P version would only require it was unlocked.

And actually, those "NPC brought their own creature" quests have one other requirement: that when the system went through and assigned client "slots" to NPCs, one of the slots that was filled was a "NPC plus <creature> slot". But explaining that system is another post entirely.

 

Posted

Is there a plan for a follower to be included?  Someone with the same desires?   

 

I think it would make for lots of variations if both hostesses and a follower could be offering services, obviously, with the PC in attendance even when not performing.

 

A big ask but a voiced follower who passed comment on the various natural (and unnatural) features encountered on non-AM quests... "Can we take one home?  Pleeease!"

Posted
1 hour ago, albiondave said:

Is there a plan for a follower to be included?  Someone with the same desires?   

 

"Included" how? And make sure you've read through the last page or two where the subject of followers came up (again).

 

1 hour ago, albiondave said:

I think it would make for lots of variations if both hostesses and a follower could be offering services, obviously, with the PC in attendance even when not performing.

 

With the follower playing the host to the client, yes. It'll be a bit of a stretch to explain why the player has to be there, but that can't be avoided.

Posted

If this has been asked before, please ignore.

 

Do you think it would be possible to randomly have "shows" with NPCs (Animal Mansion staff or customers) happen on a stage when entering the mansion ? Similar to how brawls in taverns are handled or the scene where the player stumbles upon Thaena and her dog.

 

I think that would make the whole establishment seem more real when stuff is happening outside of player involvement.

 

Thanks for continuing this mod, tasairis !

Posted
13 hours ago, tasairis said:

 

"Included" how? And make sure you've read through the last page or two where the subject of followers came up (again).

 

 

With the follower playing the host to the client, yes. It'll be a bit of a stretch to explain why the player has to be there, but that can't be avoided.

 

So, I guess my question was whether Jala would become a "normal" follower or just accompany the player on AMX-specific quests?

 

 

As for -any- (willing) follower being involved...

Client: "I'd like to see <Follower> with a <Creature>.  Watch with me?"

 

Player: "Yes, come this way"

or 

Player: "I'll pass. Go enjoy yourselves" <Follower leaves service, maybe Client & Follower leave for basement  and/or just skip the whole animation>

or 

Player: "I'm sorry, <Follower> won't do that.  Maybe I could oblige."

 

 

Just wanted to add... a huge thank you for the work you are putting in.  It is appreciated.  Looking forward to playing through the finished mod.

Posted
11 hours ago, mad.scientist said:

Do you think it would be possible to randomly have "shows" with NPCs (Animal Mansion staff or customers) happen on a stage when entering the mansion ? Similar to how brawls in taverns are handled or the scene where the player stumbles upon Thaena and her dog.

 

I think that would make the whole establishment seem more real when stuff is happening outside of player involvement.

 

I do kinda want to do stuff like that, but making things happen when the player isn't there (which includes setting up scenes to make it appear as if something was happening) has always been a bit flaky for me. It's one thing to teleport actors to positions but another to make them seem to be doing something.

At the very least what I can do is fake it by moving Thaena and a client downstairs, then some time after the player enters the building they travel back upstairs.

Posted
6 hours ago, albiondave said:

So, I guess my question was whether Jala would become a "normal" follower or just accompany the player on AMX-specific quests?

 

It would be just AMX quests. She's not interested in normal adventuring.

 

So far I don't plan for her to be a follower - neither normally nor temporarily. She would meet you at the location for whatever, perform whatever tasks, and return on her own. Partly because I like the idea of an NPC not being a follower, partly because it doesn't fit with the personality I have in mind, partly because I don't want to deal with the follower system (or worse yet, a custom AI).

 

6 hours ago, albiondave said:

As for -any- (willing) follower being involved...

Client: "I'd like to see <Follower> with a <Creature>.  Watch with me?"

 

Player: "Yes, come this way"

or 

Player: "I'll pass. Go enjoy yourselves" <Follower leaves service, maybe Client & Follower leave for basement  and/or just skip the whole animation>

or 

Player: "I'm sorry, <Follower> won't do that.  Maybe I could oblige."

 

Hadn't put a whole lot of thought into this part yet, but that sounds reasonable.

Posted

Will you make it a bit more clear what unlocks some random side jobs? There were jobs like performing shows at the mages guild that it was unclear how to unlock other than maybe starting the questline, but even then it was a bit iffy. I really liked the side job of helping out Hod's family dog. An idea I had would be to maybe create a couple variations on what could happen during the quest either getting caught and that person needing to run interference on Frodnar while you quickly finish, or maybe getting Gerdur involved. Or just more quests where its people heard you help treat animals without really knowing what that means and you find their pets in heat and you take care of them in private. Either way I've been watching the development on this since it started, super excited to see where it goes.

Posted
On 1/21/2021 at 8:38 AM, personainterest said:

Will you make it a bit more clear what unlocks some random side jobs? There were jobs like performing shows at the mages guild that it was unclear how to unlock other than maybe starting the questline, but even then it was a bit iffy.

 

For the most part it should be logical: main quests about animals unlock the side quests about animals (not counting the first few main quests, which you'll complete before side quests are even available). For ones like the mage/giant side quest that don't have correspond to main quests, I'm not really sure yet.

 

It's quite possible that I'll put those off until there are main quests, though in some cases the quests wouldn't be so much about adopting animals but rather having some sort of preliminary, introductory experience with them. So there could be a new* main quest about giants/mammoths, and the mage/giant quest would be locked until then. That said, there could very easily be a different mage quest available earlier - say, one featuring familiars (wolves).

In the meantime, animals will have multiple side quests possible (eg, dogs have at least two variations of dog sales, plus Stump, plus whatever else comes up), and side quests as a whole won't be available until 5 or 6 (TBD) main quests in, so it's not like those should get too boring.

 

* note that being new, it would happen after the vanilla main quest series

 

 

Quote

I really liked the side job of helping out Hod's family dog. An idea I had would be to maybe create a couple variations on what could happen during the quest either getting caught and that person needing to run interference on Frodnar while you quickly finish, or maybe getting Gerdur involved. Or just more quests where its people heard you help treat animals without really knowing what that means and you find their pets in heat and you take care of them in private. Either way I've been watching the development on this since it started, super excited to see where it goes.

 

That's exactly where the whole concept of side quest variations comes in: one like vanilla, another maybe with Gerdur who wants to learn how to deal with the dog herself, another maybe with Hod who wants to see what it's all about... And there's probably room for different plots, so it's not like every trip is about pacifying Stump.

Posted

Hello everyone, a question from someone looking to include this mod in a new load order: Is the current version stable enough to use in my game currently or would it be advisable to use an older (non-work in progress) version?

Posted
6 hours ago, Ozvelpoon said:

Hello everyone, a question from someone looking to include this mod in a new load order: Is the current version stable enough to use in my game currently or would it be advisable to use an older (non-work in progress) version?

 

Please no. Do not use any download I post in this thread in a real game that you want to continue playing.

You can install it in a "real" save that you don't then continue to play normally, or you can make a new save, or do whatever else, but I will be occasionally breaking compatibility as I go. Like the next release will be an ESM with new files and new form IDs and so will not be compatible with any existing saves. And while theoretically it would be safe to use a save cleaner to delete stuff, I can't promise it actually is safe.

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