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Animal Research: The Insatiable Scholar


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Posted
15 minutes ago, killer905 said:

First of all, I don't know what mods you have installed. Unfortunately, I can't read tea leaves. The best option would be to remove/disable the mod responsible for changes to creatures and see if the problem persists.

I've already deleted and reinstalled everything and it hasn't changed, that's why I'm opting more for the idea of forgetting, I think I've forgotten something, especially since it's specific, I have the horses, the deer, the crabs, while doing the quest I also met the undead, I have the impression that I'm only missing the hostile animals, while walking around I saw that I was missing the trolls too

 

Posted
1 hour ago, tokrat said:

I've already deleted and reinstalled everything and it hasn't changed, that's why I'm opting more for the idea of forgetting, I think I've forgotten something, especially since it's specific, I have the horses, the deer, the crabs, while doing the quest I also met the undead, I have the impression that I'm only missing the hostile animals, while walking around I saw that I was missing the trolls too

 

This is a peculiar situation. I suggest removing everything, including Skyrim, reinstalling Skyrim, and installing mods gradually. That is, install two mods and check if everything is working properly in the game. Remember to read the mod descriptions, as they may mention, for example, that other mods are required for this particular mod to work properly. Also, remember to install mods compatible with your version, i.e. LE/SE/AE.

Posted
22 minutes ago, killer905 said:

This is a peculiar situation. I suggest removing everything, including Skyrim, reinstalling Skyrim, and installing mods gradually. That is, install two mods and check if everything is working properly in the game. Remember to read the mod descriptions, as they may mention, for example, that other mods are required for this particular mod to work properly. Also, remember to install mods compatible with your version, i.e. LE/SE/AE.

Do you think it would be more directly related to the game than to a forgotten mod or a bad link?

 

Posted
2 hours ago, tokrat said:

Do you think it would be more directly related to the game than to a forgotten mod or a bad link?

 

It just works. Sometimes you start from scratch, and suddenly it works. Don't ask me why, because you could write a book as long as the sixth Harry Potter novel explaining why something so silly could work.

Posted

I downloaded and finished all the quests so far. Quite well done, though the voices sound odd at times (I didn't install the better voices file). I wonder if werewolves will be added some day; if the PC is a werewolf that could make the search easier. Or maybe Tirwin may insist on a different, more feral one. :)

Posted
22 minutes ago, Carnotaurus said:

I downloaded and finished all the quests so far. Quite well done, though the voices sound odd at times (I didn't install the better voices file). I wonder if werewolves will be added some day; if the PC is a werewolf that could make the search easier. Or maybe Tirwin may insist on a different, more feral one. :)

It's no secret. But the werewolf will be in the next update, and Tirwin will want someone other werewolof than PC (male) if he is a werewolf.

Posted (edited)
On 7/10/2025 at 7:26 AM, killer905 said:

It's no secret. But the werewolf will be in the next update, and Tirwin will want someone other werewolof than PC (male) if he is a werewolf.

 

Some women do seem to love those romance novels about being taken by primal werewolf. 😂

 

Tirwin have a paper-back of Moon Touched or something? 😛

 

 

Edited by eflat01
Posted
2 hours ago, eflat01 said:

 

Some women do seem to love those romance novels about being taken by primal werewolf. 😂

 

Tirwin have a paper-back of Moon Touched or something? 😛

 

 

Ask her next time :3

Posted (edited)
1 hour ago, killer905 said:

Ask her next time :3

 

I ask her a lot of things, however remember she hired me so she's my boss, 50/50 toss-up sometimes if I ask her something upsetting she may put me over her knee and spank me. 😜

Edited by eflat01
Posted
3 hours ago, eflat01 said:

 

I ask her a lot of things, however remember she hired me so she's my boss, 50/50 toss-up sometimes if I ask her something upsetting she may put me over her knee and spank me. 😜

Huh? You know she only paid you for one book? And every subsequent one is voluntary work? So technically she's not your boss if she doesn't pay you ^^ Anyway, I think Tirwin deserves a hard slap on her ass by PC, right?

Posted
1 hour ago, nilead said:

There is no solution to a conflict with JK Solitude outskirts, right? A shame, but something got to give.

Emm? But Animal Research does not modify Solitude outskirts in any way, so JK Solitude outskirts would need a patch for AR. Are you sure you haven't mixed up the mods?

Posted (edited)
5 hours ago, nilead said:

There is no solution to a conflict with JK Solitude outskirts, right? A shame, but something got to give.

I would not think JK's outskirts and VAR conflict? I do not use any of the outskirts but I use his AIO, Tel Mithryn and nearly all his interior mods and I have no issue.

 

So here, Install both mods, do not play but load the load order in SSeEdit to check the area around Whiterun. As I'm thinking about this Var adds in a marker during a later quest at the Khjit camp and of course some items for the wolf quest - JK's likely does not touch the later. For Solitude outskirts and others do the same. 

 

Gristle's pretty darn good with creating mods which edit places with little to no conflict ... i.e. for as many places as SLSFC touches it's clean as a bell. Few mod authors seem to know enough to clean dup unedited records out of their mods.

 

Edited by eflat01
Posted (edited)
3 hours ago, killer905 said:

Emm? But Animal Research does not modify Solitude outskirts in any way, so JK Solitude outskirts would need a patch for AR. Are you sure you haven't mixed up the mods?

Reasonably sure of it, same issue has been reported here: 

Moreover, it would seem that a conflict is much more problematic than a cosmetic mismatch, as indicated here:

I would guess its more on JK outskirts removing the ship that is there in Vanilla, but well, Nexus folks arent big on patching for LL stuff.

Edited by nilead
Posted
2 minutes ago, nilead said:

Reasonably sure of it, same issue has been reported here: 

Moreover, it would seem that a conflict is much more problematic than a cosmetic mismatch, as indicated here:

 

Everyone is somewhat correct here. The issue doesn't arise from this mod modifying the Solitude harbor. It arises from other mods modifying the Solitude harbor. This mod assumes a vanilla ship sits in the harbor at a vanilla dock. If that ship or dock are not there, actors in this mod will fall into the ocean. There is no patch that I am aware of.

Posted
12 minutes ago, nilead said:

Reasonably sure of it, same issue has been reported here: 

Moreover, it would seem that a conflict is much more problematic than a cosmetic mismatch, as indicated here:

I would guess its more on JK outskirts removing the ship that is there in Vanilla, but well, Nexus folks arent big on patching for LL stuff.

You didn't write what exactly the problem is. If you had written that the ship is too far from the port Solitude, it would be a different conversation. Then I would know what you mean, but you only gave a general description of the problem.

Posted
1 minute ago, killer905 said:

You didn't write what exactly the problem is. If you had written that the ship is too far from the port Solitude, it would be a different conversation. Then I would know what you mean, but you only gave a general description of the problem.

Fair enough, issue was described before and JK set is widely ran, so i assumed (baselessly) that it is known one. Regardless, answer is there, will roll without JK Solitude outskirts.

Posted (edited)
1 hour ago, nilead said:

Fair enough, issue was described before and JK set is widely ran, so i assumed (baselessly) that it is known one. Regardless, answer is there, will roll without JK Solitude outskirts.

 

Ahh, I see... 

 

Now then to patch this, you need to get the list of the objects in AR for the area (should be a small set), compare them to JK's (I hope JK just moved the ship and did not delete it or add a new one, Find the darn ship), copy them from AR to a new patch mod and change the x y z locations for them - just put them somewhere on that darn ship. 

 

Is Block -1,0 Sub-Block -2,2  ID xx0092BC

 

SolitudeDocks.JPG

 

If I had JK's Solitude outskirts I'd do this but I do not,

 

I'd most likely in Creation Kit as they look like new objects added in by AR and so would be easier to grab them and move around to where you wanted them. 

 

Steps to do that would be to

 

1. set the ESM flag in SSeEdit for both JK's and AR save that. Close SSeEdit

 

2. Then load up CK and select JK's and AR but with no Active mod

 

3. Move the objects onto the ship

 

4. Save as a new mod "JK's Solitude Outskirt AR Patch.esp"

 

5. Load SSeEdit again and remove the ESM flag for both JK's and AR save that.

 

I do not know why JK's moved the ship but may be easier to put the ship back to where it was in vanilla?

 

Can likely set the Esl flag on the new .esp.

 

On that note most of JK's are fairly clean - especially the interiors - but a few of the older JK mods like the outskirts never been due they're changing terrain heights, navmesh and moving and adding a ton.

 

 

Edited by eflat01
Posted

This looks very interesting and thanks for making both SE and LE verisons.   I'm not quite sure I understand something.  In the OP it mentions previous chapters of the story, are they included in this version of the mod, or do I need to get a different mod for the previous parts of the story?

Posted
1 hour ago, eflat01 said:

 

Ahh, I see... 

 

Now then to patch this, you need to get the list of the objects in AR for the area (should be a small set), compare them to JK's (I hope JK just moved the ship and did not delete it or add a new one, Find the darn ship), copy them from AR to a new patch mod and change the x y z locations for them - just put them somewhere on that darn ship. 

 

Is Block -1,0 Sub-Block -2,2  ID xx0092BC

 

SolitudeDocks.JPG

 

If I had JK's Solitude outskirts I'd do this but I do not,

 

I'd most likely in Creation Kit as they look like new objects added in by AR and so would be easier to grab them and move around to where you wanted them. 

 

Steps to do that would be to

 

1. set the ESM flag in SSeEdit for both JK's and AR save that. Close SSeEdit

 

2. Then load up CK and select JK's and AR but with no Active mod

 

3. Move the objects onto the ship

 

4. Save as a new mod "JK's Solitude Outskirt AR Patch.esp"

 

5. Load SSeEdit again and remove the ESM flag for both JK's and AR save that.

 

I do not know why JK's moved the ship but may be easier to put the ship back to where it was in vanilla?

 

Can likely set the Esl flag on the new .esp.

 

On that note most of JK's are fairly clean - especially the interiors - but a few of the older JK mods like the outskirts never been due they're changing terrain heights, navmesh and moving and adding a ton.

 

 

I think it would be easier to do it in CK than in TESEDIT.

Posted
34 minutes ago, ekw070 said:

This looks very interesting and thanks for making both SE and LE verisons.   I'm not quite sure I understand something.  In the OP it mentions previous chapters of the story, are they included in this version of the mod, or do I need to get a different mod for the previous parts of the story?

I don't quite understand the question, but apart from FNIS/Pandora, SexLab and SLAL, there are no other requirements.

Posted
2 hours ago, nilead said:

Fair enough, issue was described before and JK set is widely ran, so i assumed (baselessly) that it is known one. Regardless, answer is there, will roll without JK Solitude outskirts.

I'll have to learn how to make the right patches and do them, but it takes me time to test the next AR update, which, by the way, is quite different from the rest of the tasks, and I like them :3

Posted
1 hour ago, ekw070 said:

This looks very interesting and thanks for making both SE and LE verisons.   I'm not quite sure I understand something.  In the OP it mentions previous chapters of the story, are they included in this version of the mod, or do I need to get a different mod for the previous parts of the story?

 

54 minutes ago, killer905 said:

I don't quite understand the question, but apart from FNIS/Pandora, SexLab and SLAL, there are no other requirements.

 

I think they are asking if you need older versions of the mod in addition to the latest? Like the latest version only has the latest quests and not the early ones that were on earlier versions.

 

The answer to that is no. You do not need older versions like 0.22 or 0.33 in order to use 0.36. The latest version always has everything that prior versions had. One only needs one file at a time. Just use the latest file.

Posted (edited)
1 hour ago, killer905 said:

I think it would be easier to do it in CK than in TESEDIT.

Yes it would, and while I mentioned I'd use the Creation Kit to do it also. Like I said you'd have complete visibility of all the items and the block area involved.  I only use SSeEdit for information, minor changes, set header flags, renumbering ID's if going to eslfy and to check mods for errors. 

 

You'd be pretty much playing guessing games to change x y z orientations in SSeEdit which would be totally trial and error to get them in decent places (would have to find the boat or an object on it and start guessing from that). 

 

A question came to my mind after I posted on patching this is... I don't remember on the quest where everyone zoned (traveled) in, is it relevant to something on the boat, to the dock marker or what? I did not bother to look at the script. 

 

I do not blame you for not wanting to write patches, I'm like forever patching and tweaking and that in turn only affords me to do minor modding of my own. 

 

H3ll I made the mistake of adding in Estrus Mimic off nexus, somewhere the darn thing screwed up it's McM without me knowing about it, the result was randomly missing furniture everywhere after that. I could not find a save without the mod and so I though F-it and uninstalled it but the furniture was gone ... left two options - start a new game or patch the furniture back in a cell at a time when I found something missing. 

Edited by eflat01
Posted
1 hour ago, Donuts4me said:

 

 

I think they are asking if you need older versions of the mod in addition to the latest? Like the latest version only has the latest quests and not the early ones that were on earlier versions.

 

The answer to that is no. You do not need older versions like 0.22 or 0.33 in order to use 0.36. The latest version always has everything that prior versions had. One only needs one file at a time. Just use the latest file.

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