NubAU Posted July 16 Posted July 16 I was having an issue in the Ingun quest when she paused to ask the guard to leave. She would turn her head and say nothing, then the scene would fail and the quest would not progress. The scene (VAR_ShooScene) was trying to invoke a dialog/info that had a condition that the speaker was the base skyrim version of her [00013364]. When I checked, the mod is using a custom version of this NPC [0x36CA5F] (VAR_Ingun). Elsewhere in the mod it has been changed from GetIsID(00013364) to GetIsAliasRef(13) to fix this. I changed the INFO that was stopping the scene and it started working. Here are the ones that still use conditions pointing to the base instance of Ingun: INFO/0738B0CF/VAR_SpIngunFG2DTopic/Subject: GetIsID(00013364) = 1.0 INFO/07395306//Subject: GetIsID(00013364) = 1.0, INFO/07395308//Subject: GetIsID(00013364) = 1.0, INFO/0739530A//Subject: GetIsID(00013364) = 1.0, INFO/0739A415/VAR_PostWWP1A/Subject: GetIsID(00013364) = 1.0, INFO/0739A418/VAR_PostWWP1A/Subject: GetIsID(00013364) = 1.0, INFO/0739A43B/VAR_SprigganIdle/Subject: GetIsID(00013364) = 1.0, INFO/0739F555//Subject: GetIsID(00013364) = 1.0, INFO/0739F55D/VAR_HorseBookTopic/Subject: GetIsID(00013364) = 1.0, INFO/073A468C/VAR_SpIngun1Topic/Subject: GetIsID(00013364) = 1.0, INFO/073A979D/VAR_SpIngun1P0/Subject: GetIsID(00013364) = 1.0, INFO/073A97BE//Subject: GetStageDone(0001DA3C) = 1.0, Subject: GetIsID(00013364) = 1.0, INFO/073A97C8//Subject: GetIsID(00013364) = 1.0, INFO/073A97C2//Subject: GetIsID(00013364) = 1.0, INFO/073A97C6/VAR_PostSp1P1/Subject: GetIsID(00013364) = 1.0, INFO/073A97EC/VAR_HorseSpiderFGTopic/Subject: GetIsID(00013364) = 1.0, INFO/073AE901//Subject: GetIsID(00013364) = 1.0, INFO/073C7E89/VAR_StormQuestIdle/Subject: GetIsID(00013364) = 1.0, I am not sure these will be needed, it depends if VAR_Ingun is always used or if the base version is used in certain scenes. I will start working through this list as I hit each one. All thanks and respect to the author of this mod.
StuffedNinga Posted July 16 Posted July 16 On 7/14/2026 at 7:41 PM, Gristle said: 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). The CK does weird stuff where it saves extraneous things used in a mod, even if you didn't modify them in any way, which is why they're ITMs. The general rule, iirc, is to run the xEdit cleanup step after saving any plugin in CK. It affects navmeshes a lot.
Gristle Posted July 17 Author Posted July 17 17 hours ago, NubAU said: I was having an issue in the Ingun quest when she paused to ask the guard to leave. She would turn her head and say nothing, then the scene would fail and the quest would not progress. The scene (VAR_ShooScene) was trying to invoke a dialog/info that had a condition that the speaker was the base skyrim version of her [00013364]. When I checked, the mod is using a custom version of this NPC [0x36CA5F] (VAR_Ingun). Elsewhere in the mod it has been changed from GetIsID(00013364) to GetIsAliasRef(13) to fix this. I changed the INFO that was stopping the scene and it started working. Here are the ones that still use conditions pointing to the base instance of Ingun: INFO/0738B0CF/VAR_SpIngunFG2DTopic/Subject: GetIsID(00013364) = 1.0 INFO/07395306//Subject: GetIsID(00013364) = 1.0, INFO/07395308//Subject: GetIsID(00013364) = 1.0, INFO/0739530A//Subject: GetIsID(00013364) = 1.0, INFO/0739A415/VAR_PostWWP1A/Subject: GetIsID(00013364) = 1.0, INFO/0739A418/VAR_PostWWP1A/Subject: GetIsID(00013364) = 1.0, INFO/0739A43B/VAR_SprigganIdle/Subject: GetIsID(00013364) = 1.0, INFO/0739F555//Subject: GetIsID(00013364) = 1.0, INFO/0739F55D/VAR_HorseBookTopic/Subject: GetIsID(00013364) = 1.0, INFO/073A468C/VAR_SpIngun1Topic/Subject: GetIsID(00013364) = 1.0, INFO/073A979D/VAR_SpIngun1P0/Subject: GetIsID(00013364) = 1.0, INFO/073A97BE//Subject: GetStageDone(0001DA3C) = 1.0, Subject: GetIsID(00013364) = 1.0, INFO/073A97C8//Subject: GetIsID(00013364) = 1.0, INFO/073A97C2//Subject: GetIsID(00013364) = 1.0, INFO/073A97C6/VAR_PostSp1P1/Subject: GetIsID(00013364) = 1.0, INFO/073A97EC/VAR_HorseSpiderFGTopic/Subject: GetIsID(00013364) = 1.0, INFO/073AE901//Subject: GetIsID(00013364) = 1.0, INFO/073C7E89/VAR_StormQuestIdle/Subject: GetIsID(00013364) = 1.0, I am not sure these will be needed, it depends if VAR_Ingun is always used or if the base version is used in certain scenes. I will start working through this list as I hit each one. All thanks and respect to the author of this mod. Thank you. You are correct. These references should all be to VAR_Ingun (or the Ingun alias). I have corrected and will post an update soon. I (and others) playtested this quest extensively. I'm not sure how this got messed up.
ShinigamiSama4242561 Posted July 17 Posted July 17 (edited) Playing to the current end of the adventure, A surprising difference in storytelling, I'm not note worthy, but its was really impressive :). Best wishes to future work if you continue to expand the mod, or explore other works. ❤️ P.S. Spoiler Certain places would crash like the Dremora party (But I think I linked the crashes to the devious devices spam put on me when I had to go around naked, it stopped crashing once I turned it off) the next noticeable blockage was Alinor Manor when you are ghosting Tirwin, the camera would break off when you satrt conversations and have an unnecessary free camera with the only fix I found was to save the game and reload which would also crash the same on save, but was still loadable, I did manage to finish it. A thing that would be QoL is to dismiss Tirwin's dog and recruit like a follower, example of the other hounds that can follow you in the dawnguard DLC, if you can or cannot make it work, no problems. And with Ingun's Manor, there was no way to leave once you entered the house (don't know if thats a known issue or if its a mod conflict that I missed but my LOOT didnt say otherwise) Edited July 17 by ShinigamiSama4242561
mynewusername Posted July 17 Posted July 17 On 7/11/2026 at 10:26 PM, 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. Do while horse scene is happening, near where she goes afterwards: prid XX3F5600 moveto player enable prid XX3F55FF moveto player enable prid XX3CCDC0 moveto player enable 1
Gristle Posted July 18 Author Posted July 18 On 7/5/2026 at 7:35 PM, veronica1396 said: Please help me complete the "Seeds of Lust" quest, the NPC Horst did not appear at the beginning. Then I was able to call him according to the previous advice, after I enter the house, a dialogue begins with the hostess of the house, and after this dialogue she says to wait a bit, and then follows me and repeats the same dialogue and nothing happens Version 056 (about to be posted) should fix the issues with Ingun.
Gristle Posted July 18 Author Posted July 18 On 7/5/2026 at 9:36 PM, CNMT said: it makes boulderfall cave to new dungeon cell, which make the Vanila version inaccessible without using COC prompt It does change Boulderfall Cave, but only temporarily. Once you move on with the next quest, the vanilla Boulderfall Cave is restored.
Gristle Posted July 18 Author Posted July 18 21 hours ago, ShinigamiSama4242561 said: Certain places would crash like the Dremora party (But I think I linked the crashes to the devious devices spam put on me when I had to go around naked, it stopped crashing once I turned it off) the next noticeable blockage was Alinor Manor when you are ghosting Tirwin, the camera would break off when you satrt conversations and have an unnecessary free camera with the only fix I found was to save the game and reload which would also crash the same on save, but was still loadable, I did manage to finish it. No one else has reported that issue with the party (and I just ran it OK, but not with DD worn). As for Alinor Manor, if you have a mod like True Directional Movement, or another mod that changes the player's camera or controls, you'll probably have to disable it for this quest. 21 hours ago, ShinigamiSama4242561 said: A thing that would be QoL is to dismiss Tirwin's dog and recruit like a follower, example of the other hounds that can follow you in the dawnguard DLC, if you can or cannot make it work, no problems. You can dismiss Tirwin's dog. You can do it through dialogue with Tirwin. Or, did you mean something else? 21 hours ago, ShinigamiSama4242561 said: And with Ingun's Manor, there was no way to leave once you entered the house (don't know if thats a known issue or if its a mod conflict that I missed but my LOOT didnt say otherwise) This should be fixed in new version 056 just posted. 21 hours ago, ShinigamiSama4242561 said: Playing to the current end of the adventure, A surprising difference in storytelling, I'm not note worthy, but its was really impressive :). Best wishes to future work if you continue to expand the mod, or explore other works. ❤️ Thanks. Glad you liked it. You'll probably want to check out Animal Mansion Reborn, coming very soon. 2
GiblieHopper Posted July 18 Posted July 18 Hi, the nefaram wabajack modlist requires the previous version of this mod Is the The Insatiable Scholar 055 not 056. Is there any way I can get the previous version?
Gristle Posted July 18 Author Posted July 18 1 hour ago, GiblieHopper said: Hi, the nefaram wabajack modlist requires the previous version of this mod Is the The Insatiable Scholar 055 not 056. Is there any way I can get the previous version? The problem is the previous version 055 had a serious bug that prevented progress in one of the quests. That bug was corrected in 056. Can you not just download 056 and change the name of it or something?
killer905 Posted July 18 Posted July 18 1 hour ago, GiblieHopper said: Hi, the nefaram wabajack modlist requires the previous version of this mod Is the The Insatiable Scholar 055 not 056. Is there any way I can get the previous version? We don't support older versions, so please ask the modpack author to update it. Anyway, as gristle wrote, use the latest version.
Gristle Posted July 18 Author Posted July 18 Skyrim VR - The previous versions of the mod would not work with SkyrimVR in the "Aroused in Alinor" quest - because the mod changes player camera and controls in that quest. Version 056 now checks for SkyrimVR and switches to a different system for this quest for VR users. However, I don't have a VR set up and can't test it. So, if anyone is playing this mod with SkyrimVR, please let me know if this works. 1
crajjjj Posted July 18 Posted July 18 I'm stuck in the bears quest in the cave near Whiterun. Nothing happens after scene ended.
StuffedNinga Posted July 18 Posted July 18 I think when saving the mod in the CK you also have to have the update and DLCs loaded and not just base skyrim, otherwise some of the modified worldspaces won't get the correct records forwarded. It mostly affects water flow direction but maybe it hits other things. You also seem to have something else running that affects ragdoll data for a few objects. Maybe texture or mesh mods? I'm not sure how the CK works but it's causing a few more ITMs that are flying under the radar because the rag doll data is slightly different. The books in the bards college are an example. There's also a deleted navmesh in 000FA1AA. IIRC, it's a bad idea to delete existing navmeshes which can lead to CTDs if any records try to access parts of it. There's currently a navmesh incompatibility with the mods, Grand Solitude and Orc Strongholds. I have no idea how to resolve navmesh conflicts but I find myself very wary of them.
killer905 Posted July 18 Posted July 18 33 minutes ago, crajjjj said: I'm stuck in the bears quest in the cave near Whiterun. Nothing happens after scene ended. When you enter the cave, do you have a bear? If not, tell me whether the campfire is lit or out.
Inna_nikePro. Posted July 18 Posted July 18 6 hours ago, Gristle said: The problem is the previous version 055 had a serious bug that prevented progress in one of the quests. That bug was corrected in 056. Can you not just download 056 and change the name of it or something? Hello, I've tried changing the name everywhere I can find it, but unfortunately Wabbajack doesn't recognize it and always wants to download version 055. Would it be possible to simply post version 055 here in the comments section for those who want to play the mod pack? That would be super kind!
crajjjj Posted July 18 Posted July 18 1 hour ago, killer905 said: When you enter the cave, do you have a bear? If not, tell me whether the campfire is lit or out. Bear is there, quest progresses to the sl scene nicely. After the scene nothing. (Slp+) tirwin has just generic dialogs
killer905 Posted July 18 Posted July 18 2 hours ago, Inna_nikePro. said: Hello, I've tried changing the name everywhere I can find it, but unfortunately Wabbajack doesn't recognize it and always wants to download version 055. Would it be possible to simply post version 055 here in the comments section for those who want to play the mod pack? That would be super kind! We don't support older versions, so please ask the modpack author to update it.
killer905 Posted July 18 Posted July 18 2 hours ago, crajjjj said: Bear is there, quest progresses to the sl scene nicely. After the scene nothing. (Slp+) tirwin has just generic dialogs Tirwin should approach you after the sex scene. Alternatively, load a save file and enter “setstage dalszy,” which will let you choose what you want to do with the bear next. All stages are here:
Inna_nikePro. Posted July 18 Posted July 18 13 minutes ago, killer905 said: We don't support older versions, so please ask the modpack author to update it. Yes, I've already read this thread and the previous comment, but I don't understand the decision. It's like the mod has become unusable for some people. I know it's annoying or impossible to satisfy everyone, but simply leaving the old version online, marking it as buggy or "old," wouldn't be much work and everyone is happy.
mjfmjf Posted July 18 Posted July 18 Any chance we could get access to Animal Research 055 LE_SE_AE.7z? I need it for the NEFARAM modlist.
killer905 Posted July 18 Posted July 18 33 minutes ago, mjfmjf said: Any chance we could get access to Animal Research 055 LE_SE_AE.7z? I need it for the NEFARAM modlist. We don't support older versions, so please ask the modpack author to update it. 1
killer905 Posted July 18 Posted July 18 1 hour ago, Inna_nikePro. said: Yes, I've already read this thread and the previous comment, but I don't understand the decision. It's like the mod has become unusable for some people. I know it's annoying or impossible to satisfy everyone, but simply leaving the old version online, marking it as buggy or "old," wouldn't be much work and everyone is happy. In short. Yeah, but people were also report issues that were fixed in a newer version. longer anwser. Yes, we can keep the previous public version, but reporting issues with the old version is more of a annoying than just asking the author of this modlist—NEFRAM, Wabbajack, or whatever else people are using—to update it. 3
eflat01 Posted July 18 Posted July 18 (edited) 1 hour ago, mjfmjf said: Any chance we could get access to Animal Research 055 LE_SE_AE.7z? I need it for the NEFARAM modlist. That throws a complete monkey wrench in author updates whenever they add new features, quests and bug fixes, etc... in their mod. Author's here use a new file with a version in it to avoid confusion and keep the mod straight. You'll run into the same situation even with mod's posted on Nexus because the archive name changes on version uploads, even authors there archive for a while and eventually remove older versions, to keep the servers clean. Just my opinion, The scope should be to reach out to whoever created the NEFARAM mod-list, or to take the time to learn how to update the mod-list yourself when you're going to use such tools. The Mod-List author would have to do so anyway eventually otherwise the list becomes obsolete. I've seen people complain about Wabbajack for much the same reason... they come back to a game after a year or so and attempt to redeploy with some old list and it breaks their deploy. Then they go and try to find the mod-list and find a new list or that it's been abandoned. Now I'm not sure how NEFARAM works... if it utilizes a crc checksum to validate the mod or not. If it's just the file name you might attempt to fake it out... Edited July 18 by eflat01 1
Gristle Posted July 18 Author Posted July 18 8 minutes ago, killer905 said: In short. Yeah, but people were also report issues that were fixed in a newer version. longer anwser. Yes, we can keep the previous public version, but reporting issues with the old version is more of a annoying than just asking the author of this modlist—NEFRAM, Wabbajack, or whatever else people are using—to update it. I agree. Version 055 had a serious bug (my fault), and version 056 has been up for only 15 hours. I think it's fair to expect some delay in mod pack list updates, but of course someone has to inform the mod pack author of the update. Even ignoring bug-fix updates, with a quest mod like Animal Research that is released in stages, you have to expect regular version updates (which typically also include bug fixes). So, it's always going to be somewhat of a moving target. 2
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