sophie01 Posted February 14 Posted February 14 15 minutes ago, eflat01 said:  0E is the index not the load order. That's zero E, btw ... a hexidecimal number.  To open the console it's the ~ key.  PRID is a command to select something and should select a ref id (do not click a mouse or target anything else because that may change what's selected)  PRID 0E39A41B  (will be used on that ref id as long as you do not select anything else)  Reserrect (will resurrect a dead npc)  Enable (will enable a ref id or in this case the npc)  moveto player  (will move the npc to the player)    It worked. Thank you to everyone for the help.  Is this stuff I should know or is it supposed to be confusing lol 1
eflat01 Posted February 14 Posted February 14 9 minutes ago, sophie01 said: It worked. Thank you to everyone for the help.  Is this stuff I should know or is it supposed to be confusing lol  it's possible to do it like this because it's a targeted command but I always use PRID first.  0E39A41B.Enable  The same target commands work on the player  Player.addfac 100022f2 0  AddFac adds a faction and that would make my player a flowergirl (fower girl dibellan faction) for instance, but why'd I'd want her to get solicited anymore than she does boggles my mind.  Â
shmoney645 Posted February 15 Posted February 15 Hey I'm on a new game and I can't start the quest, I find tirwin and the other elf at the bannered mare but not in any conversation and I don't have any dialogue option with her.
Gristle Posted February 15 Author Posted February 15 33 minutes ago, shmoney645 said: Hey I'm on a new game and I can't start the quest, I find tirwin and the other elf at the bannered mare but not in any conversation and I don't have any dialogue option with her. If the two elves are there, the quest has started. That should start a scene playing, but Tirwin has backup dialogue in case it doesn't. Are you sure you looked all the way through her dialogue tree?
shmoney645 Posted February 15 Posted February 15 49 minutes ago, Gristle said: If the two elves are there, the quest has started. That should start a scene playing, but Tirwin has backup dialogue in case it doesn't. Are you sure you looked all the way through her dialogue tree? Thank you for the quick response, I talked to her and no dialogue options at all, I had another mod that adds separate romance dialogue and I disabled that, now there's no dialogue. She just hmm or need something?
hannyaMKR Posted February 15 Posted February 15 Hello! I have an issue where quest markers don’t appear. Not really sure why. I haven’t made much progress regarding the mod. Just talked to Tirwin at the Bannered Mare, went with her to get the first book and got the quest with the wolf in the bandit camp north of whiterun and couldn’t find it. Looked through half of this thread but couldn’t find a similar issue. Thank you in advance!
Gristle Posted February 15 Author Posted February 15 On 2/10/2026 at 12:09 PM, eflat01 said: I also find it strange there is no map marker. I think I remember there was a time when I picked up the key before it was time to pick it up, and that messed with the quest until I put the key back and picked it up again. The current version (0.52) should fix this issue. The key is no longer created as an alias in the chest at quest start. Instead, it is added to the chest when Aela gives the wolf quest.Â
Gristle Posted February 15 Author Posted February 15 On 2/10/2026 at 3:04 PM, Nicoya said: I assume the quest marker is attached to the item itself, and so if that item fails to be created in the chest then there will be nothing for a quest marker to point at. In version 0.52, the key is added to the chest when Aela gives the wolf quest. However, I see now that I forgot to put the key into an alias so the quest marker will point to it on the stage where the PC searches for the key. I'll fix this, but the quest marker issue would not prevent the key from being added to the chest. The code is in the mod at stage 60: "WolfChest.AddItem(WolfCageKey,1)".
Gristle Posted February 15 Author Posted February 15 On 2/10/2026 at 4:13 PM, arnold210 said: After having sex with the horse, she walks towards the road, talks about her parents, stands by the road and nothing happens, there are no NPCs, and after a few moments some Thlmoor guard teleports to the horse and walks away. What stage does the quest stop at? Tirwin is supposed to force greet the PC after the horse sex. That's stage 90. Tirwin doesn't have dialogue about her parents until stage 150 - after the Thalmor show up and get killed. How are you getting from stage 90 to stage 150?
Gristle Posted February 15 Author Posted February 15 9 hours ago, shmoney645 said: Thank you for the quick response, I talked to her and no dialogue options at all, I had another mod that adds separate romance dialogue and I disabled that, now there's no dialogue. She just hmm or need something? Are you running the newest version (0.52)? That's the version that has this backup dialogue.
Gristle Posted February 15 Author Posted February 15 8 hours ago, hannyaMKR said: Hello! I have an issue where quest markers don’t appear. Not really sure why. I haven’t made much progress regarding the mod. Just talked to Tirwin at the Bannered Mare, went with her to get the first book and got the quest with the wolf in the bandit camp north of whiterun and couldn’t find it. Looked through half of this thread but couldn’t find a similar issue. Thank you in advance! There should be a quest marker on the wolf itself. To proceed without the quest marker, the bandit camp is the vanilla bandit camp just below Dragonsreach on the north side of Whiterun. It is in a recessed area under a small cliff.Â
Predict2420 Posted February 15 Posted February 15 Hey, i have an issue. I have a save game where i'm on the giants book with tirwin. I want to skip to the new books of update 0.52, but the conversation to skip chapters is breaking. I ask about the books, and tirwin just says "What about them" or something. The conversation doesn't continue and i cannot select the chapter to skip to. I tried in a much earlier save game, at the starting inn, and i have the options to skip the books. Is there anyway to skip chapter without breaking everything?
Maidenslayer Posted February 15 Posted February 15 I've played through Animal Research at least nine times and really enjoyed it.  So that everyone else can enjoy it just as much as I did, I feel obligated to re-report two bugs that I have encountered along with many others (per prior complaints): The main quest won't start in the Bannered Mare as you expect it to. Yes; VAR_MainQuest stage 10 is set, but Tirwin will not greet you.  She has only greeted me three of the nine times. Other programmers have speculated about the problem. I personally suspect that my followers and/or other patrons are disrupting Tirwin's dialog by bumping into her as I enter the inn. The wolf cage key does not reliably appear in the bandit's treasure chest. The key has only appeared two of the nine times. Whatever code is supposed to place it there is not working or not being executed. Or, perhaps the key is being placed in a different chest. I have previously helped you in the past by providing IDs as requested. Additionally, I have reviewed my mod list in an attempt to identify conflicting mods (without success).  Asside from the issues above, version 052 was great and I look forward to future enhancements. And I hope you figure out a way to get players past the very first quest without any issues.
Gristle Posted February 15 Author Posted February 15 2 hours ago, Predict2420 said: Hey, i have an issue. I have a save game where i'm on the giants book with tirwin. I want to skip to the new books of update 0.52, but the conversation to skip chapters is breaking. I ask about the books, and tirwin just says "What about them" or something. The conversation doesn't continue and i cannot select the chapter to skip to. I tried in a much earlier save game, at the starting inn, and i have the options to skip the books. Is there anyway to skip chapter without breaking everything? As you note, currently the "skip" options are only available in the early quests (up to dog quest). We envisioned this would be used for new characters. Also, we haven't play tested all the other various skipping scenarios. If you were past the "chase" quest, you could just do 'setstage VAR_CollarQuest 10' to continue. But the chase quest also increases Tirwin's relationship rank with the PC, gives her a collar, and unlocks the full set of Tirwin's sex options. I guess you can do 'setstage VAR_Chase 300' and then 'setstage VAR_CollarQuest 10'. You'll also need to give yourself the VAR_Collar item. You'll have to do 'help VAR_Collar' to find its ID so you can use 'player.additem [ID] 1' to give it to yourself. That should work.
Gristle Posted February 15 Author Posted February 15 1 hour ago, Maidenslayer said: I've played through Animal Research at least nine times and really enjoyed it.  So that everyone else can enjoy it just as much as I did, I feel obligated to re-report two bugs that I have encountered along with many others (per prior complaints): The main quest won't start in the Bannered Mare as you expect it to. Yes; VAR_MainQuest stage 10 is set, but Tirwin will not greet you.  She has only greeted me three of the nine times. Other programmers have speculated about the problem. I personally suspect that my followers and/or other patrons are disrupting Tirwin's dialog by bumping into her as I enter the inn. The wolf cage key does not reliably appear in the bandit's treasure chest. The key has only appeared two of the nine times. Whatever code is supposed to place it there is not working or not being executed. Or, perhaps the key is being placed in a different chest. I have previously helped you in the past by providing IDs as requested. Additionally, I have reviewed my mod list in an attempt to identify conflicting mods (without success).  Asside from the issues above, version 052 was great and I look forward to future enhancements. And I hope you figure out a way to get players past the very first quest without any issues. Thanks for the info. A number of revisions have been made to increase the reliability of the start, and to provide multiple backup options. For example, in version 052 Tirwin has backup dialogue so that if her dialogue scene with Naryu isn't running she will have dialogue in her normal dialogue tree to start the quest. Is that dialogue working?  Also, you say Tirwin doesn't force greet. She force greets after her conversation with Naryu. Does that conversation scene (between Naryu and Tirwin) play? Do you have any mods that put random NPCs into scenes?  Also, the key placement code was changed in v052. Previously, it was created in the chest upon quest start using an alias method. In 052, it is simply added to the chest when Aela gives the wolf quest. I did forget to put an objective marker on the key, but the key should be in the chest nonetheless. Thus, the key is now completely separated from aliases or quest start. Was the key not in the chest in 052?  As for the mod start issues, perhaps I'll try making the first quest "start game enabled", so that it is running on game start. I'm not sure if that will make a difference, but it's worth a try.  As for the key, I'm going to add a spare key in one of the buckets as a backup.
hannyaMKR Posted February 15 Posted February 15 Managed to get through a lot of the mod’s content and I can say this mod is truly amazing. Been having lots of fun with it so I wanted to thank you for the hard work and I can’t wait for new updates!
Dieselmutt Posted February 15 Posted February 15 Making my way through the mod and have really been enjoying it. So far the only little glitch or hiccup I have encountered is during the Bearly Human quest, killed the frost troll with a bow before the quest updated to tell me to do that. Had to console command to the next quest stage. Thanks for listing all the quest ids.  I don't know if it has been suggested before, sorry I'm not reading all 116 pages, but it would be nice if the player could offer to try the techniques in the books during those times Tirwin is hesitant about it. Like the giants and mammoths or the ash hopper. With all the spider dialog, I keep hoping for a spider book.  Keep up the good work with the mod.Â
Predict2420 Posted February 16 Posted February 16 3 hours ago, Gristle said: As you note, currently the "skip" options are only available in the early quests (up to dog quest). We envisioned this would be used for new characters. Also, we haven't play tested all the other various skipping scenarios. If you were past the "chase" quest, you could just do 'setstage VAR_CollarQuest 10' to continue. But the chase quest also increases Tirwin's relationship rank with the PC, gives her a collar, and unlocks the full set of Tirwin's sex options. I guess you can do 'setstage VAR_Chase 300' and then 'setstage VAR_CollarQuest 10'. You'll also need to give yourself the VAR_Collar item. You'll have to do 'help VAR_Collar' to find its ID so you can use 'player.additem [ID] 1' to give it to yourself. That should work. Great, big thanks! I'll give it a try when possible.
Strider74 Posted February 16 Posted February 16 I am trying to install this file for Nefaram through Wabbajack and it is looking for version 051 instead of 052 or 053, where can I find older versions? Â 2
killer905 Posted February 16 Posted February 16 59 minutes ago, Strider74 said: I am trying to install this file for Nefaram through Wabbajack and it is looking for version 051 instead of 052 or 053, where can I find older versions? Â We not support older versions. Ask Modlist autor to update or just install lastest version.
Maidenslayer Posted February 16 Posted February 16 Per my problems with starting the main quest and the wolf cage key...  VAR_mainquest correctly started up with 052 and 053; however, that has not been the case in most of my nine play-throughs. I indeed have Immersive Wenches that add characters to the Bannered Mare that could be bumping into Tirwin. Furthermore, my past play-throughs were using HS Whiterun - The Bannered Mare which may have interfered with your floor triggers.  As for the wolf cage key, no luck. With 052 and 053, I've tried to open the chest, then approach the wolf. And I've tried to approach the wolf, then open the chest.  Sorry, there is no key and no quest marker.  I'm running Skyrim 1.6.1170. Perhaps the chest ID is different between Skyrim versions. Or maybe mods that randomly add magical weapons and armor to chests are overwriting (or totally removing) the cage key.
Nicoya Posted February 16 Posted February 16 On 2/15/2026 at 10:28 AM, Gristle said: In version 0.52, the key is added to the chest when Aela gives the wolf quest. However, I see now that I forgot to put the key into an alias so the quest marker will point to it on the stage where the PC searches for the key. I'll fix this, but the quest marker issue would not prevent the key from being added to the chest. The code is in the mod at stage 60: "WolfChest.AddItem(WolfCageKey,1)". Hmm, might there be an issue with adding the item when the cell isn't loaded, perhaps? I think when I spoke with Aela it was in the basement of the companions lodge thing, so definitely nowhere near the bandit camp. I think that cell resets too, so it could be that it reset somehow between speaking with Aela and actually approaching the bandit camp.
Nicoya Posted February 17 Posted February 17 7 hours ago, Nicoya said: Hmm, might there be an issue with adding the item when the cell isn't loaded, perhaps? I think when I spoke with Aela it was in the basement of the companions lodge thing, so definitely nowhere near the bandit camp. I think that cell resets too, so it could be that it reset somehow between speaking with Aela and actually approaching the bandit camp. Following up on this hunch: I wound back to an earlier save file and this time visited the camp before talking to Aela. This resulted in the key appearing in the chest as intended, so I think the issue is definitely due to the key being placed in the chest when the cell is not loaded or scheduled for a reset or whatever.
Donuts4me Posted February 17 Posted February 17 On 2/15/2026 at 10:21 AM, Gristle said: The current version (0.52) should fix this issue. The key is no longer created as an alias in the chest at quest start. Instead, it is added to the chest when Aela gives the wolf quest.  On 2/15/2026 at 1:30 PM, Gristle said: Also, the key placement code was changed in v052. Previously, it was created in the chest upon quest start using an alias method. In 052, it is simply added to the chest when Aela gives the wolf quest. I did forget to put an objective marker on the key, but the key should be in the chest nonetheless. Thus, the key is now completely separated from aliases or quest start. Was the key not in the chest in 052?  As for the mod start issues, perhaps I'll try making the first quest "start game enabled", so that it is running on game start. I'm not sure if that will make a difference, but it's worth a try.  As for the key, I'm going to add a spare key in one of the buckets as a backup.  I just gave 0.53 a couple quick tests and am still having mixed results with the key. I can still only see it when I play with a newer character.  It's not just the one in the chest. I could not find the one in the bucket on my first test either. At first, I thought you didn't place it yet. On my second test with the newer character, it was there.  I don't think the container is the problem. It's the key itself and it will not spawn no matter where you place it (just for certain people/characters).  With my older character, I am loading saves from before I ever had AM. With the newer character of course, AM was already present from the beginning. Not sure if that would make a difference?  The older character is still the same character I did my prior runs with. Not sure why it worked a long time ago but not anymore?  1
unknownguyzzz Posted February 17 Posted February 17 Im having a problem with the main npc being stuck with cuff behind her back even after the collar quest. So far I tried the console commands (remove, and equipinv, resetai, and resurrect, removeallitems) but nothing work so far
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