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Animal Research: The Insatiable Scholar


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Posted
On 7/31/2026 at 10:48 AM, Trung1811 said:

 

After I completed the Vampire Lord quest, a bright, hazy overlay appeared around the edges of my screen, like when I was drunk or something similar, and I could only temporarily turn it off using the Sism 0 command.

Is there a way to fix this?

Once Harkon has thrown you and Tirwin into the cell, the effect should disappear.

7 hours ago, SkyrimOne said:

Hello,

 

I am quite sad I am unable to experience this mod and reach its conclusion. I have installed this mod before an a custom modlist and played many quests, but I never reached the conclusion.

 

Now, I am playing a custom version of NEAFRAM (latest  release +additional mods I added myself). Everything appears to be working fine, yet, I am experiencing something I have not seen before in any on my customizations. I get to run the starting quests from this mod with no waypoints for location and target books. I have never seen this type of behavior. The quest is given, the dialogues are working. Yet, I do not know where to go. I run the first few quests by memory, finding the books by exploration. But it way harder if you do not get the waypoint. Is there any suggestion on what to check/look/fix when you have a quest running but there are no waypoints?

 

Thanks!!

 

A common cause of Quest Markers not appearing is skipping dialogue too quickly. Or it could be something as simple as another mod conflicting with AR, such as one that changes the appearance of dungeons, caves, etc.

Posted
On 7/29/2026 at 9:32 AM, Gristle said:

but most flame atronach animations are for male atronachs for some reason.

2 things that caused that:

1. in stock skyrim flame atronaches, cows, spriggans, hagravens and wisp mothers are not flagged as being female, MNC corrected the flag.

2. animators got use to just entering "CreatureMale" in for everything and kept on doing so.

Posted
22 hours ago, killer905 said:

Once Harkon has thrown you and Tirwin into the cell, the effect should disappear.

A common cause of Quest Markers not appearing is skipping dialogue too quickly. Or it could be something as simple as another mod conflicting with AR, such as one that changes the appearance of dungeons, caves, etc.

Ok. I have actually added a mod called "Forgotten Dungeons" in my list, which is intended to add more dungeons locations. It was clearly a more "nice-to-have" than anything else. I have just removed it and hopefully the game will still be playable. 

Posted

Encountered an issue that I'm hoping updating it will fix, but my game froze during the quest to take the boat to solitude after the sex with the sailors, the screen went black and froze completely 

Posted
2 minutes ago, randomguyzzx said:

Encountered an issue that I'm hoping updating it will fix, but my game froze during the quest to take the boat to solitude after the sex with the sailors, the screen went black and froze completely 

Basically, at this point your PC and Tirwin and the crew are being teleported to a vanilla ship docked at a vanilla dock in the vanilla Solitude harbor. It sounds like there may be some conflict in the Solitude harbor. If you have a modded Solitude harbor, that is likely the issue.

Posted
17 minutes ago, Gristle said:

Basically, at this point your PC and Tirwin and the crew are being teleported to a vanilla ship docked at a vanilla dock in the vanilla Solitude harbor. It sounds like there may be some conflict in the Solitude harbor. If you have a modded Solitude harbor, that is likely the issue.

No I turned off most of my mods so there would be no conflicts with any loverslab mods and I teleported to the docks and there was nothing extra over there, no extra buildings or npcs 

Posted (edited)

First off, I just want to say this is a really fun mod, @Gristle and @killer905 I'm really enjoying it and I'm looking forward to seeing more of it!

I did run into what may be a bug and wanted to see if anyone else has reported it.

During the "A Private Place" quest, I built Tirwin a room and chose to place it in the basement of Proudspire Manor. Everything seemed to work correctly at first, and the trapdoor appeared where I placed it.

After waiting the required three days, I spoke with Tirwin and received the quest update to check on the room. At that point, the trapdoor had disappeared from the location where I originally placed it.

After some investigation, I found that the trapdoor hadn't actually been deleted—it had moved to the center of the Proudspire Manor cell (0,0,0) instead of staying where I placed it.

It made me wonder if the trapdoor's position isn't being saved persistently after the game is reloaded. If that's the case, perhaps the mod could place an XMarker where the player positions the trapdoor and then, if you have a maintenance function script somewhere that runs on game load add that to the function, move the trapdoor back to that marker. That's just a thought—I may experiment with that myself to see if it resolves the issue.

Other than that, I'm having a great time with the mod. Thanks for all the work you've put into it, and keep it up!

 

Spoiler

image.jpeg.d17c1fe79929c102deb3d1ffc8874b47.jpeg

 

Edited by Nobody00053
Posted
2 hours ago, Nobody00053 said:

First off, I just want to say this is a really fun mod, @Gristle and @killer905 I'm really enjoying it and I'm looking forward to seeing more of it!

I did run into what may be a bug and wanted to see if anyone else has reported it.

During the "A Private Place" quest, I built Tirwin a room and chose to place it in the basement of Proudspire Manor. Everything seemed to work correctly at first, and the trapdoor appeared where I placed it.

After waiting the required three days, I spoke with Tirwin and received the quest update to check on the room. At that point, the trapdoor had disappeared from the location where I originally placed it.

After some investigation, I found that the trapdoor hadn't actually been deleted—it had moved to the center of the Proudspire Manor cell (0,0,0) instead of staying where I placed it.

It made me wonder if the trapdoor's position isn't being saved persistently after the game is reloaded. If that's the case, perhaps the mod could place an XMarker where the player positions the trapdoor and then, if you have a maintenance function script somewhere that runs on game load add that to the function, move the trapdoor back to that marker. That's just a thought—I may experiment with that myself to see if it resolves the issue.

Other than that, I'm having a great time with the mod. Thanks for all the work you've put into it, and keep it up!


image.jpeg.d17c1fe79929c102deb3d1ffc8874b47.jpeg

Gristle needs to weigh in on this, but there were about 3 or 4 people who had this strange issue. I haven’t experienced it myself, and I’ve tested it with Vanilla Homes, Custom Homes and Replacer Homes.

Posted (edited)
3 hours ago, Nobody00053 said:

First off, I just want to say this is a really fun mod, @Gristle and @killer905 I'm really enjoying it and I'm looking forward to seeing more of it!

I did run into what may be a bug and wanted to see if anyone else has reported it.

During the "A Private Place" quest, I built Tirwin a room and chose to place it in the basement of Proudspire Manor. Everything seemed to work correctly at first, and the trapdoor appeared where I placed it.

After waiting the required three days, I spoke with Tirwin and received the quest update to check on the room. At that point, the trapdoor had disappeared from the location where I originally placed it.

After some investigation, I found that the trapdoor hadn't actually been deleted—it had moved to the center of the Proudspire Manor cell (0,0,0) instead of staying where I placed it.

It made me wonder if the trapdoor's position isn't being saved persistently after the game is reloaded. If that's the case, perhaps the mod could place an XMarker where the player positions the trapdoor and then, if you have a maintenance function script somewhere that runs on game load add that to the function, move the trapdoor back to that marker. That's just a thought—I may experiment with that myself to see if it resolves the issue.

Other than that, I'm having a great time with the mod. Thanks for all the work you've put into it, and keep it up!


image.jpeg.d17c1fe79929c102deb3d1ffc8874b47.jpeg

 

I'd never had that problem either ... so my question is are you using something like save unbaker? I'd imagine the trap door is at 0 0 0 until placed and should be in the game save as a persistent object.

 

 So was just thinking according to save unbaker's description.

 

Among the following records so they will be always loaded from plugins and not saves. This may help in installing certain mods mid-save.


Persistent reference transforms (position, rotation) Only applies to immovable references that cannot be moved using scripts (statics, furniture, flora)

 

Markers are not affected

 

These can be toggled separately in po3_SaveUnbaker.ini
 

Edited by eflat01
Posted
1 hour ago, eflat01 said:

 

I'd never had that problem either ... so my question is are you using something like save unbaker? I'd imagine the trap door is at 0 0 0 until placed and should be in the game save as a persistent object.

 

 So was just thinking according to save unbaker's description.

 

Among the following records so they will be always loaded from plugins and not saves. This may help in installing certain mods mid-save.


Persistent reference transforms (position, rotation) Only applies to immovable references that cannot be moved using scripts (statics, furniture, flora)

 

Markers are not affected

 

These can be toggled separately in po3_SaveUnbaker.ini
 

now that you say that oh crap . yes save unbaker was was used.  Im Testing a personally made a patch right now that sets a xmarker. then relocated doors and teleport  to it for save unbaker compatibility. i was thinking about adding the ability to move it at will . if you pay the builder to 500 G and let him have sex with Tirwin.

Posted (edited)
36 minutes ago, Nobody00053 said:

image.png.cbd09157fdb098eb28068f8a57a0d9ce.png

 

VAR_IonaQuest seems to be stuck here at stage 50 she wont leave the steps?

I suggest putting images in spoiler tag so as not to make the forum post too long.

Also, after leaving the temple, Iona should have a dialogue along the lines of ‘I can’t do it’, at which point it should be possible to talk to her.

 

If i remeber id stage 60

Edited by killer905
Posted (edited)

On Seeds of lust quest. The marker shows up in front of black briar lodge.  I stand and wait for a while under it, but nothing happens.  Anybody have set stages codes so maybe skip? or any idea how to trigger seen. 

 

Edited by UnderCover4Now
Posted
30 minutes ago, Nobody00053 said:

sorry about that there. hidden

yeah it is a scene that didnt fire off.

set Stage 60 allow you to talk with her but better load save i check if she will alk after leave temple.

Posted
1 minute ago, UnderCover4Now said:

On Seeds of lust quest. The marker shows up in front of black briar lodge.  I stand and wait for a while under it, but nothing happens.  Anybody have set stages codes so maybe skip? or any idea how to trigger seen. 

 

There should be an NPC in front of the building, his name is Khorst. If he’s not there, I recommend loading a save file and not skipping the dialogue. Alternatively, enable him.

 

(xx) is the load index of Animal Research.

 

before you reach building/fast travel

Open console

PRID xx39A41B

enable

moveto player


If he still not there or dead use
 

Disable

Resurrect

Enable

Posted
1 hour ago, killer905 said:

set Stage 60 allow you to talk with her but better load save i check if she will alk after leave temple.

Spoiler

image.png.8264bb100f587f91e38409a13d6bf9f2.png


image.png.1b3c6d8c2a1c09b933e9272b7398ea41.png

 

that fixed it.

Posted (edited)
18 hours ago, Nobody00053 said:
  Reveal hidden contents

image.png.cbd09157fdb098eb28068f8a57a0d9ce.png

 

VAR_IonaQuest seems to be stuck here at stage 50 she wont leave the steps?

Yes, is Tirwin with you outside the door? I think I had the same issue and saw the force greet was dependent on her? 

 

I made Iona and Tirwin walk naked all the way, through town, out the city gate and along the road... (My PC has to be naked in Markarth unless she wants to pay fines or go to prison due a SLSFC quest.)

 

spoiler

Spoiler

You must walk there because there's an encounter along the way.

 

Edited by eflat01
Posted

"Hi everyone, thanks to the author for this mod! I'd like to suggest a couple of ideas for this mod with the male MC. For example, when he takes the scrolls and approaches the beast, he could have an option to transform into it. Right now, the mod just looks a bit odd for a male MC."

Posted (edited)
7 hours ago, eflat01 said:

Yes, is Tirwin with you outside the door? I think I had the same issue and saw the force greet was dependent on her? 

 

I made Iona and Tirwin walk naked all the way, through town, out the city gate and along the road... (My PC has to be naked in Markarth unless she wants to pay fines or go to prison due a SLSFC quest.)

 

spoiler

  Reveal hidden contents

You must walk there because there's an encounter along the way.

 

its all good i made a patch and got it working. this is just for and example

Spoiler

image.png.b8a9febc250cfba6873dc5bf123393a0.png

Spoiler

image.png.40d3f768782b64fd4b68ea4efbe33818.png


for this example Client 1 is that NPC yes this is for animal mansion reborn. but it was the same thing for Animal research aswell
when it is placed like that, for some reason it breaks the shit out of the scene. I don't really know why. but i know the actor base condition part of this is already covered in the scene itself because is calling an alias that is that npc so this part in the dialogue conditions is unnecessary and is already covered by the alias. So, I go in and delete that condition in the dialogue line and it works . I don't really know why that fixes it but it did at least for me it could be he is building with LE then converting SE or build with GOG version then converting im not sure. 

 

Edited by Nobody00053
Posted
2 hours ago, Nobody00053 said:

the actor base condition part of this is already covered in the scene itself because is calling an alias that is that npc so this part in the dialogue conditions is unnecessary and is already covered by the alias.

You're right that it's not necessary for the scene to work, but the voice generation tool needs an actor ID or a voice type in each dialogue topic, including those in scenes. Otherwise, the voice generation tool doesn't know what voice to generate. In other words, the tool is unable to examine the alias and figure out who is speaking. 

Posted
7 hours ago, guldwars1231 said:

"Hi everyone, thanks to the author for this mod! I'd like to suggest a couple of ideas for this mod with the male MC. For example, when he takes the scrolls and approaches the beast, he could have an option to transform into it. Right now, the mod just looks a bit odd for a male MC."

What scrolls? Do you mean the books with animal knowledge?

Posted (edited)
36 minutes ago, Gristle said:

You're right that it's not necessary for the scene to work, but the voice generation tool needs an actor ID or a voice type in each dialogue topic, including those in scenes. Otherwise, the voice generation tool doesn't know what voice to generate. In other words, the tool is unable to examine the alias and figure out who is speaking. 

Spoiler

image.png.fd403ce87e997a955976ca397f88df8c.png


Im not sure why its doing it for me then , and not you ??? . when you typed the dialogue do . ok every thing . then go back in to set the dialogue line . thats what i do. for multiple voice type i use a form list with wanted voice types . then when i set the dialogue with a voice type condition I pick the formlist I made. CK doesnt update quickly thats why ok everything first then set the line.
 

Spoiler

image.png.46701a00d131f9c20f27c1c20191a1c1.png


could use that possible to keep it in line with the scene. but honestly probably a voice type condition there would be good. it looks like your script firing the scene anyway. no if the story mode event manager was doing it yeah you would need tighter conditions. any way really fun mod you two . its fun to play 👍

 

 

 

Edited by Nobody00053
Posted
4 hours ago, Nobody00053 said:

Im not sure why its doing it for me then , and not you ??? . when you typed the dialogue do . ok every thing . then go back in to set the dialogue line . thats what i do. for multiple voice type i use a form list with wanted voice types . then when i set the dialogue with a voice type condition I pick the formlist I made. CK doesnt update quickly thats why ok everything first then set the line.

Thanks, and you're right that the CK filters all the voice types nicely. You can specify factions, formlists, genders, etc. and the CK comes up with the correct list of voices. The problem is the voice generation software has two serious limitations: 1) it can't handle more than one voice per dialogue line, and 2) it can only figure out the correct voice to generate if you condition the dialogue line with actor ID or voice type. I think actor alias works as well. 

 

In any case, this is working for me and many others. I wonder what you be different with your setup. It's fine to delete the actor/voice conditions in scenes of course (now that voices have been generated), but that's a pain in the ass to have to do.

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