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Animal Mansion 4??? (Dev Thread)


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13 hours ago, tasairis said:

 

If you're thinking of a one-time thing during the main quests, yes, and I know exactly where to put it.

 

Thanks Tasairis. Thinking about it further, this might serve as a way to build up the relationship between the player and Thaena. 

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3 hours ago, tasairis said:

I think I'll end up making her marryable. Hell, maybe even Jesper and Jala too, since all three of them are going to get story arcs.

Don't even say that dude, people like me will think about kinky shit to do in the temple of mara

Edited by Algene
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8 hours ago, solitudos66 said:

Is dragons a option ?? //only thinking ///

 

 

Option for what?

 

I don't think it's reasonable to keep a dragon on-call like the other animals. Back to the sentience thing. But repeatable/random quests involving dragons, certainly.

 

8 hours ago, solitudos66 said:

-and classical question how far is progres of 0.5.

 

Due this month. I had to take my "one client quest" and turn it into two three four, due to complexity of trying to cram so much into the one I started with, but that just means each one can be that much simpler. Otherwise I'm mostly trying to test stuff.

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10 hours ago, tasairis said:

Option for what?

 

I don't think it's reasonable to keep a dragon on-call like the other animals. Back to the sentience thing. But repeatable/random quests involving dragons, certainly.

 

I assume "option as sex partners" was meant ^^

 

Well, maybe Thaena finds out that she works together with the mighty Dovakhiin (possibly based on the proper main quest progress) and then you have to find some shout similar to the "Call Dragon" shout? Or maybe sth based on the idea of the Slut Shout is possible, so a shout that makes animals of different strength horny? (First stage harmless creatures, second stage dangerous creatures, third stage dragons?)

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On 6/9/2021 at 12:53 AM, tasairis said:

 

Looks like I forgot to write it down, but someone did suggest that there should be options to RP someone who's reluctant but ultimately willing to try stuff. It's on my to-do list when I reevaluate dialogue across the board.

 

 

I figured Siddgeir as a perv who wouldn't mind seeing women get debased or whatever, yet with enough money/business sense to consider that it could become a profitable business for him to exploit. Or on the other hand, if people did revolt and burn the place down, Thaena would still be on the hook for the loan money. Or if the idea turned out to be too crazy and the business never even opened up, that would have worked for him too.

 

I had plans for Siddgeir to make multiple further appearances to reinforce these ideas; for example, sometime after the Mansion opened, he would show up to check on things. Haven't actually incorporated that into my main quest plans yet so I'll need to consider this more or less immediately.

 

That aside, there are already Big Plans about exactly this same "hey wait a minute isn't this supposed to be taboo?" concept...

 

 

The player can always find a dog on their own (like Meeko) but there was an idea proposed about doing a sort of "pet" thing. Not sure quite how it should work yet, but it is on the list.

About the idea with finding a dog (or generally canine friend) for the player, I have an idea - one which would incorporate both Siddgeir's interest in the  Mansion and a way to interact with the Companions (namely the twins) more, if wanted:

After the player went the Jorrvaskr due to Vilkas' letter AND after one of the brothers (or both?) visited the Mansion for a "special treat" (aka werewolf sex), one day they both turn up at the Mansion again - only this time asking the player if he/she could accompany them on a little hunt - for a young wolf roaming aroud Falkreath.  Vilkas (who else?) explains that they usually get their wolves when adolescent males leave their pack to avoid mating with their mother and sisters and wander off to find or form a new pack. In order to get them into THEIR pack one of the male companion werewolves changes shape to establish leadership over the wolf, then breeds with the accompanying female companion, who then offers herself to the wolf as well. It is rare that a young wolf does not follow that invitation and goes feral.

Problem is, they heard the adolescent wolf they want to catch is said to be quite an impressive specimen, but already caused some trouble in Falkreath and therefore has some other hunters on his heels, too, but...

Right now Aela (who usually does the wolf taming together with Skjor) is off to Morthal with Ria to show her how to fight with a dagger (and bow) on a mission (due to the conversation Vilkas has with Ria about sword training).

Skjor had overheard Torval complaining he'd be SO much better at leading and decided to take him and Athis on a mission to show him his place, since Farkas is obviously too nice to the whelps (maybe Farkas mentiones that Athis was trying not laugh at Torval when they departed).

Njada Stonearm is off to hunt down an escaped criminal in Winterhold.

And they may be two, so technically one of the twins could act as "breeding bitch", but it's not a good idea to let a wolf mount a male werewolf, lest the wolf may think himself as superior - and that will ensure trouble within the pack. Female werewolves are no problem, since wolves tend to see them as bitches in heat when they offer themselves, and otherwise follow their orders.

So the number of male werewolf companions capable, willing and fit to subdue a young wolf is two (Farkas and Vilkas - Kodlak deems himself too old for this) - and the number of currently avaliable women(or men) the twins know who are BOTH willing to have sex with a wolf AND know the twins are werewolves is ... one. 

They offer Thaena good "renting" money for the player to be off for a few days. (It could be the choice of the player whether they (or their female follower) will work as breeding bitch, or refuse - in that case another quest to get a real dog could start later for those who don't want a wolf - just as idea )

They journey onward, searching for the wolf, and rest for the night either building a camp or using a cave ( I guess the latter is easier to mod), and the plan is explained further:

Due to the player not used to tame wolves (the one in the Mansion is well trained already) and presumably not a good fighter, Farkas will chance and calm down the wolf, while Vilkas will wait with the player till the wolf is docile and attentive enough - then he will change too, to prove the wolf BOTH werewolves he smells are higher in rank than him.

Next step will be proving that the twins are leaders of ALL the pack, meaning they will taking turns having sex with the player/the player's follower while the other has an eye on the wolf, just in case. 

Then the player/the player's follower will offer him/herself to the wolf, and that should do the trick of making the wolf follow them without problems.

Vilkas suggests the player goes back with them to Jorrvaskr, since having the "whole" pack with them makes the young wolves friendlier, and it's always a good idea to calm down the wolf with another fuck before entering the city - they'll pay the carriage back to Falkreath, of course...

The player has the option to ask them a bit more about them being werewolves, how good they are at controlling it etc. to understand it a bit better - and gain even more trust with the twins. The player then asks if they'd consider to work in the mansion for special events - as "feral werewolves ravaging the poor girl" for the guests to watch ... the twins are surprised, but start to think about it - especially since they would be paid for having fun with the player instead of paying.... 

After a night's rest they find the wolf's tracks which lead to another cave - before entering the twins make sure the player is ready.

Inside they are quite surprised that the reason the wolf is said to be a formidable foe is - they are four of them. Brothers, as the twins can smell. And all four of them stand there growling...

Short discussion amongst the group, and Farkas changes into a werewolf and steps forward, howling at the wolves, while Vilkas moves nonchanantly between the wolves and the player, in case they charge.

But they don't. They calm down and greet Farkas happily, so Vilkas asks the player if he/she is still ready to go after their plan, since now there are 4 wolves to fuck - and here could be another chance for the player to decline, which leads to Farkas changing back and the three of them leaving (the twins escort the player back the the Mansion, though they regret leaving the fine young wolves behind - without blaming the player for it, as they are quick to state).

If the player decides to go on with the plan, it's going to be a long day, with being bred by two werewolves (who are as gentle as they can manage) and 4 wolves in a row - and the first wolf to mate with the player/the player's follower seems to take a special liking and wants sloppy seconds... (player choice to do so).

After a short break they return to Whiterun (next scene), where they halt in the vicinity of the city to ask the player for another round of calming sex (and again one of the wolves wants more), ere the twins lead the player and the wolves into the city - via the Underforge.

In the meantime the other companions have returned, and are quite surprised at the feat of taming 4 wolves at once - Aela admits she's impressed, Ria is in total awe and even grumpy Njada manages a "Not bad...". 

The last thing to do now (which wasn't originally planned due to the twins thinking they'd have only ONE wolf to deal with) is asking the player for one last breeding, together with the other three companion girls to officially "welcome" the new pack members to Jorrvaskr - guess which wolf will mate with the player... twice if the player allows it...

Aela as the most versed in dealing with wolves takes the player aside and suggest that since the enthusiastic wolf seems to be so eager to be with the player, he/she should consider taking the wolf for him/herself....the wolf emphatizes this by happily laying down besides the player like a good boy. The twins second that suggestion, and offer a name for the wolf: Karys (lithuanian for warrior, and a little reminiscence of the twins' names).

If the player accepts, Aela offers to help training the wolf.

After a bit of training (another day passes), the player is paid more than formerly agreed on as abonus and set off to Falkreath via carriage (if possible a scene where the wolf happily trots besides the carriage as faithful as a well-trained dog.

Thaena is quite surprised about the wolf but happy for the player to have found a special friend like Bailey - and Karys behaves well after one single growl and a short shushing from the player, but mentiones she's a bit worried since a guard had come earlier that day to inform her that Siddgeir will visit them in the evening after hours.

As it comes to pass, that day's work (no rest for the wicked... er, player) consists of the player involved with one customer asking for a dog and another asking for a wolf (leaving the Mansion's canines tired), and Thaena getting nervous after hours.

When Siddgeir (and two Falkreath guards) appears, he mentions in passing that a few citizens of  Falkreath had expressed their moral doubts about the mansion, and the jarl wants to make sure everything is in order - and he is sure that any signs of doubt from his side wold be quickly dispersed with a little demonstration by Thaena AND the player, preferably with dogs...

Thaena nervously admits that the Mansion's canines are tired out and wouldn't perform well tonight, to which Siddgeir replies that they should take THESE dogs over there, and...  "Er...is that a wolf?" - "He is well-behaved and expertly trained, my jarl".

Thaena and the player lead Siddgeir (and his guards) down to the party room and get ready to give him a show with Bailey and Karys (the wolf).

The jarl is quite exhilarated by the show and demands one of the two "freshly-bred bitches" to service him - at this point the player could earn some friend/relationship points when volunteering to give Siddgeir a blowjob.

Siddgeir then gives Thaena and the player the order to host a party in one week for his "good friends" (I think Erikur, Maven Black-Briar and one or both of the Silver-Blood brothers would be sufficiently perverted and amoral to  frequently meet up for "kinky" parties) and demands that they come up with something REALLY exiting, for the last time he and his friends met, Maven entertained them with one of her serving girls ("And a pretty little wood elf, her screams were really invigoring, if you get my gist... I loved the way she squirmed in her shackles..") from the meadery being bred by her prized stallion. A good party will ensure his continued support AND protection. Then he leaves, quite satisfied.

Thaena is totally freaked out by this, for having just ONE week to prepare something better (or rather, more depraved) than a girl raped by a stallion or being threatened to loose the jarl's protection and worse, anger him is in her eyes impossible to solve.

But the player has an idea: Something dangerous which will ravage either the player or both the player and Thaena, something which is even considered "typical" for the woods of Falkreath and above all, something that will NOT harm Thaena and the player - in other words, two certain werewolf brothers...

The next morning the player says a courier is sent to Jorrvaskr delivering a letter explaining the situation, and Thaena should leave the entertainment part of the party solely to the player, concentrating on getting some fitting drinks and food... she still worries.

Her worries will stop once Nenya comes by (a bit reluctant) and announces she will see to it that the party guests will be presented with the finest foods and drinks Siddgeir has avaliable, and the ... ladies should concentrate on their performance.

The next day the answer comes via courier: The twins will gladly attend, and will arrive a day before the party to better plot the show.

When they arrive, the only thing left is convince Thaena to join, too (which is the player's duty, pointing out to her that the twins are completely in control of their werewolf powers and more than that men of both honour and kindhearted. And besides, the twins have brought some excellent stamina and healing potions with them, just in case)

If the player succeeds (or the mod author wishes so), Farkas (the gentler one despite first looks  - cue Kodlak describing Vilkas as fierce as a sabre cat in battle, so why not being as fierce in the act of love?) will have the perhaps most careful sex a werewolf ever has with Thaena to get her used to him - in the meantime Vilkas might try out some performance ideas with the player. 

The next evening, the guests arrived and are seated in the party room and audibly make bets on what Siddgeir will have as surprise for them, conjecturing he'd have a troll handy (Maven) or a bear (Erikur).

The nervous Thaena and the player/the player's follower enter the party room (if possible scantily dressed as "virgin maidens strolling through the meadows" out of a typical porn story), and  the player welcomes the guests to a display of "an ancient evil out of the deepest shadows of Falkreath's endless woods, lusting for the blood and flesh of innocent maidens.." - at this point Maven interrupts with a "I TOLD you he has a troll!", only to be silenced by a bloodcurdling howl. And then a second.

All party guests stare to the door the holws came from , and the player ends the inttroduction with a "We hope you will enjoy our little show. One word to the wise, though: These boys are VERY jealous when it comes to us humble playthings, so please do not approach us to relieve you obediently of your arousals, lest they will show you their wrath... Come in, boys!"

Enter two big, snarling, highly aroused werewolves, making quite a show to sniff the air, letting out another threatening howl, growl menacingly towards the guests too shocked to move, and then rip off the "maiden's" dresses with their claws (without harming them of course) before "raping" them (Thaena and the player/the player's follower scream and struggle just for show...). And the spectators are at the same time exhilarated by the show and a bit terrified the beasts might not be THAT tame - which said beasts underline with sudden glares and baring their teeth at them.

After quite some time they seem to be satisfied enough to let go of their "helpless" prey and start to hang around the door they came in - a sign for the guests to leave slowly, just in case they decide to have another round with one of them.

On their way out the guests congratulate Siddgeir on his marvelous show, and what a pleasure is was - and a guard will be send in a little later to express the jarl's utmost satisfaction and his promise to not only keep his protecting hand over the Mansion, but encouraging those of his subjects who are against the Mansion to make a visit and make up their mind afterwards.

 

 

I know, a big chunk to read (sorry for any orthographic or grammar mistakes), but that's what came up while being at work today after seeing the quoted post yesterday - everything's just a suggestion.

Edited by Shahariel
Orthography
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On 6/11/2021 at 12:45 PM, Shahariel said:

About the idea with finding a dog (or generally canine friend) for the player, I have an idea - one which would incorporate both Siddgeir's interest in the  Mansion and a way to interact with the Companions (namely the twins) more, if wanted:

 

So if I can attempt to summarize all that:

 

Quest #1:

1. Companions want another wolf, hear story about a particularly dangerous one

2. Initial pacification/taming is done by werewolfing and demonstrating dominance, who fucks who establishes the hierarchy

3. Since the Shield-Sisters are all busy, ask player/follower to be the stand-in female

4. Go looking, don't find, talk about plan, return to Jorrvaskr

5. Werewolf-able Companion males could do occasional freelance work at the Mansion

(plus an appropriate amount of sex somewhere in there)

 

Quest #2:

1. Track down wolf, actually turns out to be a few of them working together

2. Companion(s) as werewolf(s) to gain initial trust with them

3. Lots of sex between the werewolves, wolves, player/follower

4. One of the wolves seems suitable as a pet

5. Return with wolves to Jorrvaskr, lots more sex

(seems like too much sex for one quest, but I'm not sure how to break it apart further)

 

Quest #3:

1. Thaena told Siddgeir is coming to visit

2. Day of/before/whatever, dogs and wolf too tired to be decent partners

3. Siddgeir suggests using his accompanying guards (male + female) instead, also bring wolf pet

4. Small-ish party, lots of sex

 

Quest #4:

1. Siddgeir wants party with his friends

2. Thaena wants to make a good impression, werewolves are answer, Companions accept job

3. Companions visit, sex with Thaena and probably also player/follower

 

Quest #5:

1. Party will be telling a story to the audience

2. Story is "fair maidens vs. savage werewolves"

3. ???

4. Profit

 

Comments

- Obviously has to be split into multiple quests. I think those five make sense.

- Multiple quests means an arc, could make sense to have "pet arcs", but that sets up needing a lot of work for the other animals too

- The pet thing isn't actually important to the story and could be removed/replaced without impacting the story

- It's going to take a long time for my brain to process all of this

- As a premise for wolf-as-pet, really am rather concerned this is too much, and establishes precedence for complicated pet arcs

- If any animal is pet then player may want it accompanying them, which means it's not at the Mansion. Maybe a pet with the Bailey/dogs separation is a better idea.

- Pets as a whole are still a secondary or even tertiary concept to the AM mod.

- Combine and condense quests #1+2

- This does intrude into existing plans with Siddgeir, but not necessarily in a way that can't be handled

- Might be best suited for AM4 2.0 though Siddgeir will no longer be a threat. Doesn't require changing much - he's still either a Jarl or (post-CW) rubbing elbows in the Blue Palace.

- Conflicts with the Companions storyline wherein Kodlak and Skjor die and Vilkas and Farkas may be cured of their lycanthropy

- Quest 1+2 could be used as a base for a repeatable quest, though with a number of somewhat minor changes

- Quest 3 could be a repeatable quest

- Quest 4+5 could actually be pulled into the main quest series instead...

- Okay, so now I'm starting to think about co-opting the different concepts here. Smaller bits are easier to work with, naturally. Would require OP's blessing.

 

 

On this subject, here's a brief overview of my plans for this mod, as this information is relevant when it comes to suggesting new content:

 

AM4 0.x is this WIP period where I want to get all the basic features up and running. The last 0.x release (TBD) will have the mod in a state where it's a legit mod that can be played in an ongoing way and feels relatively complete. Then there will be some number of 0.x.y releases where I fix bugs and do other things that I've been putting off. When there's nothing left to fix, I'll make some final changes and release it as 1.0 as a proper download.

 

AM4 1.x will be the remainder of the vanilla storyline (ie. through skeevers) with a secondary focus of adding side quests. It will not include new animals, except possibly in side quests when it makes sense. There will not be a large amount of new content added outside of the side quests, and what is will primarily relate to AM4 2.0. For the final 1.x release I intend to borrow a quest from AMP and really set the stage for 2.0. My goal by the end of this series is to give people plenty of stuff to do while they wait for what comes next, and therefore will be when most new repeatable side quest ideas will start being added.

 

AM4 2.0 will be the beginning of the brand-new content. The focus of the early 2.x releases will be moving the business to a new location, but will probably be interspersed with relatively small quests doing other miscellaneous things. After that's done then it will be possible to start adding new major content, including ideas involving introducing and/or adopting new species of animals.

 

Reminder: this is a (rough) timeline of when stuff gets implemented, not necessarily when it becomes available in the game. Those two concepts are not equivalent.

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On 6/14/2021 at 4:48 AM, tasairis said:

 

So if I can attempt to summarize all that:

 

Quest #1:

1. Companions want another wolf, hear story about a particularly dangerous one

2. Initial pacification/taming is done by werewolfing and demonstrating dominance, who fucks who establishes the hierarchy

3. Since the Shield-Sisters are all busy, ask player/follower to be the stand-in female

4. Go looking, don't find, talk about plan, return to Jorrvaskr

5. Werewolf-able Companion males could do occasional freelance work at the Mansion

(plus an appropriate amount of sex somewhere in there)

 

Quest #2:

1. Track down wolf, actually turns out to be a few of them working together

2. Companion(s) as werewolf(s) to gain initial trust with them

3. Lots of sex between the werewolves, wolves, player/follower

4. One of the wolves seems suitable as a pet

5. Return with wolves to Jorrvaskr, lots more sex

(seems like too much sex for one quest, but I'm not sure how to break it apart further)

 

Quest #3:

1. Thaena told Siddgeir is coming to visit

2. Day of/before/whatever, dogs and wolf too tired to be decent partners

3. Siddgeir suggests using his accompanying guards (male + female) instead, also bring wolf pet

4. Small-ish party, lots of sex

 

Quest #4:

1. Siddgeir wants party with his friends

2. Thaena wants to make a good impression, werewolves are answer, Companions accept job

3. Companions visit, sex with Thaena and probably also player/follower

 

Quest #5:

1. Party will be telling a story to the audience

2. Story is "fair maidens vs. savage werewolves"

3. ???

4. Profit

 

Comments

- Obviously has to be split into multiple quests. I think those five make sense.

- Multiple quests means an arc, could make sense to have "pet arcs", but that sets up needing a lot of work for the other animals too

- The pet thing isn't actually important to the story and could be removed/replaced without impacting the story

- It's going to take a long time for my brain to process all of this

- As a premise for wolf-as-pet, really am rather concerned this is too much, and establishes precedence for complicated pet arcs

- If any animal is pet then player may want it accompanying them, which means it's not at the Mansion. Maybe a pet with the Bailey/dogs separation is a better idea.

- Pets as a whole are still a secondary or even tertiary concept to the AM mod.

- Combine and condense quests #1+2

- This does intrude into existing plans with Siddgeir, but not necessarily in a way that can't be handled

- Might be best suited for AM4 2.0 though Siddgeir will no longer be a threat. Doesn't require changing much - he's still either a Jarl or (post-CW) rubbing elbows in the Blue Palace.

- Conflicts with the Companions storyline wherein Kodlak and Skjor die and Vilkas and Farkas may be cured of their lycanthropy

- Quest 1+2 could be used as a base for a repeatable quest, though with a number of somewhat minor changes

- Quest 3 could be a repeatable quest

- Quest 4+5 could actually be pulled into the main quest series instead...

- Okay, so now I'm starting to think about co-opting the different concepts here. Smaller bits are easier to work with, naturally. Would require OP's blessing.

 

 

On this subject, here's a brief overview of my plans for this mod, as this information is relevant when it comes to suggesting new content:

 

AM4 0.x is this WIP period where I want to get all the basic features up and running. The last 0.x release (TBD) will have the mod in a state where it's a legit mod that can be played in an ongoing way and feels relatively complete. Then there will be some number of 0.x.y releases where I fix bugs and do other things that I've been putting off. When there's nothing left to fix, I'll make some final changes and release it as 1.0 as a proper download.

 

AM4 1.x will be the remainder of the vanilla storyline (ie. through skeevers) with a secondary focus of adding side quests. It will not include new animals, except possibly in side quests when it makes sense. There will not be a large amount of new content added outside of the side quests, and what is will primarily relate to AM4 2.0. For the final 1.x release I intend to borrow a quest from AMP and really set the stage for 2.0. My goal by the end of this series is to give people plenty of stuff to do while they wait for what comes next, and therefore will be when most new repeatable side quest ideas will start being added.

 

AM4 2.0 will be the beginning of the brand-new content. The focus of the early 2.x releases will be moving the business to a new location, but will probably be interspersed with relatively small quests doing other miscellaneous things. After that's done then it will be possible to start adding new major content, including ideas involving introducing and/or adopting new species of animals.

 

Reminder: this is a (rough) timeline of when stuff gets implemented, not necessarily when it becomes available in the game. Those two concepts are not equivalent.

Like I said, just what my brain worked out while I was at work - fell free to use whatever you like and more important can be put logically into the mod. 

And yes, I'm aware some people would prefer a dog as their "special friend", the whole "how to tame a wolf"-story is that extensive since this seemed to be a good explanation how the actual taming works logic-wise.

 

As for Quests 1 and 2 to work after Skjor's and Kodlak's deaths and if Farkas and Vilkas are cured:

 

For 1 and 2 Aela could ask the player to help her

Tracking down the wolf

Finding the wolf in his lair

Aela changes and displays her dominance on the wolf

Aela turns to the player and displays dominance to her/him (player in cowering animation)

Player offers her/himself to the wolf

Wolf follows

OR

Tracking down the wolf

No wolf found OR found killed by other hunters

Aela suggests other prey around since they are already around (bear, sabrecat, could be a good moment to put deer sex on the menu)

Player's choice for a "real" hunt or Aela and she/he/the follower have sex with the animals

 

The latter version could also work with Ria wanting to hunt with the player or as "wolf not found" outcome when on the hunt with Farkas and/or Vilkas while they are still werewolves, with alternating animals/monsters as prey.

At this point I had a short movie sequence in my mind - they are on the hunt for a "dangerous wolf" who killed several chicken according to a farmer - and what they find is a particulary sexhungry fox. And after a good laugh and while the player/the follower is fucked by the fox Vilkas laughs "I know how the chicken got killed - good you (the player) are not a chicken!"

Farkas stares blankly down, at his brother, down again and asks: "Errr... how?"

Vilkas stares back in disbelief. "My dear brother, sometimes you are an even bigger icebrain that I thought... THIS way!"

He gestures down to the happily fucking fox.

Farkas looks down again, and then goes "...oh." and starts laughing.

 

 

Edit: Thought about the "We find more than one wolf" - scenario being quite heavy on the coital department and have an idea how to split it:

One is the "usual" hunt for a young wolf (possible repeatable, hunting wolves could die on the hunts and need to be replaced), with two versions:

The first time the player joins on a wolf hunt BOTH twin brothers accompany the PC, to ensure her/his safety.

After that Farkas OR Vilkas go on the hunt with the player when this option is a radiant quest (and this is the quest where Aela can replace the twins after they are cured)

 

The second is a one-time mission:

-Thaena has a letter for the player from Vilkas , reading something on the lines of "We have a very special young wolf tracked down you should meet"

- Farkas and Vilkas take the player on another wolf hunt

- on the way to the wolf's lair they explain that they intended THIS special wolf to become the player's wolf - if they want it, of course. Otherwise they'll take him to Jorrvaskr

- reaching the wolf's lair, the usual procedure of werewolves proving their dominance and the player being the "bitch"

- this wolf behaves really friendly , and the player can make the choice to keep the wolf or decline

- declining means going back with the twins to Jorrvaskr and have Aela "adopting" the wolf on the spot +full payment (and free carriage ride aka teleport)

- keeping the wolf means going back to the Mansion with the twins to introduce the wolf to Thaena and Bailey + half payment ( the player WAS away from her/his work, after all)

 

 

 

At this point another idea: Why not making one of the party events the companions visiting the Mansion as a group (to try out something else than wolves and werewolves)? Ria for once could be fond of bears, and I guess Aela could handle a horse (hm, what would Skjor say to that...?)

 

 

 

 

Edited by Shahariel
Finetuning the ideas
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The MCM.

Can't you tell by the broken english before that he apparently is not a native speaker?

 

Install the mod requirements. That includes SkyUI for the MCM and SKSE for Sexlab.

Install the mod.

Wait several minutes and the MCM should find the new mod.

If it does not press ^ (that's usually the key left of 1) and enter "setstage SKI_ConfigManagerInstance 1" (without ") followed by enter.

Alternatively you can install Jaxonz MCM Kicker which essentially does the same but occupies a mod slot.

 

Edited by JesusKreist
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Hey you got a spelling mistake when thaena is talking about how her first time with bailey went.

 "Ha! Yes, that really was the start of a new relationshp between us. It wasn't just master and dog anymore but something more... personal."

 

relationship is spelled missing the second "i"

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Not sure if i'm supposed to hand the flyers out to specific people unrelated to quests or if I'm having a real issue but after handing out 5/10 flyers at Whiterun I can no longer find NPCs to give flyers to. I handed them out at Ivarstead no problem, and the first 5 at Whiterun but past that nothing. Not a single dialogue will show up for other NPCs. I did notice the 5th NPC talking about giving flyers to the Innkeeper or that guy in the Drunken Huntsman but neither have dialogue for giving them flyers either so I don't know what's wrong.

 

I'm on Animal Mansion Version 0.4.0 with Patch 0.4.2

 

 

I'll also mention I have problems with Thaena saying "You need to leave" often, on 2 different saves. It's usually right after I come back from a quest. When trying to return with the Dogs, return with the horses, ect. I exit and come back in and she doesn't tell me to leave but it is annoying. I guess the PC isn't in the Animal Mansion Faction.

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1 hour ago, darkon_turas said:

I just started playing a new game with 0.4.2 installed. After coming back from the Jarl about the loan and catching her and the dog together, it CTD about a second into the scene. Any idea about what I can check to see why it did that?

That usually is a sign of a mod conflict.

 

You could "brute force" the issue and hope it only affects this one bestiality scene or you'd need to employ the 50/50 mod disabling method by which you disable 50% of the (safe to disable) mods and look whether the problem still is there.

Careful. Many mods are "baked into the save" and are causing problems when disabled mid playthrough.

 

In C:\Users\YOURUSERNAME\Documents\My Games\Skyrim Special Edition\Logs\Script is the Papyrus.0.log text file which contains the ... well ... papyrus log.

It usually shows the warnings and errors the game has but does not show the player ingame.

It is possible to see the fault there but usually it is not very simple to read/interpret.

1 hour ago, GunslingerGirl93 said:

Not sure if i'm supposed to hand the flyers out to specific people unrelated to quests or if I'm having a real issue but after handing out 5/10 flyers at Whiterun I can no longer find NPCs to give flyers to. I handed them out at Ivarstead no problem, and the first 5 at Whiterun but past that nothing. Not a single dialogue will show up for other NPCs. I did notice the 5th NPC talking about giving flyers to the Innkeeper or that guy in the Drunken Huntsman but neither have dialogue for giving them flyers either so I don't know what's wrong.

 

I'm on Animal Mansion Version 0.4.0 with Patch 0.4.2

 

 

I'll also mention I have problems with Thaena saying "You need to leave" often, on 2 different saves. It's usually right after I come back from a quest. When trying to return with the Dogs, return with the horses, ect. I exit and come back in and she doesn't tell me to leave but it is annoying. I guess the PC isn't in the Animal Mansion Faction.

 

The 5 final flyers in whiterun are not supposed to be handed to specific NPC on the streets. You need to hand them to the shop owner in the "drunken huntsman".

If your status on that quest is 5/10 than that is what the quest needs done.

I'm relatively certain he does not have the dialogue before that specific point.

Edited by JesusKreist
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22 minutes ago, JesusKreist said:

 

The 5 final flyers in whiterun are not supposed to be handed to specific NPC on the streets. You need to hand them to the shop owner in the "drunken huntsman".

If your status on that quest is 5/10 than that is what the quest needs done.

I'm relatively certain he does not have the dialogue before that specific point.

 

I actually just pulled up the game again, thinking maybe fully restarting would change something and the option to hand out flyers reappeared, but it was on an NPC I already gave a flyer. I gave Nazeem the remainder of the 5 flyers (I just talked to him over and over, since he was the only one with the dialogue) and the objective to give them to the Drunken Huntsman then came up.

 

I don't know what changed but I went back to him before and it didn't have the option but whatever. I got rid of the flyers and progressed the quest, It's a weird issue that popped up and I'm certain the option re-appearing on Nazeem was a fluke since I reloaded before giving him all the flyers and it didn't come up (luckily I saved after progressing the quest.). I checked like 5 other NPCs and no option, it's weird. I can only guess it has to do with the dialogue mentioning the Drunken Huntsman because it happened again when I gave Nazeem the 10th flyer so I assume it incorrectly thinks I've passed out 10/10 when I've only passed out 5/10

 

 

The objectives currently are:

 5/5 in Rorikstead

10/10 in Whiterun

Remainder to Drunken Huntsman

5/5 to Ivarstead

 

Hopefully I don't have issues with Ivarstead or any other place that might pop up.

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Barring bugs in the dialogue conditions, the sequence for the flyers is supposed to be:

 

Stage 10: Give 5 flyers to people (adults, non-guards) in Rorikstead.

Stage 20: Give 5 flyers to people (adults, non-guards, non-Companions) in Whiterun. The last person will say something about the Drunken Huntsman, objective remains at 5/10.

Stage 21: Give all 5 remaining flyers to Elrindir, objective jumps to 10/10.

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2 hours ago, GunslingerGirl93 said:

I'll also mention I have problems with Thaena saying "You need to leave" often, on 2 different saves. It's usually right after I come back from a quest. When trying to return with the Dogs, return with the horses, ect. I exit and come back in and she doesn't tell me to leave but it is annoying. I guess the PC isn't in the Animal Mansion Faction.

 

Are the items in the building marked as Steal or Take? I may be wrong about the console command, but while standing inside the building what does "player.istrespassing" say?

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