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Animal Mansion 4??? (Dev Thread)


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Posted
3 hours ago, agelmar said:

The reason I'm mentioning this is because when I had to talk to the animals tduring the quests I sometimes had to try serveral times to get the quest pop-up as I was instead getting the box with the 'Tame Animal & Command Animal' options first.

 

Currently I use a terrible method for getting that popup to appear, and it's very incompatible with other mods that also want popup actions. I'll be switching to a better method soon.

 

In the meantime, do you have Aroused Creatures or even MatchMaker installed? The popup that this mod provides is provided as a convenience - it's not necessary to use it for progression, and in fact you're encouraged to use more interesting options (such as AC's invite action).

 

 

3 hours ago, agelmar said:

Only other issue I had was the during the horse quest the female NPC at Solitude attacked me without warning after the animation(is that meant to happen?) and I couldnt talk to her until I left the area, waited and came back then was able to progress the quest sas somehow she lost aggro on me.

 

She's definitely not supposed to become hostile.

 

I don't know what happened there... Was it only once or multiple times?

Posted
4 hours ago, tasairis said:

 

Currently I use a terrible method for getting that popup to appear, and it's very incompatible with other mods that also want popup actions. I'll be switching to a better method soon.

 

In the meantime, do you have Aroused Creatures or even MatchMaker installed? The popup that this mod provides is provided as a convenience - it's not necessary to use it for progression, and in fact you're encouraged to use more interesting options (such as AC's invite action).

 

 

 

She's definitely not supposed to become hostile.

 

I don't know what happened there... Was it only once or multiple times?

 

Ok good to hear your be using a different method in the future. I think my case might of been just a rare combination of the fact I using those overhaul mods and that fact I had a certain talent plus the Wood Elf racial which meant those 2 options were taking priority when speaking to the aniamls. I currently dont use Aroused Creatures but I do have Matchmake but wasnt sure f using that to start the animation would progress the quest. Either way I manged to work around it just took few goes and no console commands so all good anyway.

 

AS for female horse NPC it only happened the once and managed to re-set it self. Might of just been a combination of the issues I had above as couple I had to use the command animal to the get your pop-up to appear, maybe that caused her to bug and aggro.

 

Either way nothing ground breaking that I could progress the quests. As I said I played AMP before and can already see how much better AM4 is going to be just through the dialogue and quests so looking forward to seeing your work progress. 

 

Thank you again for your time. 

Posted
On 10/10/2021 at 6:00 PM, mircislav said:

Just as an info - I am playing this mod on LE without any problems. Three times, all quests, no problems...

That's good to know. I'll wait until the mod is about complete before I try it in my LE install, though. Hopefully it will stay compatible by then.

  • 2 weeks later...
Posted
147 / 5000
 

Currently I could only find two mods that break your mod (if Bailey or the other two dogs then follow into the Animal Mansion)

 

 

and

 

In the case of the latter, however, this seems to be due to the large number of changes. Only with the first does the Cellcheck script seem to break that.

Posted
On 10/11/2021 at 12:00 AM, mircislav said:

Just as an info - I am playing this mod on LE without any problems. Three times, all quests, no problems...

May I ask what you have done to achive that ? My LE install is instantly CTD if I try to use the mod (not even able to go to the main screen), I'm using a standard LE install with Mod Organizer and several visual enhancement mods but nothing fancy in regards to gameplay or quest mods which should interfere. I tried the tips here to do a LE backport but honestly I have no luck (and no clue what I'm doing :) ) .

Anyone willing to share a LE version which is working for them, for the LE users :)

thx  

Posted
2 minutes ago, pinaman said:

May I ask what you have done to achive that ?

If the mod author allow, I can upload the zipped file for LE. If I remember right, I just opened the folder in Cathedral Assets Optimizer with LE profile.

Posted
5 minutes ago, mircislav said:

If the mod author allow, I can upload the zipped file for LE. If I remember right, I just opened the folder in Cathedral Assets Optimizer with LE profile.

Thx for the tip with the Cathedral asset optimizer, will look into that ( most guides are for porting from LE to SE not vice versa).

Would also appreciate if you can share your files, once the author gave his approval

cheers

Posted
7 hours ago, mircislav said:

If the mod author allow, I can upload the zipped file for LE. If I remember right, I just opened the folder in Cathedral Assets Optimizer with LE profile.

 

Go ahead. I thought all files were already compatible with LE, and even tested them myself a while back, but I guess not?

My first thought was the "CTD" was because of a missing master.

Posted
7 hours ago, solitudos66 said:

still no progres .................

 

With what? On my side of things? There's progress every week - this last weekend I got most of the way done getting rid of my popup thing and replacing it with a more correct mechanism, and I'll be spending my entire next weekend adding in the last new quest. Which I think is the last thing I have left to do. Just need to stop finding things to fix...

Posted (edited)

Great news then!

 

7 minutes ago, tasairis said:

Just need to stop finding things to fix...

 

Speaking of which - is that normal that both horses after leading them to mansion, leaving the cell and reentering just disappear and can no longer be found on the premises? (actually they both can be found back in Markarth stables, judging by their IDs).

I've played v4+ twice (at least) and that always happened to me.

 

edit:

I didn't use any horse mod back then, and now the only one I'm using is faster horses which as I can tell change just few global variables.

Edited by PippinTom
Posted
46 minutes ago, PippinTom said:

Speaking of which - is that normal that both horses after leading them to mansion, leaving the cell and reentering just disappear and can no longer be found on the premises?

 

When you bring them back, did the objective complete?

 

46 minutes ago, PippinTom said:

(actually they both can be found back in Markarth stables, judging by their IDs).

 

Judging by their IDs? How? They should be temporary FFxxxxxx forms. They're spawned in Markarth but once you reach the Mansion's stables (and the objective completes) then they should hang around there instead.

Posted
55 minutes ago, tasairis said:

 

With what? On my side of things? There's progress every week - this last weekend I got most of the way done getting rid of my popup thing and replacing it with a more correct mechanism, and I'll be spending my entire next weekend adding in the last new quest. Which I think is the last thing I have left to do. Just need to stop finding things to fix...

Glad to see you are still actively working on this bud ;)

As much as I can't wait to see this finished, take your time and do it at your own pace. Much less likely to find more stuff to fix if you do it right the first time without rushing! XD

 

Posted (edited)
30 minutes ago, tasairis said:

 

When you bring them back, did the objective complete?

 

 

Judging by their IDs? How? They should be temporary FFxxxxxx forms. They're spawned in Markarth but once you reach the Mansion's stables (and the objective completes) then they should hang around there instead.

 

1) Objective has been completed -I could move forward and do rest of the quests - otherwise I wouldn't, right? Anyway - I believe I confirmed that also while uninstalling AM - as instructed (or not - can't recall) I've checked AM related quest's statuses to be sure none of them were running at that time.

 

2) Again, while uninstalling, I followed your instructions and removed all objects/forms/smthg listed in MCM... BUT before I deleted/removed any of them I teleported (moveto refid) to each and all of them just to be sure I'm not deleting something else.

And both horses were stationed back in their stables (in markarth).

 

PS: 1st Time I've played AM4 it was "back in SLb8 time" on different save game, second time it was on newer savegame and under SLb9.

Edited by PippinTom
Posted
53 minutes ago, PippinTom said:

1) Objective has been completed -I could move forward and do rest of the quests - otherwise I wouldn't, right? Anyway - I believe I confirmed that also while uninstalling AM - as instructed (or not - can't recall) I've checked AM related quest's statuses to be sure none of them were running at that time.

 

It's possible you had used the console to move past that stage, or did something else.

 

53 minutes ago, PippinTom said:

2) Again, while uninstalling, I followed your instructions and removed all objects/forms/smthg listed in MCM... BUT before I deleted/removed any of them I teleported (moveto refid) to each and all of them just to be sure I'm not deleting something else.

And both horses were stationed back in their stables (in markarth).

 

I don't know how that could be. If they walked back then that means their AI package led them there, but that package ends after the objective is completed - and even more so, ends when the quest ends. If they were listed in the "Zoo" MCM then they should also have packages to keep them around the Mansion's stables.

 

If you still had the mod and were also using an improved console mod (like More Informative Console) then I would ask you to find out what package they were using. That would at least confirm what is causing them to hang around the stables.

Posted
3 minutes ago, tasairis said:

It's possible you had used the console to move past that stage, or did something else

 

No way - during AM4 experience I had no need to use console for anything(*). Not until I decided that I've reached an end (first and last customer quest) and nothing more will happen.

 

*) I try to avoid using console in general and in quests especially - simply because I don't know what else I could fuckup by doing simple "skip stage" or something like that

 

5 minutes ago, tasairis said:

If you still had the mod and were also using an improved console mod (like More Informative Console) then I would ask you to find out what package they were using. That would at least confirm what is causing them to hang around the stables.

 

I'm afraid it's not possible - ATM 'm starting from the scratch with completely new saveGame and trying to improve my mod integration, what will take me some time.

But IF and WHEN you release new version for testing - I promise to debug the issue better, if it persists.

 

BTW:

in previous AM variants it was always buggin me why-the-fuck those horses are left outside, on the snow/rain (I never saw any of them actually go inside stable - maybe because they are so ridiculously small) while even bear got his room in the basement.

The only occasion horses appeared inside was "party". But that's not enough ;)

Anyway - fucking with horse in deep grass, outdoors in the night - is something one does not need an animal mansion for, so if that's possible I would opt to adopt those poor and beautiful creatures and give them real home, or room in the basement at least. Maybe then they will stop wandering around. please.... ?

Posted

I am glad somebody reprised the development of this mod.

Posted
2 hours ago, PippinTom said:

in previous AM variants it was always buggin me why-the-fuck those horses are left outside, on the snow/rain (I never saw any of them actually go inside stable - maybe because they are so ridiculously small) while even bear got his room in the basement.

The only occasion horses appeared inside was "party". But that's not enough ;)

Anyway - fucking with horse in deep grass, outdoors in the night - is something one does not need an animal mansion for, so if that's possible I would opt to adopt those poor and beautiful creatures and give them real home, or room in the basement at least. Maybe then they will stop wandering around. please.... ?

 

It is very awkward having them outside. And what I have that tries to keep them in the stable makes the situation a little worse.

 

Things will be much different later in the storyline. Until the player reaches that point (a handful of quests after the skeevers) I'll try to do something else - like I had attempted to use the single larger wooden stable model instead of two of the small ones there now, but couldn't find a good way to position it near the building. It's also harder to solve given there are two horses instead of one, but I really don't want to give up on having one of each sex whenever possible...

 

Although... maybe I could postpone doing that until later... because it's not like the female dog and horse are really that important... No, no, I'm creating more work for myself if I do that.

 

 

...and it was at this point in writing this post that I started to go off on a tangent about my feelings of taking the "Animal Mansion" concept and doing what I wanted, but then I went to check the original mod page for sky_mds's precise wording around permissions and saw another blob of big lettering that I didn't remember seeing previously really outright saying that anyone can do anything they want with it - be that fixing it up or creating a whole new mod. And I've spent months wrestling with the decision of whether I'm fixing or recreating, and therefore the decisions around how I should be approaching what I do with it.

So perhaps I should rethink my feelings and intentions. Not about whether I want to do this work, I definitely still do want to do it. I mean about how I've been making choices regarding the separation between old and new. "What would I do if I could create a mod based on the Animal Mansion concept purely as a concept?"

 

Ugh. Creating even more work for myself. And I still haven't completed today's Compatibility List update...

Posted
27 minutes ago, tasairis said:

I mean about how I've been making choices regarding the separation between old and new

 

So far so good with current course - I like already made choices and changes (to me - but obviously not only - they've improved original concept) and will not try to force you to do anything (even if you want to), oh no! - that's not what I had in mind when I commented about stray horses. Surprise me and others - that's fun too.

 

PS:

It's none of my business but that "compatibility tracking thing" seems to be huge distraction, maybe you should take a short break from that and relax a bit more with AM?

/hide ?

Posted
38 minutes ago, PippinTom said:

PS:

It's none of my business but that "compatibility tracking thing" seems to be huge distraction, maybe you should take a short break from that and relax a bit more with AM?

/hide ?

 

I already am, actually. I used to split the weekend between the two, but now it's all for AM4 and I spend Monday doing the list update.

Lately has been a few weeks of some big changes. Another month or so to complete everything I'm doing to it and I should be back to normal.

Posted

Glad to hear that - god speed then.

 

PS:

  Actually my previous statement about horse mods was incorrect - it seems that at least during second AM4 run I must have been using a Horse Whistle mod... maybe that means something, and maybe not. But that mod do makes a bit of magic with recently mounted horse (I mean - ridden by the PC not otherwise).

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