eflat01 Posted May 19, 2025 Posted May 19, 2025 1 hour ago, killer905 said: The quest with the wolf was the first quest created, and it was not taken into account that the player would go there even before the Tirwin quest started. And here we have the effects that need fixing. Well I'm sure that's the case. Â One thing I did try to do when writing quests with many multiple stages way back when was to have each stage initialize (refresh) and set up what is needed for the next stage. Sometimes that's not easy to do, and it does at times introduce extra overhead but it also help prevent and make it easier to track down bugs, also makes replay a bit easier.Â
killer905 Posted May 19, 2025 Posted May 19, 2025 14 minutes ago, eflat01 said: Well I'm sure that's the case.  One thing I did try to do when writing quests with many multiple stages way back when was to have each stage initialize (refresh) and set up what is needed for the next stage. Sometimes that's not easy to do, and it does at times introduce extra overhead but it also help prevent and make it easier to track down bugs, also makes replay a bit easier. yeah true
asianboy345 Posted May 20, 2025 Posted May 20, 2025 I picked up a key to Wolf Cage outside the bandit camp near Whiterun, this is before I get to Ilinalta's Deep. Â The quest updates to point me to "rescue the wolf from the cage" but there is no wolf and no cage nearby. It's just pointing at the ground. I guess it's supposed to spawn a wolf in a cage for me to rescue? Was I not supposed to pick up that key before a specific quest? Seems like a bug
killer905 Posted May 20, 2025 Posted May 20, 2025 6 minutes ago, asianboy345 said: I picked up a key to Wolf Cage outside the bandit camp near Whiterun, this is before I get to Ilinalta's Deep. Â The quest updates to point me to "rescue the wolf from the cage" but there is no wolf and no cage nearby. It's just pointing at the ground. I guess it's supposed to spawn a wolf in a cage for me to rescue? Was I not supposed to pick up that key before a specific quest? Seems like a bug Literally a couple of posts above it was written about, this is a mistake. And I suggest loading the save before picking up that key. Do not touch the key and start the quest for Tirwin, who is waiting at the Whiterun Inn. Â The problem has been reported to the appropriate person.
th-richter Posted May 23, 2025 Posted May 23, 2025 I hope this isn't a stupid question, but my English is very limited, and I'm not sure if Google translated it correctly. I wanted to download this quest mod and I'm not sure if this is "just" part 3 of a quest series (if so, where can I find the others) or if the DL expands the quest with part 3. So I thought I'd ask here just in case before installing the mod.
killer905 Posted May 23, 2025 Posted May 23, 2025 1 hour ago, th-richter said: I hope this isn't a stupid question, but my English is very limited, and I'm not sure if Google translated it correctly. I wanted to download this quest mod and I'm not sure if this is "just" part 3 of a quest series (if so, where can I find the others) or if the DL expands the quest with part 3. So I thought I'd ask here just in case before installing the mod. There are now 14 quets associated with the creatures, which includes as many as 16 creatures. Plus small tasks related to Tirwin herself. But I suggest you wait for the next update, which will add 6 more creatures. When is this update? We are targeting mid-June, but it could be sooner or later due to the testing needed to eliminate as many issues as possible. 1
killer905 Posted May 24, 2025 Posted May 24, 2025 3 creatures are practically ready, but there are still 3 creatures to be made. so we are about halfway through the update. A little spoiler where the Insatiable Tirwin adventure will take us.  DON'T CLICK IF YOU DON'T WANT TO KNOW WHERE YOU AND TIRWIN WILL GO! Spoiler  5
Donuts4me Posted May 24, 2025 Posted May 24, 2025 2 hours ago, killer905 said: 3 creatures are practically ready, but there are still 3 creatures to be made. so we are about halfway through the update. A little spoiler where the Insatiable Tirwin adventure will take us.  DON'T CLICK IF YOU DON'T WANT TO KNOW WHERE YOU AND TIRWIN WILL GO!  Reveal hidden contents   Spoiler Is that Serana and her mom?   1
killer905 Posted May 24, 2025 Posted May 24, 2025 33 minutes ago, Donuts4me said: Â Â Hide contents Is that Serana and her mom? Â Â
eflat01 Posted May 25, 2025 Posted May 25, 2025 (edited) On 5/24/2025 at 12:48 PM, killer905 said: 3 creatures are practically ready, but there are still 3 creatures to be made. so we are about halfway through the update. A little spoiler where the Insatiable Tirwin adventure will take us.  DON'T CLICK IF YOU DON'T WANT TO KNOW WHERE YOU AND TIRWIN WILL GO!  Reveal hidden contents  Spoiler I assume this is Gargoles or death hounds or something - I'd forgotten the spreadsheet you once posted.  In my game given that Serana is (cured) and married to the PC I'm wondering how this may play out.  Serana and Valerica's personalities are on steroids - SDA, Amourous Adventures, SLSF_Comments and Spouses Enhanced are really just a tip of the iceberg, there's more I'm forgetting.   Serana may have the most dialog of any npc in base-game but in my game on top of that she's totally aware of everything and likely has well over ten thousand lines of dialog, maybe twice that? I'd never counted. She is quest, location and npc aware, strikes up conversations with other npcs, will ask to stop at an inn for a drink, wants to be wined and dined or go on vacation to the ancestor glade, etc... will ask to get a room when feeling frisky or outright "Make love to me in the rain, HERE now right!" ... She's like a mind of her own, always active and will never stfu! (kind of reminds me of my wife. 😜 )  The Castle is looking pretty good these days via J.K's and just couple other mods. We do go visit Valerica on holidays and such just to get away from the rat race once in a while, She is the PC's mother-in-law after all although quite "closer" than most any in-laws. You know how some may be demanding and overbearing, in her case more so. 🤣  Old memories, when the Dragonborn refused Harkon's gift at the end of Bloodline, he took his own gift from her before letting her leave.  Edited May 25, 2025 by eflat01
killer905 Posted May 25, 2025 Posted May 25, 2025 43 minutes ago, eflat01 said:  Reveal hidden contents I assume this is Gargoles or death hounds or something - I'd forgotten the spreadsheet you once posted.  In my game given that Serana is (cured) and married to the PC I'm wondering how this may play out.  The Castle is looking pretty good these days via J.K's and just couple other mods. We do go visit Valerica on holidays and such just to get away from the rat race once in a while, She is the PC's mother-in-law after all although quite "closer" than most any in-laws. You know how some may be demanding and overbearing, in her case more so. 🤣  Old memories, when the Dragonborn refused Harkon's gift, he took his own gift from her before letting her leave.  Spoiler PC cannot in Vanilla marry Serana. So we will be treated as such.  I may point out here that any modifications that modify Volkihar may cause problems "Jk and others" for this update.... Â
eflat01 Posted May 25, 2025 Posted May 25, 2025 (edited) 3 hours ago, killer905 said:  Hide contents PC cannot in Vanilla marry Serana. So we will be treated as such.  I may point out here that any modifications that modify Volkihar may cause problems "Jk and others" for this update....  Spoiler Well, I'll cross that bridge when it comes, and pound the crap out of it, Will patch "if "and "where" needed. Easy to see in load order once loaded up in SSeEdit ... typically quests adding dialog do not cause any issues with npcs. dialog topic and trees have their own form id's which is why so many behave pretty well together  I always manage to find some common ground to make things behave. VAR loads up early I think it's about index 31 in my load. J.K.'s castle believe it or not is actually pretty light for the most part, and easy to flip objects around because they mostly add objects.      Spoiler  Edited May 25, 2025 by eflat01 1
pleasetryme Posted May 26, 2025 Posted May 26, 2025 i wish there was a way as a male pc to take over the male creature and see if from their perspective and pov from their eyes like become that creature and you have like your normal character as like a ghost or something and then you can jump back into your human form. or maybe she casts a spell on you if you want to become the creature, i have ideas but have no knowledge how to create such things or even if this is possible, or maybe i think there are some male to female creature animations but not much maybe there could be like an option to allow that as well for the future. like something like she can detect if your male player and asks if you want to try something different
killer905 Posted May 26, 2025 Posted May 26, 2025 9 hours ago, eflat01 said:  Hide contents Well, I'll cross that bridge when it comes, and pound the crap out of it, Will patch "if "and "where" needed. Easy to see in load order once loaded up in SSeEdit ... typically quests adding dialog do not cause any issues with npcs. dialog topic and trees have their own form id's which is why so many behave pretty well together  I always manage to find some common ground to make things behave. VAR loads up early I think it's about index 31 in my load. J.K.'s castle believe it or not is actually pretty light for the most part, and easy to flip objects around because they mostly add objects.       Hide contents  My experience says otherwise, but we shall see. 1
killer905 Posted May 26, 2025 Posted May 26, 2025 1 hour ago, pleasetryme said: i wish there was a way as a male pc to take over the male creature and see if from their perspective and pov from their eyes like become that creature and you have like your normal character as like a ghost or something and then you can jump back into your human form. or maybe she casts a spell on you if you want to become the creature, i have ideas but have no knowledge how to create such things or even if this is possible, or maybe i think there are some male to female creature animations but not much maybe there could be like an option to allow that as well for the future. like something like she can detect if your male player and asks if you want to try something different There is a command that allows you to control NPCs (I don't know if creatures too) in a limited way. Also in theory it would be possible to get creature POV, but would you have a good POV view for some animations? I don't know myself.
pleasetryme Posted May 26, 2025 Posted May 26, 2025 thankyou for responding was a wild thought appreciate your time Â
eflat01 Posted May 26, 2025 Posted May 26, 2025 (edited) 11 hours ago, killer905 said: My experience says otherwise, but we shall see.  Spoiler I don't expect much issue, I do have other mods affecting npc dialogs already touched by this mod, my Bannered Mare is not vanilla as are many locations VAR edits and @Gristle 's SLSF_Comments also hits up Serana with no conflicts. I'm thinking at most maybe some dialog may be strange or seem out of place...  You both design pretty tight mods with little back-lash...  Though like I said we'll see and I'll let you both know if I had to do any special magic on my end.  Edited May 26, 2025 by eflat01
Gristle Posted May 26, 2025 Author Posted May 26, 2025 6 hours ago, eflat01 said:   Hide contents I don't expect much issue, I do have other mods affecting npc dialogs already touched by this mod, my Bannered Mare is not vanilla as are many locations VAR edits and @Gristle 's SLSF_Comments also hits up Serana with no conflicts. I'm thinking at most maybe some dialog may be strange or seem out of place...  You both design pretty tight mods with little back-lash...  Though like I said we'll see and I'll let you both know if I had to do any special magic on my end.  Without giving anything away, the next few quests use clones of vanilla NPCs, and great effort was taken to use them in such a way as to not conflict with any quest status, dialogue, or relationships the PC may or may not have with the NPCs in question. So, there should be zero NPC conflicts. Also, I should note that you are told not bring followers (except for Tirwin) at a critical point in the quest. As for potential location conflicts, see spoiler box below.  Spoiler The quest uses cloned Volkihar locations, except for three world spaces (which cannot be cloned like cells): castle exterior 5 (inlet with old dock), the castle exterior 9 (fast travel balcony outside Valerica's laboratory, and the castle courtyard. The most likely conflicts are mods that add items to the castle courtyard. I can't imagine these blocking quests, but it might make the courtyard look bad or non-immersive. Hard to explain without further spoilers.  3
eflat01 Posted May 26, 2025 Posted May 26, 2025 (edited) 1 hour ago, Gristle said: Without giving anything away, the next few quests use clones of vanilla NPCs, and great effort was taken to use them in such a way as to not conflict with any quest status, dialogue, or relationships the PC may or may not have with the NPCs in question. So, there should be zero NPC conflicts. Also, I should note that you are told not bring followers (except for Tirwin) at a critical point in the quest. As for potential location conflicts, see spoiler box below.   Hide contents The quest uses cloned Volkihar locations, except for three world spaces (which cannot be cloned like cells): castle exterior 5 (inlet with old dock), the castle exterior 9 (fast travel balcony outside Valerica's laboratory, and the castle courtyard. The most likely conflicts are mods that add items to the castle courtyard. I can't imagine these blocking quests, but it might make the courtyard look bad or non-immersive. Hard to explain without further spoilers.   That's good to know, I know you had done so with other npcs I beleive, i.e. VAR_Ria. Oh btw, I always left the wife at home in the past on the playthroughs of this mod anyway, don't like her in the way, 😉 but I had stopped by home to check up on her between a few quests just to make sure she didn't kill a steward, housecarl or kids yet. 😜  Spoiler You know those npcs with with high necromancy skill, just may likely kill you and use a dread-zombie spell to make sure next time you'll quickly get them that sweet roll and a mead they asked for. 😉  Edited May 26, 2025 by eflat01
killer905 Posted May 29, 2025 Posted May 29, 2025 We have already completed half of the upcoming update, but unfortunately, we have found new bugs that need to be fixed. 1
Snakekill1119 Posted May 29, 2025 Posted May 29, 2025 (edited) I'm not sure if its been posted through the mass amount of post associated with this mod but I'm having some trouble and would love some help. I'm currently on the "Bareback Riding" quest, I'm at the rieklings mine and after entering, she doesn't follow the riekling down. She does comment that she should take the lead but that is all. I have tried reloading, enable/disable, leaving and re-entering, fast traveling away, restarting the game all together. Used SL debug to hopefully reset her AI and nothing.  EDIT: I found the posts referring to the mine as well as the quest ID so I just ended up skipping it. This has been the only issue so far; otherwise great mod! Edited May 29, 2025 by Snakekill1119
killer905 Posted May 29, 2025 Posted May 29, 2025 (edited) 11 hours ago, Snakekill1119 said: I'm not sure if its been posted through the mass amount of post associated with this mod but I'm having some trouble and would love some help. I'm currently on the "Bareback Riding" quest, I'm at the rieklings mine and after entering, she doesn't follow the riekling down. She does comment that she should take the lead but that is all. I have tried reloading, enable/disable, leaving and re-entering, fast traveling away, restarting the game all together. Used SL debug to hopefully reset her AI and nothing.  EDIT: I found the posts referring to the mine as well as the quest ID so I just ended up skipping it. This has been the only issue so far; otherwise great mod! Move Tirwin by commad to the bottom or end of the location and wait for Riekling to arrive, or move him as well.  If you have recently started your adventure with Animal Research, you have the spell to summon Tirwin to you. Edited May 29, 2025 by killer905
eflat01 Posted May 30, 2025 Posted May 30, 2025 On 5/28/2025 at 8:25 PM, killer905 said: We have already completed half of the upcoming update, but unfortunately, we have found new bugs that need to be fixed. Â It's when a dev don't find bugs in the first attempt that they're leery, There are always bugs and oversights to be found the first go at it.
killer905 Posted May 30, 2025 Posted May 30, 2025 2 hours ago, eflat01 said: Â It's when a dev don't find bugs in the first attempt that they're leery, There are always bugs and oversights to be found the first go at it. I test first half part mod like 20 times but you have right ^^
VestalUsherer Posted May 31, 2025 Posted May 31, 2025 I can't complete the Kyne's final trial because Graywinter Watch cave still has Ria and the bear. The bear sub-quest was completed without an issue earlier. When talking to Ria there's no dialogue option to move along. Is there any console command that might help in this situation?
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