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Animal Research: The Insatiable Scholar


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Posted
1 minute ago, labuser1234 said:

Do you know which function that would be, and what retrun variables you're looking for (or which script in AR is checking this)?

It's the Sexlab TrackActor() function. This function allows you to detect sex events involving the tracked actor started by other mods. Without this function, you can track the PC, but you can't track NPCs. 

 

The use in this mod is to track Tirwin's sex events, including those started by other mods, because she has certain behaviors that are universal with her sex events: 1) lets her hair down, 2) stays naked (for some time) after sex, and 3) force greets the PC after sex. Using the TrackActor() function also makes it easier to set up sex events in a manner that you can detect the animation end. Sexlab calls can be put in script fragments attached to dialogue, where the dialogue conditions (e.g., PC sex) can also be used to determine which Sexlab animations to call. But if you put the Sexlab call in a dialogue script fragment, you can't set a Sexlab "hook" in the Sexlab call to detect animation end because hooks don't work in script fragments.

 

The general use is as follows:

 

Event OnInit()
    SexLab.TrackActor(Tirwin, "TirwinHook") ; track Tirwin
    RegisterForModEvent("TirwinHook_Start", "TirwinSexStart") ; listen for sex start
EndEvent

 

Event TirwinSexEnd(Form FormRef, int tid)
    ; do stuff
    RegisterForModEvent("TirwinHook_Start", "TirwinSexStart") ; reset
EndEvent  

 

The Sexlab documentation for the function is here:

Spoiler

;#-----------------------------------------------------------------------------------------------------------------------------------------#
;#                                                                                                                                         #
;#  TRACKING USAGE INSTRUCTIONS                                                                                                            #
;#                                                                                                                                         #
;# An actor is tracked either by specifically it being marked for tracking, or because it belongs to a faction that is tracked.            #
;# Tracked actors will receive special mod events.                                                                                         #
;# NOTE: The player has a default tracked event associated with them using the callback "PlayerTrack"                                      #
;#                                                                                                                                         #
;# The default tracked event types are: Added, Start, End, Orgasm.                                                                         #
;# Which correspond with an actor being added to a thread, starting an animation, ending an animation, and having an orgasm.               #
;#                                                                                                                                         #
;# Once you register a callback for an actor or faction, the mod event that is sent will be "<custom callback>_<event type>".              #
;#                                                                                                                                         #
;# Example:                                                                                                                                #
;# If you want to run some code, whenever a specific Actor finishes a SexLab animation, then you can do something like this:               #
;#                                                                                                                                         #
;#  Actor myActor = ...                              <-- you get your actor in any way you want                                            #
;#  SexLab.TrackActor(ActorRef, "MyHook")            <-- here you start to track the actor, and the hook that will be used is MyHook       #
;#  RegisterForModEvent("MyHook_End", "DoSomething")                                                                                        #
;#                                                                                                                                         #
;#  Event DoSomething(Form FormRef, int tid)                                                                                               #
;#    Debug.MessageBox("The Actor " + myActor.getDisplayname() just ended an animation.")                                                  #
;#  EndEvent                                                                                                                               #
;#                                                                                                                                         #
;# In the received event, the first parameter FormRef will be the Actor (you may want to cast it),                                         #
;# and the second parameter tid is the ID of the Tread Controller                                                                          #
;#                                                                                                                                         #
;# For an advanced description of the events management look into the HOOKS section.                                                       #
;#                                                                                                                                         #
;#                                                                                                                                         #
;# NOTE: In the following functions the parameter Callback is NOT a function, is a part of the name of the event that is generated.        #
;#                                                                                                                                         #
;#                                                                                                                                         #
;#-----------------------------------------------------------------------------------------------------------------------------------------#

;/* TrackActor
* * Associates a specific actor with a unique callback mod event that is sent whenever the actor performs certain actions within SexLab animations.
* * You need to RegisterForModEvents for an event with name <Callback>_<Event>, where events can be:
* * "Added" - The actor is added to a SexLab animation
* * "Start" - The SexLab animations where the actor was added is starting
* * "Orgasm" - The actor is having an orgasm
* * "End" - The SexLab animations where the actor was added is ended
* * 
* * @param: Actor ActorRef - The actor you want to receive tracked events for.
* * @param: string Callback - The unique callback name you want to associate with this actor.
*/;
function TrackActor(Actor ActorRef, string Callback)
    ThreadLib.TrackActor(ActorRef, Callback)
endFunction

 

Posted (edited)
22 hours ago, Gristle said:

It's the Sexlab TrackActor() function. This function allows you to detect sex events involving the tracked actor started by other mods. Without this function, you can track the PC, but you can't track NPCs. 

 

The use in this mod is to track Tirwin's sex events, including those started by other mods, because she has certain behaviors that are universal with her sex events: 1) lets her hair down, 2) stays naked (for some time) after sex, and 3) force greets the PC after sex. Using the TrackActor() function also makes it easier to set up sex events in a manner that you can detect the animation end. Sexlab calls can be put in script fragments attached to dialogue, where the dialogue conditions (e.g., PC sex) can also be used to determine which Sexlab animations to call. But if you put the Sexlab call in a dialogue script fragment, you can't set a Sexlab "hook" in the Sexlab call to detect animation end because hooks don't work in script fragments.

 

The general use is as follows:

 

Event OnInit()
    SexLab.TrackActor(Tirwin, "TirwinHook") ; track Tirwin
    RegisterForModEvent("TirwinHook_Start", "TirwinSexStart") ; listen for sex start
EndEvent

 

Event TirwinSexEnd(Form FormRef, int tid)
    ; do stuff
    RegisterForModEvent("TirwinHook_Start", "TirwinSexStart") ; reset
EndEvent  

 

The Sexlab documentation for the function is here:

  Reveal hidden contents

;#-----------------------------------------------------------------------------------------------------------------------------------------#
;#                                                                                                                                         #
;#  TRACKING USAGE INSTRUCTIONS                                                                                                            #
;#                                                                                                                                         #
;# An actor is tracked either by specifically it being marked for tracking, or because it belongs to a faction that is tracked.            #
;# Tracked actors will receive special mod events.                                                                                         #
;# NOTE: The player has a default tracked event associated with them using the callback "PlayerTrack"                                      #
;#                                                                                                                                         #
;# The default tracked event types are: Added, Start, End, Orgasm.                                                                         #
;# Which correspond with an actor being added to a thread, starting an animation, ending an animation, and having an orgasm.               #
;#                                                                                                                                         #
;# Once you register a callback for an actor or faction, the mod event that is sent will be "<custom callback>_<event type>".              #
;#                                                                                                                                         #
;# Example:                                                                                                                                #
;# If you want to run some code, whenever a specific Actor finishes a SexLab animation, then you can do something like this:               #
;#                                                                                                                                         #
;#  Actor myActor = ...                              <-- you get your actor in any way you want                                            #
;#  SexLab.TrackActor(ActorRef, "MyHook")            <-- here you start to track the actor, and the hook that will be used is MyHook       #
;#  RegisterForModEvent("MyHook_End", "DoSomething")                                                                                        #
;#                                                                                                                                         #
;#  Event DoSomething(Form FormRef, int tid)                                                                                               #
;#    Debug.MessageBox("The Actor " + myActor.getDisplayname() just ended an animation.")                                                  #
;#  EndEvent                                                                                                                               #
;#                                                                                                                                         #
;# In the received event, the first parameter FormRef will be the Actor (you may want to cast it),                                         #
;# and the second parameter tid is the ID of the Tread Controller                                                                          #
;#                                                                                                                                         #
;# For an advanced description of the events management look into the HOOKS section.                                                       #
;#                                                                                                                                         #
;#                                                                                                                                         #
;# NOTE: In the following functions the parameter Callback is NOT a function, is a part of the name of the event that is generated.        #
;#                                                                                                                                         #
;#                                                                                                                                         #
;#-----------------------------------------------------------------------------------------------------------------------------------------#

;/* TrackActor
* * Associates a specific actor with a unique callback mod event that is sent whenever the actor performs certain actions within SexLab animations.
* * You need to RegisterForModEvents for an event with name <Callback>_<Event>, where events can be:
* * "Added" - The actor is added to a SexLab animation
* * "Start" - The SexLab animations where the actor was added is starting
* * "Orgasm" - The actor is having an orgasm
* * "End" - The SexLab animations where the actor was added is ended
* * 
* * @param: Actor ActorRef - The actor you want to receive tracked events for.
* * @param: string Callback - The unique callback name you want to associate with this actor.
*/;
function TrackActor(Actor ActorRef, string Callback)
    ThreadLib.TrackActor(ActorRef, Callback)
endFunction

 

Thanks for the details, I appreciate the in depth response and the mods!

I just completed testing this on SLP+ 2.16 w/ AR 0.46 and experienced no issues with quest progression after the scripted scenes ends. Based on what I can see this was likely corrected with the fix to tracking hooks back in March of 2025 when these issues were first reported in the discord. (any ver after 2.14 already has the fix)

If SLP+ users of your mods are reporting issues and you find it is with tracking hooks they are either on a now year old version of SLP+, or there are some other issues at play that require investigation.

Also, support for SLP+ is readily avialable in the SLP+ discord, so if users report issues and your community determines they are P+ related having the user open a bug report or asking in the support channels in the discord will get things solved, they're quite receptive.

Edited by labuser1234
Posted
2 hours ago, labuser1234 said:

Thanks for the details, I appreciate the in depth response and the mods!

I just completed testing this on SLP+ 2.16 w/ AR 0.46 and experienced no issues with quest progression after the scripted scenes ends. Based on what I can see this was likely corrected with the fix to tracking hooks back in March of 2025 when these issues were first reported in the discord. (any ver after 2.14 already has the fix)

If SLP+ users of your mods are reporting issues and you find it is with tracking hooks they are either on a now year old version of SLP+, or their are some other issues at play that require investigation.

Also, support for SLP+ is readily avialable in the SLP+ discord, so if users report issues and your community determines they are P+ related having the user open a bug report or asking in the support channels in the discord will get things solved, they're quite receptive.

Hmm, so I have to change the narrative to “Do you have P+ and its LATEST version?" :D

Posted
1 hour ago, jerryrhp said:

I went to "Bloodskal Barrow," picked up the book, and nothing happened; the quest hasn't updated. What should I do?

Nectch book? drop and pik up again or load save before pick up book.

Posted (edited)
On 1/12/2026 at 1:58 AM, killer905 said:

Hmm, so I have to change the narrative to “Do you have P+ and its LATEST version?" :D

 

People should make a habit to state what version they're using when reporting issues. Even when speaking about AR, a bug which exists in one version may not exist in another.

Edited by eflat01
Posted
1 hour ago, killer905 said:

Nectch book? drop and pik up again or load save before pick up book.

 

Yes, the Netch book. I tried dropping the book and picking it up again, but it didn't work. I'll try restoring the save; if that doesn't work, I'll try skipping using "setstage VAR_Netch 20"

Posted
1 hour ago, eflat01 said:

 

People should make a habit to state what version they're using when reporting issues. Even when speaking about AR, a bug which exists in one version may not exist in another.

People these days are just too lazy :D

 

Most often (as you have seen yourself), it is ‘I have a problem with this task’. And unfortunately, they do not write which version of AR they have. Or they use Wabbajack and ask for the old version to be re-uploaded.

Personally, I prefer to describe the problem, and if I am unable to do so, I record a video/screenshot. It is always better than plain text.

Posted
55 minutes ago, jerryrhp said:

 

Yes, the Netch book. I tried dropping the book and picking it up again, but it didn't work. I'll try restoring the save; if that doesn't work, I'll try skipping using "setstage VAR_Netch 20"

setstage VAR_Netch 30 not 20 ;)

Posted
11 minutes ago, killer905 said:

setstage VAR_Netch 30 not 20 ;)


Returning to the tests, restoring the save didn't work, dropping the book and picking it up again didn't work, setstage was correct and worked.

Posted
12 hours ago, jerryrhp said:

Is there any option or dialogue after the mod ends to marry Tirwin? If not, that would be interesting!

No. But it is in the plans, only at the moment there are questions:
- When would this be possible?
- Should the wedding be official or secret?
- Will the PC be able to marry Tirwin even if she/he is already married to another NPC (Vanilia)

Posted
2 hours ago, killer905 said:

No. But it is in the plans, only at the moment there are questions:
- When would this be possible?
- Should the wedding be official or secret?
- Will the PC be able to marry Tirwin even if she/he is already married to another NPC (Vanilia)

 

I think that would be the perfect ending, because the main player gets involved, accepts, and participates in everything with Tirwin, so that would be the perfect ending!
1. After finishing the main missions of the books (possibly having additional quests or revisiting the animals)
2. Secret, since she can't be so exposed because of the Talmors
3. Yes, the wedding could even be after the PC is already married, since she's not jealous and would like to participate alongside the player.

Looking forward to these updates!

Posted
1 hour ago, jerryrhp said:

 

I think that would be the perfect ending, because the main player gets involved, accepts, and participates in everything with Tirwin, so that would be the perfect ending!
1. After finishing the main missions of the books (possibly having additional quests or revisiting the animals)
2. Secret, since she can't be so exposed because of the Talmors
3. Yes, the wedding could even be after the PC is already married, since she's not jealous and would like to participate alongside the player.

Looking forward to these updates!

The upcoming update will add five new creatures. However, there are currently some bugs that need to be fixed and other things that need to be added for this update.

Not counting the upcoming update, there will be two or three more updates adding new creatures, and then the main story line will be practically complete.

Posted
9 minutes ago, killer905 said:

The upcoming update will add five new creatures. However, there are currently some bugs that need to be fixed and other things that need to be added for this update.

Not counting the upcoming update, there will be two or three more updates adding new creatures, and then the main story line will be practically complete.

 

Nice!! Do you have an estimated release date?

Posted
3 hours ago, jerryrhp said:

 

Nice!! Do you have an estimated release date?

We are not giving any specific dates, but it is currently planned for the end of the month, but it depends on how quickly we can fix the bugs and the rest of the planned content.

Posted

I've finished the missions available so far and I thought they were sensational, I'm really looking forward to the continuation, but the part about allowing marriage with Tirwin would make a lot of sense at the end of all the missions.

I also miss the possibility of being able to visit the animals already visited at any time, that would be cool.

Posted
1 hour ago, jerryrhp said:

I've finished the missions available so far and I thought they were sensational, I'm really looking forward to the continuation, but the part about allowing marriage with Tirwin would make a lot of sense at the end of all the missions.

I also miss the possibility of being able to visit the animals already visited at any time, that would be cool.

In the new update, you will be able to visit Wolf and Sabrecat. In the current one, you have Deer and Bear.

Posted
11 minutes ago, killer905 said:

In the new update, you will be able to visit Wolf and Sabrecat. In the current one, you have Deer and Bear.

Currently, I might have some problem, since there's no dialogue about revisiting them.

Posted

Excellent mod.  I've played through it at least five times over the years without serious problems.

 

There is one show-stopper I encountered with the Spriggan scene.  I could not get it to trigger.  I have installed all Billyy animations but there does not appear to be a spriggan listed under Create Framework.

 

I had to manually advance the quest with "setstage var_spriggan 356"

 

I look forward to future updates.

Posted
31 minutes ago, Maidenslayer said:

Excellent mod.  I've played through it at least five times over the years without serious problems.

 

There is one show-stopper I encountered with the Spriggan scene.  I could not get it to trigger.  I have installed all Billyy animations but there does not appear to be a spriggan listed under Create Framework.

 

I had to manually advance the quest with "setstage var_spriggan 356"

 

I look forward to future updates.

Thanks for the feedback. The spriggan is female, so make sure you have "Match Creature Gender" in the Sexlab MCM turned off.

 

Posted
2 hours ago, jerryrhp said:

Currently, I might have some problem, since there's no dialogue about revisiting them.

For Bear, you must go to Ria, for Deer, go to the place where you found him in the quest.

Posted

Hi the first quest seems broken after the scene. She walks back to the cage and just stands there. 🥹 I'm not sure how to progress without skipping to the 4th book.

Posted
49 minutes ago, sophie01 said:

Hi the first quest seems broken after the scene. She walks back to the cage and just stands there. 🥹 I'm not sure how to progress without skipping to the 4th book.

If you mean the scene in the inn between Naryu and Tirwin, you can use “setstage var_MainQuest 30,” but I suggest wait for the next version (will be fixed), which will appear by the end of the month or even sooner! BUT it will probably only work on saves that did not have Animal Mansion installed.

 

If you don't want to wait, use the command I gave you earlier ;)

Posted
12 hours ago, killer905 said:

If you mean the scene in the inn between Naryu and Tirwin, you can use “setstage var_MainQuest 30,” but I suggest wait for the next version (will be fixed), which will appear by the end of the month or even sooner! BUT it will probably only work on saves that did not have Animal Mansion installed.

 

If you don't want to wait, use the command I gave you earlier ;)

Thank, you for the reply. I read through some other posts here and i think I found the issue however I'm unable to fix it due to my lack of knowledge.

 

The issue is after Tirwin and the wolf sex scene ends, they walk back to the cage and just stand there and the quest won't progress. I saw in a previous comment it was due to the script not knowing the animations had ended due to SexLab P+ however I don't think I have Sexlab P+ but I wouldn't know how to check (I'm new to Sex labs mods) I'm on version 1.6.1170 with all the correct versions of the mods needed. This mod and the requirements are the only sexlabs mods I have installed currently. :) 

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