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Animal Mansion 4??? (Dev Thread)


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27 minutes ago, WaaaaghMaster42 said:

oh ok thx.......can it be added midgame or i have to start another game?

 

Since it adds (inserts to be exact) it's own masterfile to the list of plugins it will shift them all one position down (one number up) so according to some folks (including me) it's something that should be avoided.

...but if you don't care about loosing SKY UI presets issues (what on unpatched SU can be real pain in the ass due to slots becoming locked etc), and numerous other possible glitches with mods that do not take well being pushed around you can try installing on existing game.

To be clear - I don't think that it will corrupt your savegame or anything so severe will happen, but some features of (other) mods my malfunction or stop working and you may not even notice that at first.

 

I would recommend testing this alpha on existing savegame, finish all quests and then revert back to last-previous savegame without it.

 

Especially if newer and more complete version (1.0 if I recall) has been announced to hit the market any minute now... ? ...or not.

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19 minutes ago, WaaaaghMaster42 said:

ok, i installed the mod and made a new save because the old one was corrupted. I dont see the mod on the MCM, is it normal?

is the bailey's bone inn the mansion?

 

I think so, initially it's called that way .. but I don't want to spoil anything for you so - keep playing.

 

edit:

Regarding MCM - no, its not normal. But solving this has very little to do with AM - you must figure out on your own why something is not showing in the MCM as it happens to many ppl with lots of different mods and rarelly it's a fault of those mods. Try to save and load game for starters or player.kill in console

Edited by PippinTom
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1 hour ago, PippinTom said:

 

I think so, initially it's called that way .. but I don't want to spoil anything for you so - keep playing.

 

edit:

Regarding MCM - no, its not normal. But solving this has very little to do with AM - you must figure out on your own why something is not showing in the MCM as it happens to many ppl with lots of different mods and rarelly it's a fault of those mods. Try to save and load game for starters or player.kill in console

ok after reinstalling the mod 3-4 time the mcm appeared. Thx for the help

Edit: it disappear as soon as it appear and i crash when i enter the mansion.......strange

 

Edited by WaaaaghMaster42
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Hey tasairis   just checking in, hope all is well! I see you've mentioned things will be changing up a bit between the 0.0- versions and the 1.0 going forward. Are you rewriting some of the already done quests to change speed/ new narrative? Im sure you had a million ideas and learned alot the past couple years since you started this, im excited to see what is new.

 

Also the original mansion had repeatable activities- client quests, parties, dog/horse sales. Do you have ideas for new types of repeatable activities in the mansion? I know you have been working on new regular client quests.

 

Keep up the good work! ?

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On 2/15/2022 at 11:16 AM, WaaaaghMaster42 said:

ok after reinstalling the mod 3-4 time the mcm appeared. Thx for the help

Edit: it disappear as soon as it appear and i crash when i enter the mansion.......strange

 

This is the first time I remember hearing about crash just by walking in the door. Got any other ongoing problems with your game?

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On 2/17/2022 at 6:43 AM, skyrim482 said:

Hey tasairis   just checking in, hope all is well! I see you've mentioned things will be changing up a bit between the 0.0- versions and the 1.0 going forward. Are you rewriting some of the already done quests to change speed/ new narrative? Im sure you had a million ideas and learned alot the past couple years since you started this, im excited to see what is new.

 

Yup, lots of rewriting. The quests themselves are still going to be mostly the same, at least in spirit, except now I'm going to be a bit more aggressive in allowing differences between the original AM.

 

In fact, I'm aiming to deliberately create some differences to surprise the people who are already well-versed in the Animal Mansion storyline.

 

On 2/17/2022 at 6:43 AM, skyrim482 said:

Also the original mansion had repeatable activities- client quests, parties, dog/horse sales. Do you have ideas for new types of repeatable activities in the mansion? I know you have been working on new regular client quests.

 

Many ideas, but I'm always on the search for more.

 

- The client quests are still the bread-and-butter of the mod, but there's going to be plenty of variety in terms of what actually happens there so it shouldn't be too boring to hang around the Mansion for a while doing these.

- The other in-Mansion quests are a little more specialized and mostly not something you can just run up to Thaena and get whenever you want, but are still repeatable in nature. There's a lot of variability in how these things will work: a party is an obvious example and I think will be something you have to "earn" each time you want to do one, while another example is if the client system decided to send a werewolf-capable male Companion to come visit the Mansion...

- Radiant quests are the bulk of what I want to focus on, partly because those can offer a lot more flexibility in what they do, and mostly because I think sex mods are more enjoyable when you aren't constantly playing with them. I intend these to work like The Notice Board/Missives in that you choose a handful of quests to accept while you roam around Skyrim doing whatever else you want to do.

- I haven't put much thought into them yet, but I don't see why there shouldn't be some number of world interaction events too.

 

The other half of the mod will be non-repeatable quests, with a small subset of those forming the main story...

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On 2/18/2022 at 8:45 PM, tasairis said:

Yup, lots of rewriting. The quests themselves are still going to be mostly the same, at least in spirit, except now I'm going to be a bit more aggressive in allowing differences between the original AM.

In fact, I'm aiming to deliberately create some differences to surprise the people who are already well-versed in the Animal Mansion storyline.

Thats good to hear, the original AM quests were fine but very basic in nature. It will be nice to see some fluff and extra/new narrative in the new ones to set them apart.

 

On 2/18/2022 at 8:45 PM, tasairis said:

Many ideas, but I'm always on the search for more.

You know me and my ideas lol, ive probably given you a stack of them already. I really like everything you said here. Making almost like a proper framework system is smart so you can add radiant/repeatables in later.  If you still plan to incorporate Jala she could offer you certain types of activities that might be different from Thaena. Your world events could be a random generation from innkeepers in different holds that might hear of something going on you need to investigate that then turns into a AM opportunity.

 

I think people would enjoy to see the line from Theana " You should get a dog of your own explored" Maybe have a quest to revisit the dog breeder and pick you out one thats personal this time. This could be a personal companion or just hang out around the mansion particularly in your room Theana gives you.  Maybe special sexy dialogue options if you pet him or sleep in that room after that.  Maybe Theana might use him too or bring in baily to your room as well for her own private show and watch a CCF with baily, your dog, and you.

Just another activity idea, as always cheers!

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  • 3 weeks later...
6 hours ago, Dicordum said:

I noticed i was having an issue similar to some where bailey is invisible, i have xedit open but i have no idea what i need to look at to fix it

 

Did he maybe somehow get disabled? Do you have a full CF and MNC setup? Problems with any mesh files?

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6 hours ago, NutBoi said:

Is this mod still being developed?

 

Yes, but I'm done with the releases that I was making for this thread and have moved on to doing the "real" thing. Meaning the next release will be an actual mod listed in the downloads section. I'm putting an hour or more into it every day. No ETA yet, nor am I entirely even sure at what point I'll pause and release what I have.

 

I'd draw some comparisons to where I left off here except the two aren't really all that comparable: the quests are different, the progression is different, the building is (a little) different... The same basic features of quests and characters are still there, of course, but... different.

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well, bailey isnt invisible anymore, but now if i try to enter or fast travel to the animal's mansion the game crashes, right after i got the jarl's permission to have a couple more days, though i am using the newest "version" of the mod, that being Animal Mansion 4 because the other version just refuses to work for some reason

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You've got some sort of weirdness going on with your game. Not necessarily something that's going to be easily diagnosable over the internet.

 

At the very least you can try getting a crash dump log and seeing if anything stands out there, but honestly I suspect you've got larger problems.

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  • 4 weeks later...

Tried the mod out.  Had played the original AM but as has been mentioned, it got a bit boring fairly quickly.

 

This version though, even with only the halfdozen or so quests done, is really fun. 

 

I do like the Thaena/Bailey story of how they got together.  Very well written, very gentle, and without making it into an animal porn story.  Thaena looks like she;s going to be a very interesting character.  Her reaction when I brought the bear in was priceless.

 

Love your work Tasairis, and really looking forward to the next update.

 

The only trouble I had with the mod was losing the two horses back to Markarth. 

 

And when I uninstalled it after I'd finished it, the saves for that character all became hopelessly corrupted.  So I reinstalled it and it all works fine again.  I'm assuming a new game when the next update comes out?

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Just finished version 0.4.2. I must say your writing is WAY better than original one (I played AM+ SE). Thaena character looks way more interesting, one thing and i don't know if its my game or general bug - animals didn't enter mansion I needed to manually update last part of every mission through command console, If may i suggest (i have no clue about modding) wouldn't it be better if animals after talking to Thaena just teleported to the basement rooms ? (something like in AM+). Also the voiced lines were surprisingly good a little bit of artificiality but nothing immersion breaking at least for me.

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11 hours ago, PP7734 said:

 animals didn't enter mansion I needed to manually update last part of every mission through command console,

Didn't have that problem.  Probably a conflict somewhere.  I can't get the horses to stay though; they both head back to Markarth every time I try.

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On 4/4/2022 at 2:02 PM, Just_anotherJim said:

Do you have a thread specifically for the next version of this?

 

Not really, no. There will be one when the mod page is created. But this thread is still fine, like I'm not abandoning it or anything, just not releasing any more test versions here.

 

On 4/9/2022 at 7:09 PM, zigster999 said:

The only trouble I had with the mod was losing the two horses back to Markarth.

 

Yeah, I tried to do some fancy thing regarding when they follow the player, and it created some conflicts or something. I'm dropping the fancy stuff and giving them a plain-old "follow player" package instead. Should be much more reliable.

 

On 4/9/2022 at 7:09 PM, zigster999 said:

And when I uninstalled it after I'd finished it, the saves for that character all became hopelessly corrupted.  So I reinstalled it and it all works fine again.  I'm assuming a new game when the next update comes out?

 

Corrupted? There are a couple things that won't get cleaned up after uninstalling 0.4 but I wouldn't have expected any kind of corruption because of them - just a few lingering unattached references.

 

On 4/10/2022 at 3:04 AM, Zurzarzazr said:

Some text lines disappear very fast,

 

Need Fuz Ro D'oh.

 

On 4/10/2022 at 3:04 AM, Zurzarzazr said:

some quests start with weird delay. About half a minute.

 

I can't remember exactly when I made what changes, but the delay could be because they're looking for animations. For a while that happened before the quest would start up and then I switched to running it in the background, but I don't remember if I actually ever released that...

 

21 hours ago, PP7734 said:

one thing and i don't know if its my game or general bug - animals didn't enter mansion I needed to manually update last part of every mission through command console,

 

Do you have any mods that change the area around the Mansion? City overhauls or similar? That's the only thing I'm currently aware of that could create problems.

 

21 hours ago, PP7734 said:

If may i suggest (i have no clue about modding) wouldn't it be better if animals after talking to Thaena just teleported to the basement rooms ? (something like in AM+).

 

I hate doing little tricks like that. Maybe as a sort of debugging/compatibility option in case of problems, but I'd still rather try to solve those problems than break mah immershun.

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4 hours ago, tasairis said:

 

Corrupted? There are a couple things that won't get cleaned up after uninstalling 0.4 but I wouldn't have expected any kind of corruption because of them - just a few lingering unattached references.

The game loader gave the 'Savegame corrupted' message to every save for that character, even back before I'd actually started the quest line, and including the first time the character appeared in Skyrim.  I'm using 'Live another life" to start my games these days.  Would that make a difference?

 

Edit: should mention that I tried the save game cleaner on 4 or 5 of the saves randomly and there were no reported errors in any of them.  Despite this, the game loader insisted the gamesaves were corrupt and refused to load 'em.  So reinstalled the mod and it's all fine. 

Edited by zigster999
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16 hours ago, Zurzarzazr said:

I don`t think there`s any quest starting with animation, so there`s no need to look for any animation.

 

Actually there may be - example: assuming that quest is about dogs - it's prudent to know/check ahead if there are any animations installed that support dogs, and sometimes some specific tags and even gender. Asking SL for animations can sometimes be laggy if there are hundreds^ of them available.

But on the other hand - it's user's problem if he tries to play AM without library full of animal animations to choose from when the time comes to actually play specific one.

 

 

Edited by PippinTom
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