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Animal Research: The Insatiable Scholar


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Posted


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.

 

Posted
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.

Posted
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.

Posted (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 by ShinigamiSama4242561
Posted
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

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