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Animal Research: The Insatiable Scholar


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Posted
13 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.

So in short, keep a copy to redistribute when things like this happen rather than hope that people keep their older versions public, gotcha.

Posted (edited)

Much cleaner .esp, however it still has useless and questionable records. In example dozens of records concering XCWT water, removing river water flow. Why?

You also have two entries for College of winterhold quests, First lessons and under Saarthal that as far as I can tell do nothing (disabling alias?) but would break mods like college days of winterhold, etc. if loaded after. I suggest to revisit these in the future. I try loading the .esp early, preventing most problems and forward the Tirwin player faction in a patch and hope it works ;)
 

 

Edited by plutocene
Posted
20 minutes ago, SSDARKO said:

So in short, keep a copy to redistribute when things like this happen rather than hope that people keep their older versions public, gotcha.

It's better to have full control over what's in your modlist than to rely on the NEFRAM/Wabbajack modlist (where you don't even use half of them, or even fewer). The same goes for collections on Nexus.

 

And then you run into problems because NEFRAM/Wabbajack won't let you use a newer version—you have to use the old one.

Posted
36 minutes ago, SSDARKO said:

So in short, keep a copy to redistribute when things like this happen rather than hope that people keep their older versions public, gotcha.

 

Yes, that's for sure... I've been playing games with mods for a long long time. Always keep a measure of control to revert updates.

 

Spoiler

 

image.png.05618f8ebcdb631fdcbfd7c881df02a0.png

 

 

 

 

Posted
16 minutes ago, killer905 said:

It's better to have full control over what's in your modlist than to rely on the NEFRAM/Wabbajack modlist (where you don't even use half of them, or even fewer). The same goes for collections on Nexus.

 

And then you run into problems because NEFRAM/Wabbajack won't let you use a newer version—you have to use the old one.

I suppose, I just lost my manual modlist touch of putting together a bunch without CTD's every few minutes, I like the general stability of a pre determined modlist that everything is going to play nicely, also, sometimes only the older ones work together.

 

A mod might be abandoned and one updated, but the updated one doesn't work with the older, and the older is never getting a compatibility update, thus ruining it forever, forcing people to pick a side and abandon one of the two mods etc.

 

It's all around just kind of a nightmare and a headache and why I don't even bother actually interacting with the modding community.

Posted
1 hour 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 have no skin in this, but why not just create a single new download page - totally separate from this - with no support link (or a link to a dead end page) with great big 'NO SUPPORT ON THESE VERSIONS' message in the header, and just transfer all the old versions to that?  State at the start of the current filepage that no support for the old versions....  A bit like some former modders dumped their files on a repository page rather than delete everything

 

And on this support thread, you could just refuse to reply to any query that doesn't quote the current version as the one being used

 

It wouldn't be perfect as there will always still be some toerags out there, but at least you are giving people half a chance of getting their games going, esp the non techie folk who use others modlists

 

Just my tuppenceworth...

 

DQW 

Posted
1 hour ago, plutocene said:

Much cleaner .esp, however it still has useless and questionable records. In example dozens of records concering XCWT water, removing river water flow. Why?

I don't know. The CK likes to throw those things in there. I'm certainly not editing water flow.

 

You might ask, why not remove such records with Xedit? The answer would be that I don't like to mess with things I don't understand. Doing that before in Xedit has caused me to create serious issues with mods, taking many hours to correct. So, then you might suggest, so what - just make a backup and revert if anything gets messed up. I make backups before cleaning with Xedit, but with a quest mod that takes many hours to play through, has alternate scenarios for different genders, and alternate choices, it's not a simple matter to test the mod to see if anything got messed up. 

1 hour ago, plutocene said:

You also have two entries for College of winterhold quests, First lessons and under Saarthal that as far as I can tell do nothing (disabling alias?) but would break mods like college days of winterhold, etc. if loaded after. I suggest to revisit these in the future. I try loading the .esp early, preventing most problems and forward the Tirwin player faction in a patch and hope it works ;)

When Tirwin visits the College, MG01 is not changed, but it is skipped and instead a somewhat similar lesson that involves Tirwin is run. MG02 is not changed, but its start is delayed until the end of Tirwin's visit.  (This does result in some changes to MG01 and MG02 records, however.) So, Tirwin plays in the College, and if you have changed the College, she might not be able to play. In this case, you can avoid any potential conflict by playing your modded MG01 and MG02 first. Then, there will be no conflict with MG01 or MG02, and you'll still get a new lesson featuring Tirwin when you arrive with Tirwin at the College. 

Posted
36 minutes ago, DonQuiWho said:

 

I have no skin in this, but why not just create a single new download page - totally separate from this - with no support link (or a link to a dead end page) with great big 'NO SUPPORT ON THESE VERSIONS' message in the header, and just transfer all the old versions to that?  State at the start of the current filepage that no support for the old versions....  A bit like some former modders dumped their files on a repository page rather than delete everything

 

And on this support thread, you could just refuse to reply to any query that doesn't quote the current version as the one being used

 

It wouldn't be perfect as there will always still be some toerags out there, but at least you are giving people half a chance of getting their games going, esp the non techie folk who use others modlists

 

Just my tuppenceworth...

 

DQW 

This is Gristle's final decision: whether to keep the old version but without support, or to offer only the latest version. 

Posted

If you want some further adventures with Tirwin, you can bring her as a follower in this mod and she will have new custom voiced comments specific to this mod:

 

It's best to leave Ragnar behind. It can get a bit crowded.

Posted (edited)
9 hours ago, killer905 said:

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:

 

Thanks - tested again, still same - Tyrwin is not approaching 
If that helps - camp fire is not lit and I have to use the spell to get Tyrwin into the cave - she is not following for some reason (NEF followers also)  but bear is there 
Will do the setstage next. 
Update - setstage var_bear 95 helped 
But on leaving the cave I've got a repeatable black screen - 

rimod F756E and rimod F756D helped
 

Edited by crajjjj
Posted (edited)

I have no idea what but this mod somehow change the LAL alternate start setting so that my character creation is using iron armor I have no idea what is conflicting. I should play around with load order somehow.

Edited by Vyefl
Just the armor issue
Posted (edited)

Placing it here in the event somebody else had my issue where Tirwin's study went to the shadow realm

 

  1. Find the door via tcl
  2. Select the door in console
  3. Go to where the you wanted to door to be placed
  4. use command moveto player
  5. disable and enable the door

That seems to work for me

 

 

 

image.jpeg.ec5f1ab1d0f8ffd0fed8d44eebe7720a.jpeg

 

My suggestion is to make a spell for the door once it's made so that it can be moved via that rather than console devilry 

Edited by DasKebab

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