Sonnstor Posted July 7 Posted July 7 On 8/17/2025 at 7:04 PM, Gristle said: I checked the code for the Ingun-dog scene and the Ingun-horse scene and it is correctly referencing Ingun: elseif VAR_SprigganQuest.GetStage() == 90 Ingun.RemoveItem(IBoots,1) Ingun.RemoveItem(IClothes,1) Ingun.SetOutfit(NakedOutfit) Actor[] acts = new Actor[2] acts[0] = Ingun acts[1] = Bravil sslBaseAnimation[] anims = SexLab.GetCreatureAnimationsByRaceKeyTags (2,"Canines", "Vaginal,Doggy,DoggyStyle",TagSuppress="BJ,Cunnilingus,Furniture,Object,Mage,Magic") SexLab.StartSex(acts, anims,CenterOn=BBSexSpot, hook = "VARSexEndHook") elseif VAR_SprigganQuest.GetStage() == 160 Actor[] acts = new Actor[2] acts[0] = Ingun acts[1] = Storm sslBaseAnimation[] anims = SexLab.GetCreatureAnimationsByRaceKeyTags (2,"Horses", "Vaginal",TagSuppress="Oral,BJ,Cunnilingus,Furniture,Object,Behind,Mage,Magic") SexLab.StartSex(acts, anims,CenterOn=BBSexSpot, hook = "VARSexEndHook") Also, I checked the "Ingun" property and it is referencing the mod-added Ingun placed in Black-Briar Manor. So, the code is right. Either your "Ingun" property got corrupted somehow (in which case, reload the mod) or something in your setup is interfering with Sexlab. Hello, I have the same issue as described in this older topic (The scenes with Ingun in the Spriggan quest do not work). The script always tries to start the Ingun scene with Serana as acts[0] instead of Ingun, and aborts the scene. I reloaded an older save game, same outcome. Everything looks ok with the Ingun clone. I checked the scripts (Sources), they seem to do the right thing. Has anyone ever found a solution for this or why this can happen?
Oshee_it_ImLost Posted July 11 Posted July 11 Been searching here for a solution and so far not having any luck... I'm stuck on Elven Affairs, after the horse bit, she walks toward the road, trying to talk to someone about how her parents are not involved in her research. 30 sec later 1 thalmor shows up and just stands around saying nothing, she wonders around a bit doing nothing, and there is no new options to speak to her about. ... Any ideas I can try?? and Ty in advance for help and a very well thought out mod, not had a single issue till now.
killer905 Posted July 12 Posted July 12 11 hours ago, Oshee_it_ImLost said: Been searching here for a solution and so far not having any luck... I'm stuck on Elven Affairs, after the horse bit, she walks toward the road, trying to talk to someone about how her parents are not involved in her research. 30 sec later 1 thalmor shows up and just stands around saying nothing, she wonders around a bit doing nothing, and there is no new options to speak to her about. ... Any ideas I can try?? and Ty in advance for help and a very well thought out mod, not had a single issue till now. Three Thalmor should appear at the location (two in armour, one in elf/Thalmor clothing). It may be that two of them are stuck somewhere or haven’t been enabled correctly. I suggest loading a save file from before and/or after reaching the horse. 1
sarkazm678 Posted July 12 Posted July 12 Hi everyone. Has anyone played the *Animal Research* mod? Does anyone know how to trigger the scene with Reckling? Tirwin says to get undressed, but nothing happens.
killer905 Posted July 12 Posted July 12 1 hour ago, sarkazm678 said: Hi everyone. Has anyone played the *Animal Research* mod? Does anyone know how to trigger the scene with Reckling? Tirwin says to get undressed, but nothing happens. A group sex scene with the Reklings should start. It would be best to enable Debug mode in SexLab to find out what went wrong. Possible causes: - Lack of the correct animations - One of the Reklings has not been properly enabled for this quest (an error in the SexLab Debug console will tell you what is wrong)
sarkazm678 Posted July 13 Posted July 13 15 hours ago, killer905 said: Должна начаться групповая сексуальная сцена с Реклингами. Лучше всего включить режим отладки в SexLab, чтобы узнать, что пошло не так. Возможные причины: - Отсутствие правильной анимации - Один из Rekling не был должным образом включен для этого квеста (ошибка в консоли отладки SexLab подскажет вам, что не так) I tried restarting SexLab and updating the animations, but the problem persists. There are no scenes when I remove my armor, and no scenes that can be triggered via the dialogue menu—specifically with Tirwin. I’ve sent a photo showing what the console says. Sorry, I don't really understand much about mods. Please help me. Animal Research is a great mod.
killer905 Posted July 13 Posted July 13 3 hours ago, sarkazm678 said: I tried restarting SexLab and updating the animations, but the problem persists. There are no scenes when I remove my armor, and no scenes that can be triggered via the dialogue menu—specifically with Tirwin. I’ve sent a photo showing what the console says. Sorry, I don't really understand much about mods. Please help me. Animal Research is a great mod. I’m not familiar with this error, but there should be a few Reclings and two or three Boars there. The only thing I can suggest is to make sure you have the animations for the Reclings and Boars, or to skip that segment using `setstage`. You’ll find everything here.
killer905 Posted July 13 Posted July 13 2 hours ago, Rebecca.Dova said: Animal Research full works with SL P+ ? Some people claim that P+ has fixed the feature that Animal Research uses in its latest version. However, if you’re having problems as early as the first quest, you’re either using an old version P+ or you’ll need to use a new save file if you have the latest version.
eflat01 Posted July 13 Posted July 13 (edited) 3 hours ago, sarkazm678 said: I tried restarting SexLab and updating the animations, but the problem persists. There are no scenes when I remove my armor, and no scenes that can be triggered via the dialogue menu—specifically with Tirwin. I’ve sent a photo showing what the console says. Sorry, I don't really understand much about mods. Please help me. Animal Research is a great mod. Those errors mean what they say... for some reason too many actors, not enough or null are in the array of the call to SexLab. Doublecheck in SL that you do have animations for those creatures just to be sure. I'd never had any trouble with that quest and I played through it over and over. The only thing I can think of is loading a save before going into the cave, maybe even before the quest? Edited July 13 by eflat01
Nathrezon Posted July 13 Posted July 13 Anyone had any issues with this mod, the unofficial patch, and the quest "hitting the books" (id mg03)? According to sseedit those were the only two mods interacting with the mg questline and it seems to have fucked them. On a new save i can force start the entire questline however on my main save mg03 just refuses to fire. The order i did the quests in was: Start and complete mg01 (the intro quest to the college), all the research quests relating to the college until full completion (the antro 3some), and then mg02 the sarthal questline. I did mg02 fine i think because i had the quest already started before the animal research college quests. Once i finished mg02 mg03 refused to fire. Not only did it refuse to fire when i used startquest or setstage it just failed in entirety. Ive done some digging and its failing to populate ANY aliases, it seems like the quest needs aliases assigned in the previous quest and because mg02 fucked up it cant do that for ANY MG quest. I tried resetting mg01 and mg02, or even forcing mg04 onwards and it just doesnt work. All these quests fail to fill their aliases and just wont work. This sucks as the MG questline is p massive questline and my last functional save before the questline is 30 hours of gameplay back. If anyone knows a mod or something that lets me just refresh the vannilla skyrim college questline from base so i can do it again or a way to fix this issue let me know. (or maybe how to make a mod to fire the specific code that asigns the aliases for mg03 onwards that is supposed to launch at the end of mg02) But for now this is a big bad bug, make sure you finish the college storyline BEFORE doing anything with animal research and the college.
killer905 Posted July 14 Posted July 14 4 hours ago, Nathrezon said: Anyone had any issues with this mod, the unofficial patch, and the quest "hitting the books" (id mg03)? According to sseedit those were the only two mods interacting with the mg questline and it seems to have fucked them. On a new save i can force start the entire questline however on my main save mg03 just refuses to fire. The order i did the quests in was: Start and complete mg01 (the intro quest to the college), all the research quests relating to the college until full completion (the antro 3some), and then mg02 the sarthal questline. I did mg02 fine i think because i had the quest already started before the animal research college quests. Once i finished mg02 mg03 refused to fire. Not only did it refuse to fire when i used startquest or setstage it just failed in entirety. Ive done some digging and its failing to populate ANY aliases, it seems like the quest needs aliases assigned in the previous quest and because mg02 fucked up it cant do that for ANY MG quest. I tried resetting mg01 and mg02, or even forcing mg04 onwards and it just doesnt work. All these quests fail to fill their aliases and just wont work. This sucks as the MG questline is p massive questline and my last functional save before the questline is 30 hours of gameplay back. If anyone knows a mod or something that lets me just refresh the vannilla skyrim college questline from base so i can do it again or a way to fix this issue let me know. (or maybe how to make a mod to fire the specific code that asigns the aliases for mg03 onwards that is supposed to launch at the end of mg02) But for now this is a big bad bug, make sure you finish the college storyline BEFORE doing anything with animal research and the college. In my save file, I hadn't started the “Under Saarthal” quest, but I had completed “First Lessons.” And I had no problem starting “Hitting the Books.” Of course, this is the save file where I entered the Mages' Guild with Tirwin because of her quest. I had a dialogue option that allowed me to trigger the “Under Saarthal” quest with Tolfdir. Try talking to him or enter: stopquest MG02 resetquest MG02 Then talk to Tolfdir he will have dialogue "Nirya said you were organizing an expedition.". However, I can’t guarantee that this will fix your problem. 1
plutocene Posted July 14 Posted July 14 (edited) Bruh, why are you shipping thousands of ITM navmesh records of dozens of world spaces? I just debugged Faralda beeing stuck on the bridge at Winterhold, turns out animal research forwards vanilla navmeshes for no reason, conflicting with my obscure/JKs combo, USSEP, and many more. Similar problems will occur in other modded areas of the game, depending on the set up. While loading Animal research early can prevent modded/patched navmeshes from beeing overwritten, less expirienced users will have issues for sure, like stuck NPCs. It also makes debugging/patching more difficult, some records will definetly have to be forwarded in a bashed patch in my case which are tricky to spot in the text wall of unnessecary records. Keep up the good work but please tidy up. Spoiler Edited July 14 by plutocene Added screenshot
Gristle Posted July 14 Author Posted July 14 6 hours ago, plutocene said: Bruh, why are you shipping thousands of ITM navmesh records of dozens of world spaces? The answer is because this is a slow learning process, and I didn't realize those records exist in the mod. I'll clean them in the next update. Any idea on how such records get created in the first place? I'm certainly not modifying thousands of navmesh records and then restoring their values.
eflat01 Posted July 14 Posted July 14 (edited) 43 minutes ago, Gristle said: The answer is because this is a slow learning process, and I didn't realize those records exist in the mod. I'll clean them in the next update. Any idea on how such records get created in the first place? I'm certainly not modifying thousands of navmesh records and then restoring their values. Sometimes when you touch something or move things around CK used to think it has to include most things in the cell or block... I don't do much modding anymore but what I do is clean unused masters and redundant records after and double-check what's being touched with xEdit. A lot of time just looking at something CK will think you're messing with it. I try not to hit OK buttons unless I mean it. Edited July 14 by eflat01
plutocene Posted July 14 Posted July 14 2 hours ago, Gristle said: The answer is because this is a slow learning process, and I didn't realize those records exist in the mod. I'll clean them in the next update. Any idea on how such records get created in the first place? I'm certainly not modifying thousands of navmesh records and then restoring their values. While I have made several navmesh patches on the nexus I'm not an authority on navmeshes let alone CK. It's like eflat01 said, CK tends to include more information than nessecary. This can have detremential effects when ITMs identical to master records are forwarded and then overwrite others that actually changed something. In this example, the NPC faralda was unable to navigate Winterhold because your mod changed back the navmesh to vanilla, as it was the last mod to change the cell, even though you didnt redesign it. Here is a screenshot of all the conflicts in the worldspace section I get when I compare Animal Research.esp with my load order: Spoiler Many of these mentioned world space sections contain navmesh data or other related data that has no business in beeing there. Because I previously played this mod, I knew this can't be intended. The overwhelming majority are identical to vanilla entries, thus completely unessecary and can cause problems. In some world spaces the navmesh info is changed, now here is the question, what did you do there? Does it warrant a change in the navmesh or is CK making shit up because you placed a book on a table? Unfortunately I have no answer to that, you have to make notes, did you touch the nav mesh in cell XY or not, like placing a large cage, or more drastic changes to the cell. Otherwise, the records should be removed in Xedit and the result needs testing. Overall, avoid changes as much as possible, the compatibility issues that arise mostly outweigh the benefit.
eflat01 Posted July 14 Posted July 14 4 hours ago, plutocene said: The overwhelming majority are identical to vanilla entries, thus completely unessecary and can cause problems. In some world spaces the navmesh info is changed, now here is the question, what did you do there? Does it warrant a change in the navmesh or is CK making shit up because you placed a book on a table? Unfortunately I have no answer to that, you have to make notes, did you touch the nav mesh in cell XY or not, like placing a large cage, or more drastic changes to the cell. Otherwise, the records should be removed in Xedit and the result needs testing. Overall, avoid changes as much as possible, the compatibility issues that arise mostly outweigh the benefit. Yes, I do drop in an object here or there, but I always check in xEdit to see that's the only things in the mod are what I did. I hate editing terrain and cells I was always better with code or data records.
Gristle Posted July 15 Author Posted July 15 6 hours ago, plutocene said: Many of these mentioned world space sections contain navmesh data or other related data that has no business in beeing there. Because I previously played this mod, I knew this can't be intended. The overwhelming majority are identical to vanilla entries, thus completely unessecary and can cause problems. In some world spaces the navmesh info is changed, now here is the question, what did you do there? Does it warrant a change in the navmesh or is CK making shit up because you placed a book on a table? Unfortunately I have no answer to that, you have to make notes, did you touch the nav mesh in cell XY or not, like placing a large cage, or more drastic changes to the cell. Otherwise, the records should be removed in Xedit and the result needs testing. Overall, avoid changes as much as possible, the compatibility issues that arise mostly outweigh the benefit. I try to avoid editing vanilla navmesh, and I definitely don't delete any. However, I have made some vanilla navmesh edits in this mod to correct problems with the vanilla navmesh that are interfering with scenes that the mod sets up. I recall a couple of cases on Solstheim. The navmesh on the little island where ash hoppers live was so bad NPCs couldn't navigate onto the island from the boat. Also, the navmesh around the entrance to Vahlok's Tomb was limiting movement of NPCs. Oh, I also adjusted the navmesh a tiny bit around the new mage's tower in the Eastmarch wilderness. But that tower went into a big gap in the vanilla navmesh, so the changes are minimal. Unfortunately, I don't have notes on every navmesh change I've made. So, I can get rid of the ITMs, but I don't think I'll be able to remove any actual changes, though I've certainly only edited navmesh when necessary. Some of the vanilla navmesh is pretty bad. (e.g., triangles near Ivarstead that go right through trees, the mine in Kynesgrove has a missing triangle on a path to a platform). 1
plutocene Posted July 15 Posted July 15 Wether a change is small or big doesn't matter a navmesh is a unit of comparison, only one can win the conflict, if it occurs. The edits in Solstheim do not conflict, on my end at least but many many others do. Bottom line, changing stuff has consequences and in this case mostly negative. Its up to you what you do with this information, wether you clean your mod and implement a more rigid modding workflow. I for my part won't be using the mod in its current state.
vanas_1111 Posted July 15 Posted July 15 5 hours ago, plutocene said: Wether a change is small or big doesn't matter a navmesh is a unit of comparison, only one can win the conflict, if it occurs. The edits in Solstheim do not conflict, on my end at least but many many others do. Bottom line, changing stuff has consequences and in this case mostly negative. Its up to you what you do with this information, wether you clean your mod and implement a more rigid modding workflow. I for my part won't be using the mod in its current state. +1, this mod causes a large number of semi-random ctds in my load order as it stands rn.
killer905 Posted July 15 Posted July 15 3 minutes ago, vanas_1111 said: +1, this mod causes a large number of semi-random ctds in my load order as it stands rn. Huh? I have 620+ mods and i didnlt get any CTD by this mod <think>
vanas_1111 Posted July 15 Posted July 15 3 minutes ago, killer905 said: Huh? I have 620+ mods and i didnlt get any CTD by this mod <think> Do you have any city or wilderness overhauls? Disabling this mod in particular stopped my constant crashes.
eflat01 Posted July 15 Posted July 15 (edited) @Gristle @killer905 @plutocene @vanas_1111 The discussion about ITM's I do agree they should be cleaned, however as always last in load-order wins. In the workspace I'm running JK's Skyrim, along with most JK's cell mods (sorry I don't have Winterhold College, but every palace, inn, etc...) which few touch worldspace, I also have the Spaghetti's Orc strongholds and so much of Solstheim (Raven Rock, Skaal Village, Thrisk) changed by mods. I certainly can't blame Gristle for his edits there (much of the base is a mess). Think JK's + Eli's + Greater Skaal village + my own edits - yes I'm pounding the hell out of that place. (I like how @Gristle makes copies of cells and utilizes those temporarily to prevent having to patch). Personally from experience I push scripted mods up front in the load... i.e. Animal Research is index 1F in my load. Why? well quest priorities pass onto threads - when you have two quests with script given the same priority they are then prioritized in top-down order. Looking, I've 973 active esl/esm/esp - 221 full 752 light (espfe), Total mods are 1511 but that's including dll, mesh replaces, etc... I always look in SSeEdit before I run with a mod and typically clean... don't matter because you're going to come across multiple mods touching the same worldspace blocks or cells. Likely have to patch anything which redesigns or plays with terrain. Cells are far easier to deal with in comparing to workspaces... because cells are generated on entry so easier to change. With a worldspace ctd the most common is render - often it's a distant lod which is missing a mesh or sometimes some physics issue due objects conflict in the same coordinate space. I also know deleting navhmesh is bad (typically cut, hide it, and put in new is what I'd seen authors do). Still... the mod near the end of the load wins. Coming back the issues, yes the ITM's can be cleaned but no matter what you're going to run into have to manage a load-order anyway. A CTD, we can't tell you what it is without a log. Edited July 15 by eflat01
Nathrezon Posted July 16 Posted July 16 On 7/13/2026 at 7:23 PM, killer905 said: In my save file, I hadn't started the “Under Saarthal” quest, but I had completed “First Lessons.” And I had no problem starting “Hitting the Books.” Of course, this is the save file where I entered the Mages' Guild with Tirwin because of her quest. I had a dialogue option that allowed me to trigger the “Under Saarthal” quest with Tolfdir. Try talking to him or enter: stopquest MG02 resetquest MG02 Then talk to Tolfdir he will have dialogue "Nirya said you were organizing an expedition.". However, I can’t guarantee that this will fix your problem. holy shit this sorta magically worked. Stopquest, resetquest, and then finishquest on mg02 then i just did stop reset and start on mg03 and it worked wtf
killer905 Posted July 16 Posted July 16 3 hours ago, Nathrezon said: holy shit this sorta magically worked. Stopquest, resetquest, and then finishquest on mg02 then i just did stop reset and start on mg03 and it worked wtf good. so you can contunue your story :3 1
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