eflat01 Posted February 22 Posted February 22 (edited) On 2/21/2026 at 4:52 PM, amolstormes said: I tried that but the high quality sound files are not working with .53 so now I just got silent voices even with the addon installed Do not delete them out of the game directory, they will be silent then because they will not be in the directory, If you use Vortex that will also removed them from the mod staging directories there (and maybe for both AR and the Voice Replacer Mod). Are you using MO2 or vortex to install? If you use Vortex: First clean up Do an uninstall (but not delete archive) of ver .53 Do an uninstall (but not delete archive) of the voice mod Fresh Install (which should now uncompressed the archive files again) Install ver .53 Install Voice mod There should be a yellow dropdown message for the conflict you can see by clicking the Bell Icon Click "show" and make sure to set the Voices to install after .53 Note if you do not do the third and forth step on that second install the Voice Mod will not override the voice files in the game directory iow, they will be those voice files in the .53 install. What you're stating makes little to no sense because we're only talking about replacing .fuz files, no esp nor redirection involved. i.e. The target files being replaced are files in directories in your game folder. i.e. Data/Sound/voice/Animal_Research.esp/FemaleEventoned are all the even tone female voice files. The parent directory is Data/Sound/voice/Animal_Research.esp. If these sub-directories are empty - have no fuz files - the npcs voices will be silent. Edited February 23 by eflat01
shmoney645 Posted February 23 Posted February 23 On 2/15/2026 at 1:43 PM, Gristle said: Are you running the newest version (0.52)? That's the version that has this backup dialogue. Oh man i didn't realize there was an update, my apologies for wasting your time. It's all good now after updating, thanks again for such an awesome mod. I'm gonna go ahead and download balazars quest too!
ChibakoShiba Posted February 24 Posted February 24 I have problem with the troll quest. the troll isnt showing up
unwashed biomass Posted February 24 Posted February 24 (edited) Hi. Reorting some issues and submiting some requests: Issue 1. Tirwin tends to getting stuck in stealth mode quite frequently. Issue 2. Her following package is set way to close - she notoriously getting inside player sexing animations (even teleporting into them), pushes player from bridges etc. Especially annoying for vr player, when npc disregard standing player and pushing him/her around. Edit: Issue3. Everytime i tranform into verewolf she always interrupt with her suprise me being one) - i assume it should be single experience Suggestion: Give Tirwin wardobe, her college clothes are i bit of stale after a while (tried to dress her up by another mod but after her sexing she revert to her vanila clothes) edit: Also she tends to comment that they just met, despite traviling in game months, no big deal but hurt immersion. ALso it would be nice make at front page Aroused Creatures mod be softly incompatibile - she had looots of experience before hunting her animals with that mod in the list, roleplaying that need some mental gimnastics. And i know it is waaaay to dabble with early dialouge topics, but i've always wanted player being expert in beastiality and showing her the ropes, just hints of it. Edited February 24 by unwashed biomass
killer905 Posted February 24 Posted February 24 4 hours ago, ChibakoShiba said: I have problem with the troll quest. the troll isnt showing up Load your save before talking to Ria and do not rush the dialogue; just let her talk.
killer905 Posted February 24 Posted February 24 2 hours ago, unwashed biomass said: Issue 1. Tirwin tends to getting stuck in stealth mode quite frequently. In my experience, it's the fault of the Skyrim Engine or any framework for Followers. 2 hours ago, unwashed biomass said: Issue 2. Her following package is set way to close - she notoriously getting inside player sexing animations (even teleporting into them), pushes player from bridges etc. Especially annoying for vr player, when npc disregard standing player and pushing him/her around. As far as I remember, it has a standard follower package. Did you perhaps add it her to the Follower Framework? 2 hours ago, unwashed biomass said: Edit: Issue3. Everytime i tranform into verewolf she always interrupt with her suprise me being one) - i assume it should be single experience Am I to understand that it approaches the PC with force greet? I thought it didn't work or wasn't finished <think> 2 hours ago, unwashed biomass said: Suggestion: Give Tirwin wardobe, her college clothes are i bit of stale after a while (tried to dress her up by another mod but after her sexing she revert to her vanila clothes) If you gave her an outfit through the appropriate dialogue with her, she should wear that custom outfit. Just don't give her too many pieces of clothing, as this causes script lag. The appropriate dialogue is under ‘Tirwin, about your outfit and your inventory...’ 2 hours ago, unwashed biomass said: edit: Also she tends to comment that they just met, despite traviling in game months, no big deal but hurt immersion. ALso it would be nice make at front page Aroused Creatures mod be softly incompatibile - she had looots of experience before hunting her animals with that mod in the list, roleplaying that need some mental gimnastics. You would have to provide specific dialogues, because searching for one or a few in the current state of the mod would be time-consuming, and they probably don't have the right tag to prevent her from saying that dialogue after 2 quests. 2 hours ago, unwashed biomass said: And i know it is waaaay to dabble with early dialouge topics, but i've always wanted player being expert in beastiality and showing her the ropes, just hints of it. The assumption is that the PC and Tirwin do not know anything about it, so they learn together. If the PC were an expert from the start, some of the things in the mod could be discarded because they would be unnecessary in that case.
eflat01 Posted February 24 Posted February 24 (edited) 12 hours ago, unwashed biomass said: ALso it would be nice make at front page Aroused Creatures mod be softly incompatibile - she had looots of experience before hunting her animals with that mod in the list, roleplaying that need some mental gimnastics. And i know it is waaaay to dabble with early dialouge topics, but i've always wanted player being expert in beastiality and showing her the ropes, just hints of it. Well, as far as I know and had seen in code Aroused Creatures does not keep any tally to examine to steer any dialog. Their is nothing they can do if that mod is in load to know if the pc/npc had or had not engaged with a creature. The only thing I'd suggest is to shut off automatic approach from creatures which you can do so for the npc's and the pc. I keep those off for the most part because even at 5% some creatures will keep my PC and NPCs too busy because my game is heavily populated. The only two mods I know of which does okay with and accurately to some degree are Fame and Fame Reloaded which capture Sexlab events (is not granular on creature type though). I suppose Gristle could interface with reloaded? That would be a soft dependency and may not be worth the effort though. Diminishing returns? btw... My ole PC due SLSFC is likely one of the few with a Became the Beast Whore of Whiterun in her quest journal because it used to be a partially completely quest in that mod before Gristle removed it. If you have that mod you'll still get comments about bestiality (some condescending and others paying to watch). Edited February 24 by eflat01
killer905 Posted February 24 Posted February 24 1 hour ago, eflat01 said: The only two mods I know of which does okay with and accurately to some degree are Fame and Fame Reloaded which capture Sexlab events (is not granular on creature type though). I suppose Gristle could interface with reloaded? That would be a soft dependency and may not be worth the effort though. Diminishing returns? I know that people are asking for a version for Reloaded, but considering how much the global value and other things have been changed there, it would be a lot of work ;/ 1 hour ago, eflat01 said: btw... My ole PC due SLSFC is likely one of the few with a Became the Beast Whore of Whiterun in her quest journal because it used to be a partially completely quest in that mod before Gristle removed it. If you have that mod you'll still get comments about bestiality (some condescending and others paying to watch). Do you have the version with this task still included? :3
binq007 Posted February 25 Posted February 25 First, I have to say this is easily my favorite SL quest so far. The immersion, progression, and scene design are all top-notch. I’m currently playing version 0.53 with SL P+. For those having trouble: most scenes work perfectly as long as your animations are correct (specifically, ensure you have SLSB Billy Animation 9.9 installed). I did run into a few technical hurdles during my playthrough: NPC Spawn Issue: Khorst failed to spawn near the Black-Briar Lodge. I was able to fix this via the console using PRID xx39A41B followed by Enable. Clipping at College of Winterhold: In the College scenes, actors are clipping through the beds. Even with SL P+ set to "NPCs always use beds," the alignment seems off despite the actors being in the right location. TDM Compatibility: During the Thalmor Manor quest ("VAR_AlinorManor"), controls become unresponsive if True Directional Movement is active—likely because the player is controlling Tirwin instead of the MC. Disabling TDM in the MCM temporarily resolved this. Force-Greet Latency: Thoril’s force-greet is inconsistent. It often triggers very late (after I’ve already moved to the next hallway) or not at all, which breaks subsequent quest stages. In comparison, the Manor Guard’s force-greet works perfectly. Lurker Scene/Animation Lock: After the Manor quest, the Lurker scene failed to trigger for my MC. Using a matchmaker spell returned a "MC is not added" notification, suggesting the MC was temporarily locked out of SL animations. This resolved itself immediately upon teleporting back to Skyrim. I also encountered an issue with the quest timer for Tirwin’s study. Despite being on v0.53, the "3-day wait" stage failed to update upon completion. Interestingly, the party room construction and its subsequent 3-day wait worked perfectly. It is worth noting that I updated from v0.52 to v0.53 mid-save, specifically after finishing the Winterhold quest but before starting any other quest. This update timing may have impacted the script behavior for the study (and could be just me). Thanks for the mod so far and hopefully my notes are useful for you! 1
killer905 Posted February 25 Posted February 25 4 hours ago, binq007 said: First, I have to say this is easily my favorite SL quest so far. The immersion, progression, and scene design are all top-notch. I’m currently playing version 0.53 with SL P+. For those having trouble: most scenes work perfectly as long as your animations are correct (specifically, ensure you have SLSB Billy Animation 9.9 installed). I did run into a few technical hurdles during my playthrough: NPC Spawn Issue: Khorst failed to spawn near the Black-Briar Lodge. I was able to fix this via the console using PRID xx39A41B followed by Enable. Clipping at College of Winterhold: In the College scenes, actors are clipping through the beds. Even with SL P+ set to "NPCs always use beds," the alignment seems off despite the actors being in the right location. TDM Compatibility: During the Thalmor Manor quest ("VAR_AlinorManor"), controls become unresponsive if True Directional Movement is active—likely because the player is controlling Tirwin instead of the MC. Disabling TDM in the MCM temporarily resolved this. Force-Greet Latency: Thoril’s force-greet is inconsistent. It often triggers very late (after I’ve already moved to the next hallway) or not at all, which breaks subsequent quest stages. In comparison, the Manor Guard’s force-greet works perfectly. Lurker Scene/Animation Lock: After the Manor quest, the Lurker scene failed to trigger for my MC. Using a matchmaker spell returned a "MC is not added" notification, suggesting the MC was temporarily locked out of SL animations. This resolved itself immediately upon teleporting back to Skyrim. I also encountered an issue with the quest timer for Tirwin’s study. Despite being on v0.53, the "3-day wait" stage failed to update upon completion. Interestingly, the party room construction and its subsequent 3-day wait worked perfectly. It is worth noting that I updated from v0.52 to v0.53 mid-save, specifically after finishing the Winterhold quest but before starting any other quest. This update timing may have impacted the script behavior for the study (and could be just me). Thanks for the mod so far and hopefully my notes are useful for you! The list is noteworthy, but we can't do much with TDM, and it needs to be fixed. As for the 3-day wait for the first stage of construction, I think you had an active quest to build the Tirwin room (which isn't even in the PC journal) active.
eflat01 Posted February 25 Posted February 25 18 hours ago, killer905 said: Do you have the version with this task still included? :3 I'm using ver 3.72 now so the previous 3.65 is not in my load anymore but the journal entry stayed. I do have the achieves for 3.65 and 3.6 if that's what you're asking?
killer905 Posted February 25 Posted February 25 23 minutes ago, eflat01 said: I'm using ver 3.72 now so the previous 3.65 is not in my load anymore but the journal entry stayed. I do have the achieves for 3.65 and 3.6 if that's what you're asking? I'm not sure, because I don't know when Gristle removed that quest from Whiterun.
metanight78 Posted February 25 Posted February 25 I'm having issue with the Tirwin's study quest. I've tried talking to the innkeepers in Falkreath, Winterhold, and Windhelm, there is no dialogue to ask about the next part of the quest. Is it any innkeeper or does it have to be in one specific where my house is?
killer905 Posted February 25 Posted February 25 2 hours ago, metanight78 said: I'm having issue with the Tirwin's study quest. I've tried talking to the innkeepers in Falkreath, Winterhold, and Windhelm, there is no dialogue to ask about the next part of the quest. Is it any innkeeper or does it have to be in one specific where my house is? sqs var_TirwonRoom or sqv var_TirwinRoom It should show stage 20, and Hulda in Whiterun works 100%. Otherwise, enter setstage var_tirwinroom 30 Then Tulric should appear near the PC. Otherwise, (xx it's your modorder) prid xx7099B6 next enable and, if need type, moveto.player
metanight78 Posted February 25 Posted February 25 2 hours ago, killer905 said: sqs var_TirwonRoom or sqv var_TirwinRoom It should show stage 20, and Hulda in Whiterun works 100%. Otherwise, enter setstage var_tirwinroom 30 Then Tulric should appear near the PC. Otherwise, (xx it's your modorder) prid xx7099B6 next enable and, if need type, moveto.player Yes. Hulda in Whiterun had the dialogue. That worked, thanks!
prometheusx Posted February 26 Posted February 26 8 hours ago, metanight78 said: I'm having issue with the Tirwin's study quest. I've tried talking to the innkeepers in Falkreath, Winterhold, and Windhelm, there is no dialogue to ask about the next part of the quest. Is it any innkeeper or does it have to be in one specific where my house is? I had the same issue. The innkepper in Solitude works, too. But i had another issue with the quest. The position of the trapdoor is not saved correctly. I used the house near morthal. After 3 Days i got the message to go to the new room, but the trapdoor was floating like 50m in the air, so i had to tcl to get there. I did some console voodoo like setpos xyz that worked but unfortunately the new position won't be saved.
eflat01 Posted February 26 Posted February 26 (edited) 28 minutes ago, prometheusx said: But i had another issue with the quest. The position of the trapdoor is not saved correctly. I used the house near morthal. After 3 Days i got the message to go to the new room, but the trapdoor was floating like 50m in the air, so i had to tcl to get there. I did some console voodoo like setpos xyz that worked but unfortunately the new position won't be saved. Where in Windstad did you place the door? I did not run into that issue before... You might try https://www.nexusmods.com/skyrimspecialedition/mods/13090. This also helps with Hearthfire https://www.nexusmods.com/skyrimspecialedition/mods/5219 Edited February 26 by eflat01
Mikufan39 Posted February 26 Posted February 26 (edited) Hi guys, I had trouble completing the quest "A Private Place" Basically, I had to finish it using console commands. Another issue is that when you enter Tirwin's private room for the first time, the interior BGM gets stuck and keeps playing in several interiors wherever I go (like taverns or inns). I closed the game and loaded a save, but unfortunately, the same BGM is still stuck in all interiors. Why does this happen? How can I fix it? Edited February 26 by Mikufan39
plainclause9981 Posted February 26 Posted February 26 Hi! like everyone else, I love this mod! I got one question though: Can I safely update the mod from v.0.46 to the latest version 0.53 mid save and keep playing on that save or should I rather start over with a new save, if I wanted to experience the newest version?
killer905 Posted February 26 Posted February 26 7 minutes ago, plainclause9981 said: Hi! like everyone else, I love this mod! I got one question though: Can I safely update the mod from v.0.46 to the latest version 0.53 mid save and keep playing on that save or should I rather start over with a new save, if I wanted to experience the newest version? If you have completed the content of version 0.46 (i.e. after the quests with Dremora), then yes. Otherwise, complete it, then install version 0.53 and you can then use mid save. 1
plainclause9981 Posted February 26 Posted February 26 5 minutes ago, killer905 said: If you have completed the content of version 0.46 (i.e. after the quests with Dremora), then yes. Otherwise, complete it, then install version 0.53 and you can then use mid save. Thanks for the quick reply! Will do!
killer905 Posted February 26 Posted February 26 12 hours ago, Mikufan39 said: Hi guys, I had trouble completing the quest "A Private Place" Basically, I had to finish it using console commands. Another issue is that when you enter Tirwin's private room for the first time, the interior BGM gets stuck and keeps playing in several interiors wherever I go (like taverns or inns). I closed the game and loaded a save, but unfortunately, the same BGM is still stuck in all interiors. Why does this happen? How can I fix it? There will be some subtle ambient lighting in her room, but I admit that I don't fully understand your problem. A video demonstrating your problem would be helpful.
Donuts4me Posted February 27 Posted February 27 (edited) 18 hours ago, Mikufan39 said: Hi guys, I had trouble completing the quest "A Private Place" Basically, I had to finish it using console commands. Another issue is that when you enter Tirwin's private room for the first time, the interior BGM gets stuck and keeps playing in several interiors wherever I go (like taverns or inns). I closed the game and loaded a save, but unfortunately, the same BGM is still stuck in all interiors. Why does this happen? How can I fix it? 5 hours ago, killer905 said: There will be some subtle ambient lighting in her room, but I admit that I don't fully understand your problem. A video demonstrating your problem would be helpful. I'm pretty sure they mean background music (BGM). Remember I said in the other forum I had a similar issue with Apocrypha music somehow playing in my home after coming out of the basement? The only way to fix it was to go back to a save from before I ever went down there. Although mine was only with the Elysium Estate home I put the trap door in. It did not spread to other homes or inns/taverns like @Mikufan39 is reporting. That might be because I have an extra patch to put Songs to Eat Venison To music in Elysium Estate? AM might have somehow messed with that file...? I know you said you before you did not have that problem yourself. But now we know it is not just me. Maybe the AM basement and music-changing mods have some kind of conflict? Edited February 27 by Donuts4me
killer905 Posted February 27 Posted February 27 1 hour ago, Donuts4me said: I'm pretty sure they mean background music (BGM). Remember I said in the other forum I had a similar issue with Apocrypha music somehow playing in my home after coming out of the basement? The only way to fix it was to go back to a save from before I ever went down there. Although mine was only with the Elysium Estate home I put the trap door in. It did not spread to other homes or inns/taverns like @Mikufan39 is reporting. That might be because I have an extra patch to put Songs to Eat Venison To music in Elysium Estate? AM might have somehow messed with that file...? I know you said you before you did not have that problem yourself. But now we know it is not just me. Maybe the AM basement and music-changing mods have some kind of conflict? Yeah. Sometimes I think one thing and write another Generally speaking, it's strange, but theoretically, Tirwin Room is considered part of the PC home. So theoretically, the music could go crazy. Using more music background.
Mikufan39 Posted February 27 Posted February 27 11 hours ago, Donuts4me said: I'm pretty sure they mean background music (BGM). Remember I said in the other forum I had a similar issue with Apocrypha music somehow playing in my home after coming out of the basement? The only way to fix it was to go back to a save from before I ever went down there. Although mine was only with the Elysium Estate home I put the trap door in. It did not spread to other homes or inns/taverns like @Mikufan39 is reporting. That might be because I have an extra patch to put Songs to Eat Venison To music in Elysium Estate? AM might have somehow messed with that file...? I know you said you before you did not have that problem yourself. But now we know it is not just me. Maybe the AM basement and music-changing mods have some kind of conflict? That's the problem I'm dealing with now, though I'm not sure if it's actually related to Tirwin's room, or if the culprit was the "Lust for Knowledge" quest, where I had to go to Apocrypha. After those quests, I noticed that every time I visit a tavern or inn, that eerie, scary background music plays.
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