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tasairis

Animal Mansion 4??? (Dev Thread)

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Also overhauled post #2 to serve as a (partial) public dump of some text files I keep regarding plans and quests and stuff. Easier than that table from before that I had stopped maintaining. If it seems overly cryptic and vague, that's because It's only about half of what I have on my computer - what isn't included is various descriptions and notes and such that I'm keeping to myself.

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10 hours ago, tasairis said:

 

"Mounted"?

Yeah, as in have the option to get fucked by the male animals as a male instead of having to fuck the female ones like how it is now

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4 hours ago, marktwin said:

Yeah, as in have the option to get fucked by the male animals as a male instead of having to fuck the female ones like how it is now

 

There's partial support for that using an MCM option, which I think starts off disabled, but there are a couple other places to fix before it can be allowed everywhere.

But sure, I can do that.

 

Oh. Reminds me that the MCM has overlapping text problems. If you can't read the options on that one page,

#1 Allow females to use strapons, thus supporting placing them into "male" positions - yes, use the SexLab setting, no
#2 Allow males in female positions, basically meaning that male (N)PCs can use FC/etc. animations - yes, only for non-vaginal animations, no

 

Note that it only works in places where this mod controls the animations - that is, scenes during quests. Right now it does not apply to "free use" situations, where choice of animations is left entirely up to SexLab, however I could apply it there too (which I don't now because it's a bit slower to do so).

 

I'm also not entirely sure I tested that #2 option, so I don't actually know if it's working...

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9 hours ago, tasairis said:

 

There's partial support for that using an MCM option, which I think starts off disabled, but there are a couple other places to fix before it can be allowed everywhere.

But sure, I can do that.

 

Oh. Reminds me that the MCM has overlapping text problems. If you can't read the options on that one page,

#1 Allow females to use strapons, thus supporting placing them into "male" positions - yes, use the SexLab setting, no
#2 Allow males in female positions, basically meaning that male (N)PCs can use FC/etc. animations - yes, only for non-vaginal animations, no

 

Note that it only works in places where this mod controls the animations - that is, scenes during quests. Right now it does not apply to "free use" situations, where choice of animations is left entirely up to SexLab, however I could apply it there too (which I don't now because it's a bit slower to do so).

 

I'm also not entirely sure I tested that #2 option, so I don't actually know if it's working...

The option never shows up in the quests, even with the 2nd option switched to yes, the quest markers and dialogue makes a male PC interact with a female animal (or just make a female NPC interact with a male animal in your place)

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2 hours ago, marktwin said:

The option never shows up in the quests, even with the 2nd option switched to yes, the quest markers and dialogue makes a male PC interact with a female animal (or just make a female NPC interact with a male animal in your place)

 

Yeah, that would be one of the "couple other places to fix".

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Tested new ver, everything went smoothly. But there was issue in Themba quest branching, I had her convinced to have sex with bear twice, third time when i propoused I will have last 1, she assumed that PC had sex with bear already. Or so i remember.

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8 hours ago, unwashed biomass said:

Tested new ver, everything went smoothly. But there was issue in Themba quest branching, I had her convinced to have sex with bear twice, third time when i propoused I will have last 1, she assumed that PC had sex with bear already. Or so i remember.

 

I think you might be right: it seems like there's a couple places where some dialogue conditions don't quite match up with each other.

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On 4/8/2021 at 2:56 PM, tasairis said:

 

I think you might be right: it seems like there's a couple places where some dialogue conditions don't quite match up with each other.

This was the issue I had. No option for the pc to have jumped in but Themba said you already did and the bear likes you more already or whatever on the third go.

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Hi Tasairis, do I understand this correctly? We need 0.4 version of the mod as well as the 0.4.2 patch to be installed? Reason I'm asking is I tried entering the mansion with only 0.4.2 patch. Within seconds, the game crashes. This happened several times in a row. If we do indeed need the 0.4 esp, where can I download it from? Thanks much

 

 

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18 hours ago, ChrisHPZ said:

Hi Tasairis, do I understand this correctly? We need 0.4 version of the mod as well as the 0.4.2 patch to be installed? Reason I'm asking is I tried entering the mansion with only 0.4.2 patch. Within seconds, the game crashes. This happened several times in a row. If we do indeed need the 0.4 esp, where can I download it from? Thanks much

 

Like that post says,

 

On 4/5/2021 at 10:11 PM, tasairis said:

Install in addition to (and overwriting everything in) 0.4.

 

 

Seems a convenient location for the 0.4 download got lost in the shuffle. I've added it to the 0.4.2 post but here it is again: Animal Mansion 4 v0.4.0.rar

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I know, last time I posted some ideas my writing style was a bit too german (meaning one paragraph (German "Absatz") is mostly one sentence (German "Satz") - sorry.

What I was trying to say:

Possible werewolf interaction:

Have Farkas and/or Vilkas as "special guests" aka "tame" werewolves for one of the big shows (if they change into werewolf form before any of the guests see them noone will know who they really are). With them the show can either be with the PC alone and the twins or Thaena joining them.

Or/and use Sinding after his quest "Ill met by Moonlight" is solved in his favor - he could work "officially" as caretaker/servant/roomsweeper/whatever and from time to time be the "tame" werewolf for the show, since now he can control himself. This way you'll have a vet/caretaker without creating a new one.

Possible version: The PC "attacked" by three werewolves as special show event for high-paying guests - or as a special event for Siddgeir and assorted guests (maybe Elisif, Idgrod Ravencrone,  General Tullius , Elenwen and other nobles whom Siddgeir wants to impress?)

Farkas and Vilkas are avaliable for the shows after the companions party and NOT anymore avaliable if cured of their lycantrophy - thus my idea of using Sinding.

 

 

As for implementing giants - what about one (or more) giants fighting with the Stormcloaks, as implemented in SIC (which at the moment is rather buggy)? This way the PC could be invited to Windhelm for a "special service" - meaning the giants have to be pleased once in a while, too. And why using one of your loyal Stormcloak Shieldmaiden when there is a specialist for unusual desires around?

The gates of Windhelm and of the Palace of the Kings are big enough for giants, so they could logically be inside. 

Maybe having this as a two-step option:

First you are invited by Ulfric to please his pet snow bear (can we all agree that the Bear of Markarth needs a real bear at his side for immersion purposes?) with the option to proceed with Ulfric (and other onlookers?).

Since that worked out well, either Ulfric or Galmar have the idea with the giants. This could run four different ways for the PC to choose:

First option only the giants (with the usual "customer wants to be pleased after watching"-option)

Second start with the bear again and then proceed with the giants - again with the customer option as above.

Third to start with several Stormcloaks (to prepare for the giants' dicks), working your way up to the bear and then the giants (takes most time and is the most tiring, but pays most). That, too could have the "please the customer"-option. 

The fourth would be avaliable if you have done the giant job once: this time it's definitely a "pleasing the troops"-event, including the giants and any war dogs the Stormcloaks have. Again it's the PC's choice who will go first (giants, Ulfric's bear, the war dogs or the "regular" Stormcloaks), but all must be pleased (for those not so much into human interaction only ONE Stormcloak OR Galmar OR  Ulfric is required). 

These jobs will be avaliable if you don't join the war on the imperial side - as a Stormcloak the option of pleasing the (beastly) troops after a battle could pop up, and of course the summons to the Palace of the Kings will continue (you will still get paid though, but have the option to refuse the money. Refusing the money could result in your personal pet (war dog or maybe snow bear) and definitely results in the Mansion's personal Stormcloak guards as soon as Falkreath is liberated. That would be the perfect moment to have one of the giants as permanent guard outside and eager show subject.

 

 

 

And since the Thalmor were mentioned: I honestly think they are fully capable to have a few controlled Falmer and a giant Chaurus Reaper as "interrogation method" around.

So a possible scenario:

After Elenwen was invited to Siddgeir's "special werewolf event", she invites the PC to a private party for the Thalmor - with their controlled (aka collared) Falmer and their Chaurus  Reaper having their way with the PC.  This time there will be NO "pleasing the horny customer"-option because a Thalmor would NEVER sick his dick into someone just fucked by a Falmer because of "We are the most superior blablabla". The PC will be escorted by a group of Thalmor from the mansion (via loading screen) into the Embassy and vice versa, this should be the best way to enter imho - correct me if I'm wrong.

This is repeatable, after the first invitation Brelas will be ordered to join the PC in the festivities.

This option would end if you join the Stormcloaks.

 

 

 

 

 

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Any chance you could move the dog breeder and his dogs so that they do not get covered over by graphic mod improvements like JK's Skyrim?

Most dogs end up under the floor of a building right now. 😟

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12 hours ago, Shahariel said:

Have Farkas and/or Vilkas as "special guests" aka "tame" werewolves for one of the big shows (if they change into werewolf form before any of the guests see them noone will know who they really are). With them the show can either be with the PC alone and the twins or Thaena joining them.

 

Noted. Going to have it and The Competition unlocked after progress with a Companions arc.

 

12 hours ago, Shahariel said:

Or/and use Sinding after his quest "Ill met by Moonlight" is solved in his favor - he could work "officially" as caretaker/servant/roomsweeper/whatever and from time to time be the "tame" werewolf for the show, since now he can control himself. This way you'll have a vet/caretaker without creating a new one.

 

Going to give him an arc that unlocks at least (1) a "VIP client" quest for when he shows up at the Mansion and (2) a radiant/random quest where he does not show up at the Mansion.

 

12 hours ago, Shahariel said:

Farkas and Vilkas are avaliable for the shows after the companions party and NOT anymore avaliable if cured of their lycantrophy

 

The Companions arc will unlock the party at some point in the process, and at some point also "VIP client" quests for Vilkas and Farkas.

 

12 hours ago, Shahariel said:

As for implementing giants - what about one (or more) giants fighting with the Stormcloaks, as implemented in SIC (which at the moment is rather buggy)? This way the PC could be invited to Windhelm for a "special service" - meaning the giants have to be pleased once in a while, too. And why using one of your loyal Stormcloak Shieldmaiden when there is a specialist for unusual desires around?

 

I feel like the Giants are neutral parties who, if they "allied" (and I use that term loosely) with anyone, would fight for whatever cause that keeps people from harassing them or their mammoths. The Stormcloaks would probably be more suitable, as they're more about self-autonomy and would likely let the giants roam free, while the Empire is about bringing law and order to its subjects, and so would probably want to try to subjugate or suppress the giants.

Compare that with goblins or rieklings who aren't very bright and would probably fight for whoever gave them the most shinies.

 

That aside, I think giants are more commonly associated with the Whiterun Plains, so it would make more sense to use them in that area. Still quite possible to have a Civil War connection, of course.

 

Plenty to think about.

 

12 hours ago, Shahariel said:

These jobs will be avaliable if you don't join the war on the imperial side - as a Stormcloak the option of pleasing the (beastly) troops after a battle could pop up, and of course the summons to the Palace of the Kings will continue (you will still get paid though, but have the option to refuse the money. Refusing the money could result in your personal pet (war dog or maybe snow bear) and definitely results in the Mansion's personal Stormcloak guards as soon as Falkreath is liberated. That would be the perfect moment to have one of the giants as permanent guard outside and eager show subject.

 

If I restrict something to the smart players who side with the Stormcloaks, I'll want something comparable for the milk-drinkers who side with the Imperials.

 

12 hours ago, Shahariel said:

And since the Thalmor were mentioned: I honestly think they are fully capable to have a few controlled Falmer and a giant Chaurus Reaper as "interrogation method" around.

 

I suppose the Thalmor may look down upon their long-lost brothers as no longer elven, or as some sort of inferior creatures, so there could be some connection there, but it feels like a stretch. Like, they're just too pompous and conceited for me to imagine them working with falmer - let alone insects like chaurus.

On the other hand, they could find it amusing to debase other races with such an undignified form of torture. Falmer are The Things That Go Bump In The Night to most Nords, so the Thalmor controlling them could be another way they prove their superiority.

 

Anyway, I agree that the Thalmor need some kind of creature tie-in. As do the Stormcloaks and Imperials, for that matter.

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3 hours ago, xtro334 said:

Any chance you could move the dog breeder and his dogs so that they do not get covered over by graphic mod improvements like JK's Skyrim?

Most dogs end up under the floor of a building right now. 😟

 

Ugh. That was the only viable place I could find, what with Rorikstead being so hilly.

 

How bad is it? Is it just that the building moved a bit so there's still free space behind it to use?

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11 hours ago, tasairis said:

 

Ugh. That was the only viable place I could find, what with Rorikstead being so hilly.

 

How bad is it? Is it just that the building moved a bit so there's still free space behind it to use?

Yeah ... No.

The building has been lifted through JK's Skyrim meaning the majority of the dogs are gathering under the building.

The player can click on them mostly only when crouched and/or when the dog AI randomly decides to wander a bit. Seems like the couple of dogs that spawn behind the building and not under it don't actually count for "sampling". At least they did not have the conversation option in my game ...

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2 hours ago, JesusKreist said:

Yeah ... No.

The building has been lifted through JK's Skyrim meaning the majority of the dogs are gathering under the building.

The player can click on them mostly only when crouched and/or when the dog AI randomly decides to wander a bit. Seems like the couple of dogs that spawn behind the building and not under it don't actually count for "sampling". At least they did not have the conversation option in my game ...

 

I think a screenshot would help.

 

I use Arthmoor's Rorikstead (aerial view) which keeps that one building in the same place but IIRC adds a rock pile and well; I looked through the JK's Rorikstead images but couldn't quite tell where everything was.
Mostly what I want to know is whether I can simply move the sale location "backwards", or worst case whether there's some other mostly-flat place else I can put it. If so then I think I'll start a JK's Skyrim patch since I'll be doing stuff in other overworld locations too, though that means either I guess where to put stuff or (ugh) create a separate mod setup with JK's stuff installed.

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4 hours ago, tasairis said:

 

I think a screenshot would help.

 

I use Arthmoor's Rorikstead (aerial view) which keeps that one building in the same place but IIRC adds a rock pile and well; I looked through the JK's Rorikstead images but couldn't quite tell where everything was.
Mostly what I want to know is whether I can simply move the sale location "backwards", or worst case whether there's some other mostly-flat place else I can put it. If so then I think I'll start a JK's Skyrim patch since I'll be doing stuff in other overworld locations too, though that means either I guess where to put stuff or (ugh) create a separate mod setup with JK's stuff installed.

i am using the mod The Grreat cities off...(all of them). in Rorikstead the locaton is not bad, but still nod good. The seller is in the stables inside, the dogs are in the korner, they try to move against the wall. here are the pictures.

 

Spoiler

ScreenShot6.thumb.png.13ffc8e9b900db76da302f1570f5f8ee.pngScreenShot5.thumb.png.64aac218978e022ac799a3797a3ba4dd.png

 

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4 hours ago, tasairis said:

 

I think a screenshot would help.

 

I use Arthmoor's Rorikstead (aerial view) which keeps that one building in the same place but IIRC adds a rock pile and well; I looked through the JK's Rorikstead images but couldn't quite tell where everything was.
Mostly what I want to know is whether I can simply move the sale location "backwards", or worst case whether there's some other mostly-flat place else I can put it. If so then I think I'll start a JK's Skyrim patch since I'll be doing stuff in other overworld locations too, though that means either I guess where to put stuff or (ugh) create a separate mod setup with JK's stuff installed.

 

Spoiler

20210419205953_1.jpg.ca0d2e3be3d38eb4053b8e1e6da8f593.jpg

 

Simultaneous detect life.

Spoiler

20210419210558_1.jpg.4db99eed736f8fd6be164c54a83ca30c.jpg

Those three have a name but that's it.

No conversation option, no "sampling the wares", nothing.

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On 4/19/2021 at 1:45 AM, tasairis said:

 

Ugh. That was the only viable place I could find, what with Rorikstead being so hilly.

 

How bad is it? Is it just that the building moved a bit so there's still free space behind it to use?

 

Attached is a screen from the building. Picture 2 shows the problem

60906-4-1419044110.jpg

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I don't really know whether or not the building was present before the respective city overhaul or a new addition. Never played skyrim without a city overhaul.

But as said and proven in the pictures of now three mod users the current placement of the dog breeder and his dogs is ... well ... not that good.

AFAIR a bit further to the side of that is a somewhat open field. Not that hilly.

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So wait, you've all had this problem since the beginning, and it's only coming up now? Jeez, guys...

If you encounter more stuff like this, please tell me and I'll do something about it. Mod compatibility is the #1 thing I need your help with.

 

I'll look around Rorikstead and see if I can find a nicer place. Possibly a bit outside of town - worst case I had considered some kind of constructed platform but wasn't sure how navmeshing would work with it. Would really prefer something flat, or with a very light slope, but that platform could be really convenient too so I'll give that a shot.

Another part of why I moved the location (from where it used to be by the road) was because of grass: I have a grass overhaul that makes grass much more, well, grassy, and that tilled spot behind the building was perfect.

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1 hour ago, tasairis said:

So wait, you've all had this problem since the beginning, and it's only coming up now? Jeez, guys...

If you encounter more stuff like this, please tell me and I'll do something about it. Mod compatibility is the #1 thing I need your help with.

 

I'll look around Rorikstead and see if I can find a nicer place. Possibly a bit outside of town - worst case I had considered some kind of constructed platform but wasn't sure how navmeshing would work with it. Would really prefer something flat, or with a very light slope, but that platform could be really convenient too so I'll give that a shot.

Another part of why I moved the location (from where it used to be by the road) was because of grass: I have a grass overhaul that makes grass much more, well, grassy, and that tilled spot behind the building was perfect.

 

I saw with the overhaul the sale being in a building as an inconvenience, not a full bug. Therefore I did not "raise hell" about it.

Since my game is rather heavily modded I never know whether an inconvenience/glitch/bug is

a) a mod fault,

b) a mod conflict,

c) my PC acting up,

d) a typical skyrim weirdness/bug/glitch or

e) all of the above.

 

If something does not work at all that's a different issue. Of course I will notify of that.

But inconveniences? Likely not, else the chance is high you'd be chasing ghosts and lose interest on making this mod.

 

Examples:

The horse selling in solitude has 2 horses where I could demonstrate. One of them has no actions available and sex with the other one is registered as completing the quest stage after the 3rd or 4th attempt.

After returning the horses the female horse spawns near me after almost every fast travel.

But these ones are with 98% certainty my game setups fault and has nothing or very little to do with the mod.

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