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Animal Mansion 4??? (Dev Thread)


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Posted
14 hours ago, tasairis said:

 

I've mentioned elsewhere that bringing NPCs to work in the Mansion is something I want to avoid because that means pulling them away from their regular activities. However having followers work wouldn't have that problem because their characters are made to be able to go wherever without breaking anything - or at least the breaking part is done by the time the ability to hire/recruit them is available.

 

With that said, the client system (which, if I haven't mentioned, will pull in actual NPCs from the world instead of creating new ones) is going to be rather flexible, and I can definitely see some sort of mechanism whereby you suggest to an NPC that they should visit, yadda yadda yadda, they show up one day. Also, by using actual NPCs, that means persistence of actions that happen inside the Mansion - for example, you could talk to an NPC at their usual location after you have previously served them as a client back in the Mansion. In fact, given that regular NPCs will be "marked" as having been a client, there are all sorts of different things you could do with them outside the Mansion...

 

 

 

This is a little more personalized than I would like to try to plan for now (because I also recognize this could be done at any point in the future), but theoretically yes, there could be something along those lines.

 

A simpler example: generic dialogue for all NPCs to consider visiting the Mansion, use it with Annekke so she thinks about it, she "decides" to go after all (possibly sending you a letter by courier saying "I thought about it and I'm interested, I'll go, would you like to meet me there?"), you find her in the Mansion and serve her, she "decides" she's interested and the odds of her coming back go up. That allows you to "suggest" NPCs to the client system rather than have to wait until they are randomly selected.

 

A simple related example: radiant side quest locates an NPC who has (1) visited the Mansion and (2) are available as a follower, it chooses Annekke, she has a "preference" for some animal as determined randomly or as a result of her being a client or whatever, quest has the two of you go off somewhere to do something.


Oooh, the client system sounds really cool and I look forward to seeing what that will look like later on ^.^ Not to seem persistent but the way I understand is that you will start with generic dialogue and possibly down the line NPCs will be given more unique dialogue depending on the NPC?

Posted
10 hours ago, MisutaOtoko said:

Oooh, the client system sounds really cool and I look forward to seeing what that will look like later on ^.^ Not to seem persistent but the way I understand is that you will start with generic dialogue and possibly down the line NPCs will be given more unique dialogue depending on the NPC?

 

I'll see how it goes, but probably yes: NPC is selected and goes to the Mansion, is available as a client with a random choice of animal, leaves after being served or after they've "waited" for "too long", another NPC is selected to take their place. The next step from there would be giving them some degree of likes and dislikes so they're more/less likely to pick one species or type of species - either as a starting point (eg, "I've always liked dogs"), and/or as a "hidden variable" whereby they start randomly and the player has to help them figure out what they like (eg, system decides they like sabre cats but they don't know that, tries dog, "meh", tries wolf, "worse", tries troll, "better", tries sabre cat, "yay").

 

Still kicking around ideas in my head.

 

 

Speaking of, I've screwed around with the Companions (heh) party a lot but it's still buggy. I'm going to revert the mod back to an earlier state before this latest push to fix it and instead focus on finishing the rest of the stuff I wanted: a main quest that has some fun scripting I haven't tackled yet, and another main quest that's fairly brief. Maybe one more main quest after that, which won't be too complicated to do, but I haven't started writing the script for it and I've already postponed 0.4 far too long as it is.

Posted

Hi @tasairis I just got word of your remake and am thrilled. Regarding dialogue, you might consider this utility as it allows for text to speech which then creates audio files. All apologies if you have different plans. My best

 

SKVA Synth

 

Posted
1 hour ago, ChrisHPZ said:

Hi @tasairis I just got word of your remake and am thrilled. Regarding dialogue, you might consider this utility as it allows for text to speech which then creates audio files. All apologies if you have different plans. My best

 

SKVA Synth

 

 

I'm aware of it and looking forward to its continued development. It's still a little rough around the edges so I'm not in any rush to start using it just yet, but it has a lot of potential.

Posted

Hi @tasairis Its good for you to restart the treasure mod 

There always an idea in my mind for side quest

The DAWN guard would ask for special service for their troll and hunting dogs

Even  some of them would think to leverage the girls outside their castle to cut off the cost.

Please let me know if there is any possiblity for furture develope.

Thank you

Posted

well it sucks to hear REDUX is dead in the water but its awesome to see someone else take up the mantle. I may just be tooting my own horn but i give permission to use and modify my quest ideas anyway you deem fit, I absolutely love this mods concept

 

 

Posted

So, the 0.4. At this point in time do you have a idea of a (rough) target release time frame? Also what new features, and changes might be inside. Im sure most things in the mod are very different now then they were originally done and set up for in October.

 

Hope all is well, thanks again for all you do. ?

Posted

is there any animal mansion quest with Voice Acting? The silence is genuinely

Quote

not immersive 

genuinely looking forward for https://www.nexusmods.com/skyrimspecialedition/mods/44184/ being used, or some other way to get voice, cause that would make the whole "animal mansion" mod experience complete and be remembered for ages.

 

AMRedux apparently was supposed to come with voice acting, that author said in his paterion, "payments going to voice actors". idk if he delivered, cause to my knowledge that mod was also a silent fest.

 

this is a small mod : 

 https://www.nexusmods.com/skyrimspecialedition/mods/44334?tab=description

which makes voices which sound just like the NPC's do, almost scary when i first heard it working so well. Apart from a little bit of metallic buzz, i think this has M A S S I V E potential. Looking forward for the good work, talos bless u.

Posted
35 minutes ago, skyrim482 said:

So, the 0.4. At this point in time do you have a idea of a (rough) target release time frame? Also what new features, and changes might be inside. Im sure most things in the mod are very different now then they were originally done and set up for in October.

 

Hope all is well, thanks again for all you do. ?

 

I'm trying really hard to not say things like "this month", but I think that can actually happen. Yay long weekend.

 

The key was deciding to drop the Companions thing entirely. But for good reason: last week I was thinking about wolves in the shower, and I had an epiphany that the party should not be part of the main quest. It's too darn complicated and just doesn't fit in. Plus there are other things I haven't done with it that I want to, like some suggestions to work in, and the finale isn't great. In other words, scope creep it should be a random quest like most others. So instead I rewrote that wolf quest to do something else that better fits in with the style of main quests, then moved on to the two quests after that. Meanwhile all the other minor things I wanted to do are done... I think. A handful of nice-to-haves that I'll try to squeeze in too.

 

Spent a lot of time recently finally getting around to making a list of quests to implement, from this thr-- ah shit, I forgot to go back through PMs-- from this thread and not, and putting some more thought into what they'll be. So far,

 

 

- 15 main quests: 6 implemented, 1 in progress, 5 storyboarded, 3 unplanned
- 9 replay quests (declined the main quest animal but changed your mind, mechanism TBD): 5 storyboarded, 4 unplanned
- 2 client quests (inside the Mansion, haven't spent much time on these) storyboarded, but there are more in my head that I haven't bothered writing down yet
- 3 arc quests (each a series of side quests focusing on one thing, like an NPC) unplanned
- 24 random quests (outside the Mansion, more exotic than the client ones): 7 dog, 6 horse, 8 wolf, 2 bear, 1 spider

 

 

And yeah, I know: without something to show it's all talk.

Posted
54 minutes ago, lemonlickinglips said:

is there any animal mansion quest with Voice Acting? The silence is genuinely
not immersive 

genuinely looking forward for https://www.nexusmods.com/skyrimspecialedition/mods/44184/ being used, or some other way to get voice, cause that would make the whole "animal mansion" mod experience complete and be remembered for ages.

 

No voices yet, and there's no way I can pay for VAs.

Like I said, I am watching that mod, but right now voices just aren't a high priority. Waiting also means more time to improve the modeling so hopefully there will be less to tweak in order to get voices not sounding robotic. Keep in mind that the mod works best for dialogue that would fit into the game - the more it diverges from existing spoken words in the game, the lower the quality.

 

We've lived without voices for more than a decade - we can wait a bit longer.

Posted
3 minutes ago, tasairis said:

 

No voices yet, and there's no way I can pay for VAs.

Like I said, I am watching that mod, but right now voices just aren't a high priority. Waiting also means more time to improve the modeling so hopefully there will be less to tweak in order to get voices not sounding robotic. Keep in mind that the mod works best for dialogue that would fit into the game - the more it diverges from existing spoken words in the game, the lower the quality.

 

We've lived without voices for more than a decade - we can wait a bit longer.

we sure can my friend, though the desire of wanting more ( and something new ) wanted me to have voices of LL mods. Nonetheless, the work you're putting in is really commendable, all the very best for the mod!

Posted
On 2/11/2021 at 2:27 PM, tasairis said:

 

 

 

The key was deciding to drop the Companions thing entirely. But for good reason: last week I was thinking about wolves in the shower, and I had an epiphany that the party should not be part of the main quest. It's too darn complicated and just doesn't fit in. Plus there are other things I haven't done with it that I want to, like some suggestions to work in, and the finale isn't great. In other words, scope creep it should be a random quest like most others. So instead I rewrote that wolf quest to do something else that better fits in with the style of main quests, then moved on to the two quests after that.

I totally agree with you about the companions. I skipped this quest most of the tie during the play through of the original. Getting the wolf could easily have a much better story and from the "wild' which would go along better with this mod. That said the companions party, if implemented would work as a side quest towards the end of the mod once the mansion has actual "fame". It never made since to have this big ol party at the binging of the mod when your character has no practice or fame..

Posted

trying to remember where the wolf was that will be your friend in riften if you free it that would be a good way to get one maybe? free the wolf and it's shows it's thanks ? idk could also get a spriggan from whatever that cave was with the really chill spriggan you could rescue from hagravens

Posted
48 minutes ago, skyrim482 said:

I totally agree with you about the companions. I skipped this quest most of the tie during the play through of the original. Getting the wolf could easily have a much better story and from the "wild' which would go along better with this mod. That said the companions party, if implemented would work as a side quest towards the end of the mod once the mansion has actual "fame". It never made since to have this big ol party at the binging of the mod when your character has no practice or fame..

 

What is you that said something about that earlier? Someone said they skipped it for disinterest. And I remembered that comment. It factored in.

The main quests should be like sampler trays, not full course meals.

 

Regarding fame, (my version of) it and the wolf quest together used to be written as "We heard about you opening that Mansion place and wanted to give you a gift (wolf) and invite you to a party". The wolf part is the same still uses the same basic premise but the party will be more like "Hey, how are things, hope business is good, by the way we're doing a thing in case you want to join us".

Posted
29 minutes ago, mark44667 said:

trying to remember where the wolf was that will be your friend in riften if you free it that would be a good way to get one maybe? free the wolf and it's shows it's thanks ? idk could also get a spriggan from whatever that cave was with the really chill spriggan you could rescue from hagravens

 

Are you talking about a wolf that already exists? Doesn't sound familiar.

 

For spriggans, that's far enough out that I haven't really thought about it, but one thing I've considered was setting up the spriggan as a "villain" character, doing a few quests about that for different animals, then ending that little arc with capturing the spriggan herself.

Posted
3 hours ago, tasairis said:

 

Are you talking about a wolf that already exists? Doesn't sound familiar.

 

For spriggans, that's far enough out that I haven't really thought about it, but one thing I've considered was setting up the spriggan as a "villain" character, doing a few quests about that for different animals, then ending that little arc with capturing the spriggan herself.

there is a wolf in the rift someplace i think the scenario is called Trappers Dilemma it's a wolf in a cage you can let it out and kill some hunters and it will be friendly for a while till it despawns was just a thought of how to maybe incorperate vanilla-ish ideas could make it a completely separate scenario but something like that would tie into the vanilla game really well like i said just a thought i had and figured i'd throw it out there trying to add somthing constructive since i love what you have done with the mod as for spriggans i just think they are cool as hell for some weird reason not in a sexual way i just like them :P

Posted
6 hours ago, mark44667 said:

there is a wolf in the rift someplace i think the scenario is called Trappers Dilemma it's a wolf in a cage you can let it out and kill some hunters and it will be friendly for a while till it despawns was just a thought of how to maybe incorperate vanilla-ish ideas could make it a completely separate scenario but something like that would tie into the vanilla game really well like i said just a thought i had and figured i'd throw it out there trying to add somthing constructive since i love what you have done with the mod as for spriggans i just think they are cool as hell for some weird reason not in a sexual way i just like them :P

 

Ah, right, now I remember those guys. Not sure what I can do with that particular scenario, but I am certainly in favor of using/tying into existing vanilla (or even mod) content.

Posted

exotic side quests? fuck yes :D
Still super hyped for this and hoping you dont burn out. I'd rather this progressed slower than just getting cancelled. This is probably the mod I'm most hyped for.

  • 2 weeks later...
Posted
1 hour ago, skyrim482 said:

Hey tasairis , have you had a chance the past couple weeks to work on the 0.4 release? Hope all is well cheers ?

 

Many chances. I even used most of them.

 

Working on it full time today and this weekend to get it out while it's still this month.

Posted

 

2 hours ago, tasairis said:

 

Many chances. I even used most of them.

 

Working on it full time today and this weekend to get it out while it's still this month.

appreciate all your hard work :)

Posted

Either that or November 98th.

 

Animal Mansion 4 v0.4.0.rar

Animal Mansion 4 patch v0.4.2.rar - patch, extract on top of 0.4.0 or as a separate mod overwriting it

Animal Mansion 4 - Voices v1.rar - some voiced lines for Thaena using FemaleYoungEager

 

See the patch 0.4.2 announcement post for more information.

 

---

 

There's absolutely no way I could possibly list what's changed since v0.3, partly because there are many changes, partly because I don't really remember what all was in 0.3 and what wasn't, but I'll give it a quick shot:

 

  • Added main quest MQ03
  • Added main quest MQ04
  • Added main quest MQ05
  • Renamed everything to be "Animal Mansion 4" and using "am4" for (internal) acronyms
    • The name will definitely change, but it was such a bitch to rename all the files and identifiers and such to be "am4" that I might not change that if/when the name settles
    • No, I still haven't picked a new name, but I am considering deviating from the original name more than I was before
  • Plugin is now an ESM so this is a super breaking update
  • scripts, meshes, and textures are now in a BSA (SE-format)
    • Yes, it's okay to unpack if you want (LE people have to)
  • Fuckton of effort with MCM stuff
  • Tons of edits and adjustments and rewrites everywhere omfg (this is where all my time went these last couple months)
  • No more ASOS patch or HuskyCompanion crap, forget that if you used it, the above RAR completely replaces everything that was in 0.3

 

Thaena's head and hair stuff is re-exported in CK SE, so it'll probably be broken again for LE people. Same for one or two other added NPCs. I think I regenerated headparts for all of the main characters, even though Thaena is the only one in the mod so far. I'll try to put more effort into figuring out how I can make stuff work more reliably (because reusing the LE stuff seems to create problems for me); the assets are basically the same so you can copy the mesh and texture head stuff from The Animal Mansion/Animal Mansion Plus as long as you put the right files where they need to go (have fun figuring that out).

 

I just now did some thing with xEdit that might break MQ04. Not sure, haven't tested it, but theoretically it should be okay. If it does then you won't even be able to start the quest, but that's okay because when it gets fixed then you can just pick up where you left off no problem.

 

There's some minor but probably noticeable stuff I still want to do so I figure next weekend (aka Monday) I'll do a 0.4.1 with it and whatever. If that one xEdit thing is breaking after all (I'll try to test soon) then .1 will be like tomorrow or Wednesday and then .2 on the weekend or possibly a bit later.

 

Okay, now the quests. I'm being a bit less faithful to the original content now so stuff may look less familiar as you go...

 

Spoiler

MQ03 is an optional animal quest (you can choose to "adopt" the animal or not)

Spoiler

1. Talk to Thaena

2. That first objective isn't kidding around

3. Go to the place

4. Return

5. [redacted]

 

The quest slightly conflicts with some vanilla introductory stuff because it wants to use some NPCs and the game can be really up tight about not letting that happen until they've done their bit. Like people teleporting.

Spoiler

It's about the Companions. If you haven't already, you might want to go to that farm south of Whiterun to deal with the giant and say hello to Aela.

 

If you decline then there will be (read: currently is not) a way to change your mind. When that does come, there will also be the ability to kick out animals you don't want (except the dogs and horses), and a decent chance there will also be some way to "import" an animal into that spot.

 

MQ04 is another optional animal quest:

Spoiler

1. Talk to Thaena

2. Do the first thing with regular townsfolk. Or the same person repeatedly: I didn't feel like that was something I had to prevent - if you want immersion then don't do it.

3. Do part of the second thing with regular townsfolk and then the rest in an easier way

4. Do the third thing the easy way

5. Step outside and wait a second

6. Point and laugh

7. Talk

8. Don't let her in on the fact that you're bullshitting her

9. Return

 

Also slightly conflicts. If you haven't been to that one town yet then I suggest you approach from the north road, but if you want to come from the south then go to the north bridge to fire off that scene.

Spoiler

I need Gwilin but he's screwing around chatting with Klimmek.

 

 

MQ05 is a non-animal quest:

Spoiler

1. Talk to seriously do I even need to say who you should talk to?

2. If you're familiar with AM client quests then the rest should come naturally. Otherwise follow the objectives, and when they're not explicit about what you should do then use some common sense.

3. Return

There's like a tiny bit of follower support that I wrote a bit of and then totally didn't test. Just wasn't high priority. Pretty sure I didn't implement the final pieces that would actually kick it off so followers should behave like they normally do. Bring them down or tell them to wait, whatever. FYI there will be support to have your follower assist you with this quest in the future (male players: don't worry, you're good).

 

If it isn't obvious, MQ05 is the last quest available right now, but like all the others there's stuff like "when you're done let's talk about thing" at the end - except there is no thing yet.

 

Quest skipping is supported in a better way than before, so while I would ask you to actually play through the first three quests again, I can't stop you from skipping them. Suppose I could not tell you how, but eh. To skip: start the quest normally, in the console do "setstage am4_MQ## 100". (You can see the "am4_MQ##" ID in the MCM if you forget.) It should complete the quest according to whatever decisions you've made so far (if any), defaulting to choosing to adopt animals (when that's an option). Yes, it works for the new quests too, so if you really wanted then you could skip all the quests just so that you have a Mansion already with animals (not that you would have anything to do afterwards).

 

General PSA about objectives: mine aren't always explicit about what you have to do. You'll often have a quest with all its objectives completed but still going. When in doubt, try talking again to the last person you were with. All in all the whole flow should feel natural as long as you don't try to rush though stuff.

 

What have I not tested well? The "decline" paths for those two quests. Have tested adoption with male and female players; followers don't matter to these three quests (yet) so not much to do there.

 

I'm fucking starving. I think I ate yesterday?

 

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