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Animal Mansion 4??? (Dev Thread)


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Posted
4 hours ago, monty359 said:

I do not know, how complicated it is to implement, but i thought it like this:

 

When starting the quest, check if the original character is alive. If alive, then then proceed as it is. If dead, then activate the clone specificaly for the quest. When the quest is over, deactivate the clone.

 

That's what I was doing to do. Have now done, in fact.

 

4 hours ago, monty359 said:

Some ideas:

 

1. Is it possible, if the character is dead, just to resurrect him for good (and set him as essential)?

 

I considered resurrection as an option, but many actors have something that happens when they die, and resurrecting them could cause weirdness. I don't think there would be problems, but quite possibly oddities here and there.

 

4 hours ago, monty359 said:

2. Disable the original at the aproppriate quest stage, if not dead, then activate the clone, after the quest is over , deactivate the clone.

 

If I can access the original then I'd rather reuse it. That said, disabling and replacing them could be a way to skip some scripted events... not sure there wouldn't be problems doing that, but it might be worth a try.

Posted
3 hours ago, tasairis said:

 

It creates a conflict. Since this is an ESM at the top of the load order, any mod editing that record (if any...) will lose that flag if the player doesn't deal with it.

 

Yeah, but an easily solvable conflict for anyone who knows the basics of xedit or creates a smashed patch. And it's certainly less of an issue than placing a mansion somewhere in Skyrim, which for me is partially embedded in a wall of the Great City of Falkreath. But if you're that worried about it, you could always add a persistent patch that players can place at the bottom of their load order.

Posted
11 hours ago, tasairis said:

 

Actually no, but it's close enough: "65ab2 not found" is a problem.

 

Can you find Gwilin for me through xEdit? Run xEdit, wait for it to load, then in the FormID box at the top enter 65ab2 + Enter. You should be brought to

image.png

 

Can you screenshot what you see there? Any mods overwriting him? Anything deleting him?

the only conflicts on xedit was falkreath. just so you're aware this was a fresh game with nothing touching the ivarstaed town i spoke to gwilin before i started animal mansion so he wasn't talking to klimmeck and i was able to talk to him afterwards he just wasn't intersested in temba. 

Spoiler

997236109_SSEEdit4.0.322_03_202107_46_27.png.0c5336c87bb7755c24c9c241fba4668f.png2032795830_SSEEdit4.0.322_03_202107_46_38.png.0b1fe8b7a01ca343b13adfa3788cccf3.png359487705_SSEEdit4.0.322_03_202108_03_28.png.3dfc67c05c07c709e9d6ca719624ade5.png

 

Posted

Here's a few ideas I've had kicking around (just found this thread, looks like a great write up on page 1) (hoping I didn't post too much that's already considered or irrelevant, will continue reading the thread and revise, sorry ? )

  • Sexlab Confabulation integration: horse quest at the various hostlers to collect cum, possibly lead to something for the mansion?
  • Possibility to hire/recruit later when the mansion is more well established, workers that you might find at various locations 'interacting' with dogs, horses, etc (like the original's misc quests to go do that, but would feel more like the mansion is expanding having more people out doing these jobs)
  • I like the biomes idea that was listed under consideration, though I feel it would take a lot to make it actually fit in (creating the spaces, as in how would they be excavated and then constructed, feels like a really large undertaking both IRL and to make it seems plausible in-game).
    • Going this route, I'd go so far as to have a team or teams of NPCs spearheading it. And would open the possibility of creating spaces with some kind of magical containment for the more unruly/exotic specimens (Lurkers, Seekers, Gargoyles, Atronachs, varieties of undead, Dwemer automatons, maybe others). But I guess it depends on how many creature types you'd plan to include, and what wouldn't really fit with the mansion's scope.
  • One possibility for starting the quest, depending on how much the start changes (Thaena running out of money on her original plan), could be detecting the PC's Sexlab stats for creature intercourse, and having some event happen at a threshold.
    • If still going for the original starting premise, maybe take a queue from Amorous Adventures with how the Elisif quest starts (folks around Solitude have a dialog option that shows up until chosen, maybe those around Falkreath will mock the so-called inn just outside of town by the cemetery, must be a sign it's doomed to fail, etc).

Can't wait to see how this progresses ?

Posted
10 hours ago, DragonDweller611 said:

the only conflicts on xedit was falkreath. just so you're aware this was a fresh game with nothing touching the ivarstaed town i spoke to gwilin before i started animal mansion so he wasn't talking to klimmeck and i was able to talk to him afterwards he just wasn't intersested in temba. 

 

Then maybe that console command you tried didn't work after all. It's "prid 65ab2" as one command and "inv" as another.
I wonder what "prid 65ab2 inv" is trying to do - normally commands with extra parameters refuse to run at all...

 

Anyway, yesterday I decided that there's no way this all could be so difficult, and discovered* I may have been wrong about unique NPCs. I'm going to try switching stuff to that, finish the other minor AI edits I was doing, and test. So 0.4.2 today or tomorrow, where it will switch most actors to unique references with support for dead people, so I'm ? that it works.

 

* The quest that controls the Gwilin + Klimmek scene assigns them both via unique references, which "shouldn't" work because the quest starts on game load as opposed to a story manager then when you get close to Ivarstead. So I set up a few test quests with different combinations of aliases and fill types and consistently saw that Forcing an alias wouldn't work while picking a Unique actor did. I think the whole "unique actors are persistent if the player is in their persistence location" is a red herring and the engine is capable of selecting them at any point even if they aren't persisted at that moment.

Posted
42 minutes ago, HalcyonAndOn said:
  • Sexlab Confabulation integration: horse quest at the various hostlers to collect cum, possibly lead to something for the mansion?

 

I'm thinking like a Mansion "quest" along the lines of having received a request from a hostler that they have a job opportunity.

 

42 minutes ago, HalcyonAndOn said:
  • Sexlab Aroused Creatures: possible integration with animal types you've obtained/tamed for the mansion?

 

Can you be more specific?

 

42 minutes ago, HalcyonAndOn said:
  • Possibility to hire/recruit later when the mansion is more well established, workers that you might find at various locations 'interacting' with dogs, horses, etc (like the original's misc quests to go do that, but would feel more like the mansion is expanding having more people out doing these jobs)

 

I'll think about that. It sounds like it would work with a supplemental mod where the player can hire/subcontract NPCs to do... stuff.

I say "supplemental" because I feel like (a) there's a good amount of stuff that could be included and (b) it's taking the Animal Mansion concept in a slightly different direction, what with having a focus on getting other NPCs to work for you.

 

42 minutes ago, HalcyonAndOn said:
  • I like the biomes idea that was listed under consideration, though I feel it would take a lot to make it actually fit in (creating the spaces, as in how would they be excavated and then constructed, feels like a really large undertaking both IRL and to make it seems plausible in-game).
    • Going this route, I'd go so far as to have a team or teams of NPCs spearheading it. And would open the possibility of creating spaces with some kind of magical containment for the more unruly/exotic specimens (Lurkers, Seekers, Gargoyles, Atronachs, varieties of undead, Dwemer automatons, maybe others). But I guess it depends on how many creature types you'd plan to include, and what wouldn't really fit with the mansion's scope.

 

The biomes thing is going to happen. Yes, a lot to make it work, but I have a decent idea how to explain it. (Also helps that Skyrim apparently has tons of subterranean caves with skylights that you can somehow never find above ground...)

Which isn't to say I have the whole problem solved - just that I've given it enough thought to be confident that it is possible to do.

 

42 minutes ago, HalcyonAndOn said:
  • One possibility for starting the quest, depending on how much the start changes (Thaena running out of money on her original plan), could be detecting the PC's Sexlab stats for creature intercourse, and having some event happen at a threshold.
    • If still going for the original starting premise, maybe take a queue from Amorous Adventures with how the Elisif quest starts (folks around Solitude have a dialog option that shows up until chosen, maybe those around Falkreath will mock the so-called inn just outside of town by the cemetery, must be a sign it's doomed to fail, etc).

 

The main problems I'm "stuck" with are that right now (a) the Mansion first tries to be an inn, (b) it's not open yet, and (c) Thaena is very private about the whole Bailey thing. Her privacy contributes to her character so I want to keep that, but the backstory of the Mansion... I could be persuaded to make some more-than-minor changes if I had a good alternative/reason to.

 

The most obvious workaround is to create a rumor, eg. someone else did what the player did and walked into the building at The Wrong Moment. There's also cheating by using a Daedric Lord, where their more-or-less omniscience serves as a plot device to have them point the player in the right direction. More creative answers are like the bandits-harassing-merchants idea.

What will probably happen is I'll get like 3 or 4 simple but solid ideas and do all of them, each with a relatively low chance so it's random which happens first.

 

 

42 minutes ago, HalcyonAndOn said:
  • Skyrim Immersive Creatures integration: probably not, but worth a thought anyway

 

Oh yeah, definitely going to happen. Almost guaranteed to be a separate plugin, given how many creatures there are.

Posted

Sorry removed a couple of things as I think they were covered already, Aroused Creatures and SIC (didn't click the first time when I saw Bad Dog's IC on the first page).

 

56 minutes ago, tasairis said:

I'll think about that. It sounds like it would work with a supplemental mod where the player can hire/subcontract NPCs to do... stuff.

I say "supplemental" because I feel like (a) there's a good amount of stuff that could be included and (b) it's taking the Animal Mansion concept in a slightly different direction, what with having a focus on getting other NPCs to work for you.

 

I just feel that it would be a bit better later on in the quest chain, due to word being spread rather far and wide at that point, while the addition of people performing acts just makes it feel like things are expanding. Of course, you could also just have random sex scenes start happening in places depending on the creatures that have been unlocked at the mansion. it's becoming the hottest craze! ? Although keeping matters private would be an argument to be had against that, the PC is already doing this stuff publicly so I think maybe just random events of scenes happening would be a plus. Also probably less headache than doing the workers type thing.

 

56 minutes ago, tasairis said:

The main problems I'm "stuck" with are that right now (a) the Mansion first tries to be an inn, (b) it's not open yet, and (c) Thaena is very private about the whole Bailey thing. Her privacy contributes to her character so I want to keep that, but the backstory of the Mansion... I could be persuaded to make some more-than-minor changes if I had a good alternative/reason to.

 

The most obvious workaround is to create a rumor, eg. someone else did what the player did and walked into the building at The Wrong Moment. There's also cheating by using a Daedric Lord, where their more-or-less omniscience serves as a plot device to have them point the player in the right direction. More creative answers are like the bandits-harassing-merchants idea.

What will probably happen is I'll get like 3 or 4 simple but solid ideas and do all of them, each with a relatively low chance so it's random which happens first.

 

Only things I can think of would be, similar to the Elisif starting quest in Amorous Adventures. With dialog popping up around Falkreath regarding the sorry state of Thaena and her abandoned inn. Or maybe expand/create back story with an estranged lover or something along those lines, that was with her during the initial construction/furnishing but found out about her and Bailey. So the jilted lover leaves and tries to exact revenge by way of sabotage. I don't remember if any back story was there in the first place though, it's been a minute since I've been all he way through AMP. Sorry if that's covered already, search function isn't playing nice right now and I haven't read through all the posts yet.

Posted
1 hour ago, HalcyonAndOn said:

I just feel that it would be a bit better later on in the quest chain, due to word being spread rather far and wide at that point, while the addition of people performing acts just makes it feel like things are expanding.

 

It kinda sounds like there's two ideas at once here: subcontracting to other NPCs and random "immersive" sex...

 

1 hour ago, HalcyonAndOn said:

Of course, you could also just have random sex scenes start happening in places depending on the creatures that have been unlocked at the mansion. it's becoming the hottest craze! ? Although keeping matters private would be an argument to be had against that, the PC is already doing this stuff publicly so I think maybe just random events of scenes happening would be a plus. Also probably less headache than doing the workers type thing.

 

I'm on board with that. Love me some random sex ❤️

 

1 hour ago, HalcyonAndOn said:

Only things I can think of would be, similar to the Elisif starting quest in Amorous Adventures. With dialog popping up around Falkreath regarding the sorry state of Thaena and her abandoned inn. Or maybe expand/create back story with an estranged lover or something along those lines, that was with her during the initial construction/furnishing but found out about her and Bailey. So the jilted lover leaves and tries to exact revenge by way of sabotage. I don't remember if any back story was there in the first place though, it's been a minute since I've been all he way through AMP. Sorry if that's covered already, search function isn't playing nice right now and I haven't read through all the posts yet.

 

Not sure if I want to commit to a jilted lover.

 

What I'm missing most with the introduction quest idea is how to hook people who aren't near Falkreath. That's what I was meant by being stuck: it's an inn (nobody cares about inns in other holds) that isn't open yet (nobody cares about random buildings in other holds) whose owner's sexual prefererences are kept private (no excuse for "did you hear about the woman..." gossip).

 

I think I'll spend some time rethinking that initial backstory quest, see if maybe I can wedge open a hole large enough to add some more reusable pieces.

Posted

I'm watching this with great interest. I have been wanting to get into modding for a long time myself, but lack the skills. I love to see the insights of getting things started from the beginning (even though, technically it's a remake so the earliest work happened years ago). I also love the way that you are working with us to create this. 

I hope you don't mind, but I have been thinking about other alternatives for the start scenario.

I was thinking that maybe Valga Vinicia was worried about the competition in such a low-travelled area and sent out discrete feelers to try to find an adventurer willing to sabotage her competition before it got started - or possibly tried to start false rumours to discredit Thaera (and possibly one of the rumours backfires on her when it turn out to be true and gives her free advertising).

Either that or it is possible that Hod stumbled on Thaera's secret when he was searching for Barbas (since the two look so similar, he may well have followed the wrong dog one day...) I can't remember if Hod knows that Barbas can talk, but if he does it is possible that he thinks the two dogs are the same and asks the PC to discretely assist his 'friend' who's lover has been turned into a dog...

Posted
2 hours ago, Chrystalline said:

I was thinking that maybe Valga Vinicia was worried about the competition in such a low-travelled area and sent out discrete feelers to try to find an adventurer willing to sabotage her competition before it got started - or possibly tried to start false rumours to discredit Thaera (and possibly one of the rumours backfires on her when it turn out to be true and gives her free advertising).

 

Right now I have Siddgeir as the one sabotaging her, and I do like that. (People who've already finished the Civil War questline and in the Stormcloaks' favor will get Dengeir, who's paranoid and... well, I didn't put much more effort into it than that.) Because Siddgeir is absolutely the type of guy who would do that.

 

Hmm. Could go all-in on that as the introductory quest. Siddgeir puts out feelers looking for an adventurer to take more concrete steps in sabotage, and that could reach out beyond the hold. Like distribute some notices to bandit bosses, player kills them, finds note, investigates. Would mean some very large changes to the prologue quest, but I'm willing to do that if it means pushing the sabotage concept even harder. Plus it would mean making that first quest actually have substance instead of just being running to the Jarl and back.

(Dengeir version: suspects Thaena of being a spy, needs his own spy, notices go out to... well, someone... and so on.)

 

I think we might have a winner here.

 

2 hours ago, Chrystalline said:

Either that or it is possible that Hod stumbled on Thaera's secret when he was searching for Barbas (since the two look so similar, he may well have followed the wrong dog one day...) I can't remember if Hod knows that Barbas can talk, but if he does it is possible that he thinks the two dogs are the same and asks the PC to discretely assist his 'friend' who's lover has been turned into a dog...

 

Bailey uses the husky model (as in Dawnguard) so they shouldn't look the same.

 

That aside... eh, I don't think so. Doesn't feel right. And you know, I think he specifically says he can't go looking for the dog himself.

Posted
2 hours ago, tasairis said:

 

Right now I have Siddgeir as the one sabotaging her, and I do like that. (People who've already finished the Civil War questline and in the Stormcloaks' favor will get Dengeir, who's paranoid and... well, I didn't put much more effort into it than that.) Because Siddgeir is absolutely the type of guy who would do that.

 

Hmm. Could go all-in on that as the introductory quest. Siddgeir puts out feelers looking for an adventurer to take more concrete steps in sabotage, and that could reach out beyond the hold. Like distribute some notices to bandit bosses, player kills them, finds note, investigates. Would mean some very large changes to the prologue quest, but I'm willing to do that if it means pushing the sabotage concept even harder. Plus it would mean making that first quest actually have substance instead of just being running to the Jarl and back.

(Dengeir version: suspects Thaena of being a spy, needs his own spy, notices go out to... well, someone... and so on.)

 

I think we might have a winner here.

 

 

I second this. This sounds like a really interesting way to make the introductory quest a bit more immersive and not just out of nowhere. I mean let's face it, we've all found a random note on a corpse somewhere and it launched some sort of investigate x area type quest. It would certainly fit in with the general Skyrim quest themes. 

Posted
12 hours ago, tasairis said:

 

Then maybe that console command you tried didn't work after all. It's "prid 65ab2" as one command and "inv" as another.
I wonder what "prid 65ab2 inv" is trying to do - normally commands with extra parameters refuse to run at all...

 

Anyway, yesterday I decided that there's no way this all could be so difficult, and discovered* I may have been wrong about unique NPCs. I'm going to try switching stuff to that, finish the other minor AI edits I was doing, and test. So 0.4.2 today or tomorrow, where it will switch most actors to unique references with support for dead people, so I'm ? that it works.

 

* The quest that controls the Gwilin + Klimmek scene assigns them both via unique references, which "shouldn't" work because the quest starts on game load as opposed to a story manager then when you get close to Ivarstead. So I set up a few test quests with different combinations of aliases and fill types and consistently saw that Forcing an alias wouldn't work while picking a Unique actor did. I think the whole "unique actors are persistent if the player is in their persistence location" is a red herring and the engine is capable of selecting them at any point even if they aren't persisted at that moment.

i tried that prid 65ab2 still says it cant be found lol this gwilin is a ninja within the game lol

hopefully 0.4.2 sorts everything out and you dont pull all your hair out if it doesn't lol

oh i forgot to say i love the "just wondering" convosation with thaena where you talk about how she started its a really nice look into her character

Posted
6 hours ago, tasairis said:

 

Right now I have Siddgeir as the one sabotaging her, and I do like that. (People who've already finished the Civil War questline and in the Stormcloaks' favor will get Dengeir, who's paranoid and... well, I didn't put much more effort into it than that.) Because Siddgeir is absolutely the type of guy who would do that.

 

Hmm. Could go all-in on that as the introductory quest. Siddgeir puts out feelers looking for an adventurer to take more concrete steps in sabotage, and that could reach out beyond the hold. Like distribute some notices to bandit bosses, player kills them, finds note, investigates. Would mean some very large changes to the prologue quest, but I'm willing to do that if it means pushing the sabotage concept even harder. Plus it would mean making that first quest actually have substance instead of just being running to the Jarl and back.

(Dengeir version: suspects Thaena of being a spy, needs his own spy, notices go out to... well, someone... and so on.)

 

I think we might have a winner here.

 

 

by doing that you could have it so you threaten the jarl to stop with either intimerdation, being the leader of the companions or being the dragonborn or simple kicking his ass in a duel and if i have to kill every person or guard in falkreath i will lol so yes im trying to do everything i can to protect thaena and bailey lol 

Posted
On 3/16/2021 at 2:36 PM, tasairis said:

 

That makes it sound like an SE port of the original.

 

I'm currently leaning in the general direction of "Animal Manor" - being a different but recognizable name for a different but recognizable mod. Almost like "<synonym for animal> <synonym for mansion>".

My idea for improving the AMP was "Animal Mansion XXX" which would automatically incorporate the "Extended" and also denote the sexual nature of the mod, and then there's the "Plus Plus" trend happening on SE around here.  ;p

Posted

Plus it means that you can go all-in on Siddgeir being behind the sabotage instead of involving Dengeir at all. Many problems that arise can easily be put down to the fact that messages can take a long time to arrive, so even if Siddgeir comes around to wanting the Mansion to stay around (whether for his own enjoyment once he finds out the truth or as a means to discredit his uncle if he is removed as Jarl) his plots may well have reached a point where he cannot stop them - especially if his messengers never arrive.

Speaking of which, I can see Siddgeir going one of two ways from the limited information we have. Either switching to support the mansion for the reason I mentioned above, or doubling down on his sabotage efforts - possibly even going so far as to fund the 'Dark Den' rival because Thaera doesn't go deeply enough into his area of interest...

Do you realise that what seems to have begun as a fairly simple mod to give the PC a reason to sleep with animals is rapidly becoming a full-sized quest mod that happens to involve sleeping with animals? ? Just take care not to overdo it and burn yourself out. There's always the option of a sequel, if you feel things are going too far!


Have you considered a soft integration with Hentai Creatures? Maybe some patrons show an interest in trying it for themselves so we recruit a sorceror to allow them to do so with a tightly controlled summon for their safety. Afterwards, we could possibly be sent to find and tame a beast for these patrons. It could also be a 'soft' introduction to recruiting some of the more exotic creatures.

(I was going to suggest some sort of integration with SexLab Achievements so that you could only talk to Thaera about animals you had slept with since that keeps track of such things, but then I thought that's a lot of work for a single conversation! It might be useful when it comes to knowing which creatures you can personally recommend though, if you decide to go into that much detail...)

I'd actually forgotten that you said you had changed Bailey's model to a husky. I still haven't played your version of the game yet, since I am still working on a 'stable' setup for my actual game playthrough. (And yes, I know 'stable' is a relative term when it comes to Skyrim! ;) ) I'll have to set up a minimal profile to test this out on, so that I at least know what I am talking about if I'm going to take an interest!

Anyway, I'm glad I could spark some ideas to help. Back to the shadows to lurk until I am needed again!

 

Posted
3 hours ago, Chrystalline said:

Speaking of which, I can see Siddgeir going one of two ways from the limited information we have. Either switching to support the mansion for the reason I mentioned above, or doubling down on his sabotage efforts - possibly even going so far as to fund the 'Dark Den' rival because Thaera doesn't go deeply enough into his area of interest...

 

I may possibly have already had plans for something informally known as "The Return of Siddgeir"...

 

3 hours ago, Chrystalline said:

Have you considered a soft integration with Hentai Creatures? Maybe some patrons show an interest in trying it for themselves so we recruit a sorceror to allow them to do so with a tightly controlled summon for their safety. Afterwards, we could possibly be sent to find and tame a beast for these patrons. It could also be a 'soft' introduction to recruiting some of the more exotic creatures.

 

I had originally thought of HC as a convenience mod I could be inspired by (ie, borrow the magical summoning part), but bringing the subject up again now, I suppose could give it a little more meaning than that.

Some meaning. Not like trying to explain the existence of the tomes or create significant quests around it, that should be up to MMG to do if he wanted, but I'm sure there's room for something.

 

3 hours ago, Chrystalline said:

(I was going to suggest some sort of integration with SexLab Achievements so that you could only talk to Thaera about animals you had slept with since that keeps track of such things, but then I thought that's a lot of work for a single conversation! It might be useful when it comes to knowing which creatures you can personally recommend though, if you decide to go into that much detail...)

 

I'm not sure if there's really much to integrate there. Meaning that I think an "achievements" idea as it pertains to the Mansion could be done without needing it.

Posted
19 hours ago, tasairis said:
Quote

(I was going to suggest some sort of integration with SexLab Achievements so that you could only talk to Thaera about animals you had slept with since that keeps track of such things, but then I thought that's a lot of work for a single conversation! It might be useful when it comes to knowing which creatures you can personally recommend though, if you decide to go into that much detail...)

 

I'm not sure if there's really much to integrate there. Meaning that I think an "achievements" idea as it pertains to the Mansion could be done without needing it.

Sexlab achievements destroys my game in VR (to the point of PC being ignored by mods like FHU, Egg Factory, etc). Idea of tracking what creatures PC had experience with seems nice - like a factor to determing which dialouge options are available when talking to Theana about animals PC had pleasure spending time with - thou imho such polishing isn't necessary and time and energy would be better spent on expanding AM.

I have little suggestion: PC in skyrim is kinda celebrity being dragonborn etc. so it would be interesting if there was an emphasis on that when dealing with clients etc. , with Theana even, especlially at later stage of mod (when Animal Mansion would be recognized/buisness was booming) and there would be more AM workers. Imho recruiting first entertainer should come pretty early in quests progress because PC is adventurer and hero and all this bs. I'm going with this to the point that when PC is deciding to work in mansion that would be like premium days in their bussines.

Posted

I have to say that for this mod I finally decided to install SexLab on my SE and I have to say a pretty nice story. Nevertheless, I hope that this mod will also be available on the LE version.

Posted
6 hours ago, unwashed biomass said:

I have little suggestion: PC in skyrim is kinda celebrity being dragonborn etc. so it would be interesting if there was an emphasis on that when dealing with clients etc. , with Theana even, especlially at later stage of mod (when Animal Mansion would be recognized/buisness was booming) and there would be more AM workers. Imho recruiting first entertainer should come pretty early in quests progress because PC is adventurer and hero and all this bs. I'm going with this to the point that when PC is deciding to work in mansion that would be like premium days in their bussines.

 

I'd push back against that. Personally, very few of my playthroughs even touch the main story quest. With alternate start options being a thing, I'd image a lot of others may take the same route. Maybe a detection for if the PC has gotten to that point in the MQ, but not before. But, just my opinion on that angle.

 

Maybe a detection for number of completed quests, discovered locations, faction relation, etc. could be associated with, something? Not sure how convoluted that would become though, could be interesting to see new/alternate dialogue depending on those factors.

Posted
6 hours ago, killer905 said:

I have to say that for this mod I finally decided to install SexLab on my SE and I have to say a pretty nice story. Nevertheless, I hope that this mod will also be available on the LE version.

 

From the mod description, first page:

  

On 5/9/2020 at 8:28 PM, tasairis said:

* This mod is going to be written and implemented for Skyrim Special Edition. It tends to work on LE too, but there may be glitches here and there - especially with NPC heads and hair.

 

Posted
8 hours ago, unwashed biomass said:

I have little suggestion: PC in skyrim is kinda celebrity being dragonborn etc. so it would be interesting if there was an emphasis on that when dealing with clients etc. , with Theana even, especlially at later stage of mod (when Animal Mansion would be recognized/buisness was booming) and there would be more AM workers. Imho recruiting first entertainer should come pretty early in quests progress because PC is adventurer and hero and all this bs. I'm going with this to the point that when PC is deciding to work in mansion that would be like premium days in their bussines.

 

Personally I've never been a fan of the whole "Oh, wow, you're the Dragonborn!" when I talk to someone I've never met before (and yet somehow all the bandits don't recognize me?), but it is a common theme in the game and mods so I'll try to keep that in mind.

Posted
2 hours ago, HalcyonAndOn said:

I'd push back against that. Personally, very few of my playthroughs even touch the main story quest. With alternate start options being a thing, I'd image a lot of others may take the same route. Maybe a detection for if the PC has gotten to that point in the MQ, but not before. But, just my opinion on that angle.

 

Maybe a detection for number of completed quests, discovered locations, faction relation, etc. could be associated with, something? Not sure how convoluted that would become though, could be interesting to see new/alternate dialogue depending on those factors.

 

That's how I would handle it: not by sprinkling "Dragonborn"s in the dialogue but by slightly altering dialogue based on quest completion. It's a bit of a turn off for me when I start a new game and some people are talking about dragons before I've even unlocked them...

Like the wolf quest now has a few different lines according to what you've done with the Companions questline.

Posted
9 hours ago, HalcyonAndOn said:

 

From the mod description, first page:

  

 

Oh? I try on LE and nope Skyrim LE not start after click PLAy on steam.

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