killer905 Posted July 23, 2025 Posted July 23, 2025 (edited) 6 hours ago, Harby94 said: I'm having some trouble with this mod. I met Tirwin early on, but when she mentioned Ilinata's Deep, since I play Requiem, I knew I would need to come back to do this later because mages are way too high level for me. Now I decided I was strong enough to take them on, after doing various questlines, including the Companions. At some point though, the quest got updated to the stage where I need to free the wolf, I have no idea how. But there is no wolf. The marker points to empty grass. I tried clearing Ilinata's Deep with Tirwin in tow to see if that might reset things, but I can't find any unique book anywhere. I tried searching this thread for similar things, but it turned up nothing. Please Help. Load the save and do not pick up the key from the chest or approach the location where you are supposed to release the wolf, as this is a bug and will ruin the rest of the quest. Alternatively, wait for an update, which should fix it, but it won't fix a quest that has already been started. You can also specify where you have the number 1 for a given stage under the VAR_MainQuest command. But what I mentioned above happened. Edited July 23, 2025 by killer905
LordofLurking Posted July 23, 2025 Posted July 23, 2025 Honestly the part on the boat was the hottest. It’s immersive - the DB and Tirwin are stuck in a situation, how can they work with the constraints of the story and leverage what assets and ingenuity they have to their advantage. Always a fan of scenario-based things, especially where there’s player control over the matter. Also in no small part - it was nice to see the DB getting fucked alongside Tirwin. Far too often in LL mods it’s either the player going it themselves or one after another. So, this is another Big W for immersion.
eflat01 Posted July 23, 2025 Posted July 23, 2025 (edited) 8 hours ago, Harby94 said: I'm having some trouble with this mod. I met Tirwin early on, but when she mentioned Ilinata's Deep, since I play Requiem, I knew I would need to come back to do this later because mages are way too high level for me. Now I decided I was strong enough to take them on, after doing various questlines, including the Companions. At some point though, the quest got updated to the stage where I need to free the wolf, I have no idea how. But there is no wolf. The marker points to empty grass. I tried clearing Ilinata's Deep with Tirwin in tow to see if that might reset things, but I can't find any unique book anywhere. I tried searching this thread for similar things, but it turned up nothing. Please Help. Ummm, You picked up the wolf's cage key before it's time? That sets a stage. This may or may not work. First put the key back then open the console and resetquest VAR_MainQuest. Edited July 23, 2025 by eflat01
killer905 Posted July 23, 2025 Posted July 23, 2025 14 minutes ago, eflat01 said: Ummm, You picked up the wolf's cage key before it's time... that sets a stage. This may or may not work. First put the key back then open the console and resetquest VAR_MainQuest. If i remeber this not help...
eflat01 Posted July 23, 2025 Posted July 23, 2025 11 minutes ago, killer905 said: If i remeber this not help... The only other things I can think of trying are to load a save prior to meeting Tirwin or before they ever entered that area where the wolf is later located. Either that or to uninstall the mod, load a save, make a save then clean it with Falrim tools or something and test that save, then reinstall the mod again? It's important when playing with quest mods in Skyrim or Fallout is to save often between every single quest.
killer905 Posted July 23, 2025 Posted July 23, 2025 1 hour ago, eflat01 said: The only other things I can think of trying are to load a save prior to meeting Tirwin or before they ever entered that area where the wolf is later located. Either that or to uninstall the mod, load a save, make a save then clean it with Falrim tools or something and test that save, then reinstall the mod again? It's important when playing with quest mods in Skyrim or Fallout is to save often between every single quest. True, but i think load save before pick up a key from chest or even better before we go to bandit camp near whiterun.
eflat01 Posted July 23, 2025 Posted July 23, 2025 (edited) 1 hour ago, killer905 said: True, but i think load save before pick up a key from chest or even better before we go to bandit camp near whiterun. Well yes, for Animal Research, but we should be doing so with every mod which has a quest or even a script in it, does not matter much with mods which just add items such as armor, clothing, etc... although should get those ref id's out of a save rather than carry the baggage. i.e. I ran into a terrible bug recently with Estrus Mimic Redux, I only added it to my load to check it out since I already had Estrus. What Estrus Mimic Redux does is put a chance on chests and other containers to spawn a Mimic (Estrus tentacles which grab a hold of them of course and play the Estrus animations... ) when you or a npc open it. What happened I'm sure is I added another mod which has an McM in it. I did not notice but somehow the McM of Estrus Mimic Redux screwed up, titles and values were gibberish the result was I had random furniture in cells just up and disappear in my saves, more annoying than anything. I looked through the load to collect the ref id's and tried to bring them back in console but they literally no longer existed - so that mod must be flat out removing and replacing ref id's was the only thing I could imagine. So I had remove that mod and load a save from three and half months ago and play on from there. Edited July 23, 2025 by eflat01
killer905 Posted July 23, 2025 Posted July 23, 2025 1 hour ago, eflat01 said: Well yes, for Animal Research, but we should be doing so with every mod which has a quest or even a script in it, does not matter much with mods which just add items such as armor, clothing, etc... although should get those ref id's out of a save rather than carry the baggage. i.e. I ran into a terrible bug recently with Estrus Mimic Redux, I only added it to my load to check it out since I already had Estrus. What Estrus Mimic Redux does is put a chance on chests and other containers to spawn a Mimic (Estrus tentacles which grab a hold of them of course and play the Estrus animations... ) when you or a npc open it. What happened I'm sure is I added another mod which has an McM in it. I did not notice but somehow the McM of Estrus Mimic Redux screwed up, titles and values were gibberish the result was I had random furniture in cells just up and disappear in my saves, more annoying than anything. I looked through the load to collect the ref id's and tried to bring them back in console but they literally no longer existed - so that mod must be flat out removing and replacing ref id's was the only thing I could imagine. So I had remove that mod and load a save from three and half months ago and play on from there. That's suck ;/ 1
Gristle Posted July 24, 2025 Author Posted July 24, 2025 (edited) New Version 0.4 posted. Tirwin is happy to finally have her own horse between her legs. Edited July 24, 2025 by Gristle 5
kamithemoon Posted July 24, 2025 Posted July 24, 2025 New update, horray! Looking into it, I'm counting over 10k new audio files! 😨. However, about 6k of these are shared across all 42 generic voice types and are for the Unknown Pleasures quest. Are all 42 generic voice types used in this quest or just a few? I might have to just refrain from voicing this one as 6k lines is a lot.
Sendmecatpics Posted July 24, 2025 Posted July 24, 2025 (edited) Loving the update so far but I seem to be stuck at the gargoyle quest. After Tirwin talks to Valerica the gargoyle comes alive and has his way with Tirwin but afterwards it just stands there. Neither Tirwin nor Valerica have any new dialogue, gargoyle cannot be interacted with either. Am I missing something or did something break? setstage var_gargoyle 220 "fixed" the problem but I'm guessing that's not the intended way to move forward Edited July 24, 2025 by Sendmecatpics
killer905 Posted July 24, 2025 Posted July 24, 2025 3 hours ago, kamithemoon said: New update, horray! Looking into it, I'm counting over 10k new audio files! 😨. However, about 6k of these are shared across all 42 generic voice types and are for the Unknown Pleasures quest. Are all 42 generic voice types used in this quest or just a few? I might have to just refrain from voicing this one as 6k lines is a lot. Not 10,000, but 8,500. Does the Unknown Pleasures quest use all 42? Probably not, but I didn't have time to analyse which voices it actually uses in this quest. 1
killer905 Posted July 24, 2025 Posted July 24, 2025 15 minutes ago, Sendmecatpics said: Loving the update so far but I seem to be stuck at the gargoyle quest. After Tirwin talks to Valerica the gargoyle comes alive and has his way with Tirwin but afterwards it just stands there. Neither Tirwin nor Valerica have any new dialogue, gargoyle cannot be interacted with either. Am I missing something or did something break? setstage var_gargoyle 220 "fixed" the problem but I'm guessing that's not the intended way to move forward After sex, Tirwin should approach the PC using ForceGreet. If this did not happen, something went wrong.
Lilzt3hcat Posted July 24, 2025 Posted July 24, 2025 (edited) Spoiler The part with harkon (so strange how little 'lust' domination type stuff there is for skyrim, esp where the player is the target, could make a whole mod on that alone lol, using the players own sex drive against them.) and the sanguine section are superb 👍 Edited July 24, 2025 by Lilzt3hcat 1
killer905 Posted July 24, 2025 Posted July 24, 2025 43 minutes ago, Lilzt3hcat said: Hide contents The part with harkon (so strange how little 'lust' domination type stuff there is for skyrim, esp where the player is the target, could make a whole mod on that alone lol, using the players own sex drive against them.) and the sanguine section are superb 👍 Already finished whole content? Wow. 1
eflat01 Posted July 24, 2025 Posted July 24, 2025 21 hours ago, killer905 said: That's suck ;/ Yes but not unusual with a long standing game and large load order.
eflat01 Posted July 24, 2025 Posted July 24, 2025 (edited) 8 hours ago, Gristle said: New Version 0.4 posted. Tirwin is happy to finally have her own horse between her legs. She seemed pretty darn happy with the horse at the farm between her legs in the last version. I suppose now she's happier because it's more regular? 😉 Downloaded but will have to wait 'til the weekend to start in on it. Edited July 24, 2025 by eflat01
eflat01 Posted July 24, 2025 Posted July 24, 2025 (edited) 3 hours ago, Huiplo said: Deathhound's book is missing from Serana's table I'd not played the new version yet but it looks like @Gristle and @killer905 took caution not to cause conflict with the castle by creating new cells. North tower looks like if should have no issues I see even with JK's Castle Volkihar, but I had not looked at the worldspace until now. Hey @Gristle how are you using that courtyard cleanup ref? JK's Castle Volkihar however does mess with the courtyard too moving things a bit... So if you have JK's disable it to just to play thru this mod, or force JK's to load prior VAR. Personally, I'd hate to disable JK's. my mother-in-law - since the PC married Serana - just may get angry since J.K's cleans up a bit of the mess in her library. Yet what the hell, she's always exploiting the PC for blood among other things... 😉 Spoiler So I doubt if some other mod could be in conflict with it unless the doors? I typically load up the load order in SSeEdit to check for conflicts whenever I add a mod or new version of one... I also tend to go ahead and carry over USSEP changes, just shear edit/copy into a mod rather than create a patch because usually it's just something simple like the weather or audio for some cell. I also check for errors: Have seventeen mostly old unused dialog, an bottle of semen with a null effect and then there's a navmesh warning on a door? Not sure why but it on the teleport. I'd not started playing it yet and a bit reluctant to load it into CK to see specifics... Edited July 24, 2025 by eflat01
Gristle Posted July 24, 2025 Author Posted July 24, 2025 2 hours ago, Huiplo said: Deathhound's book is missing from Serana's table After Serana bites you and Tirwin (or just Tirwin), she remarks how good the blood tastes. That dialogue (stage 111) enables the book. Then the player can ask about the book and an objective marker (stage 120) appears on the book. Did Serana force greet you with that dialogue after biting you/Tirwin? There is a delay, especially if something is blocking her. Does the objective marker appear but point to nothing? In any case, I would try going back a save and running this scene again. Otherwise, you can 'setstage VAR_DeathHound 140' and then 'give' the book to Tirwin. This will advance the quest, but Tirwin won't actually get the book. 1
killer905 Posted July 24, 2025 Posted July 24, 2025 2 hours ago, Huiplo said: Deathhound's book is missing from Serana's table The book appears as Serana finishes her sentence, lying on the table. 1
Gristle Posted July 24, 2025 Author Posted July 24, 2025 4 hours ago, Lilzt3hcat said: Hide contents The part with harkon (so strange how little 'lust' domination type stuff there is for skyrim, esp where the player is the target, could make a whole mod on that alone lol, using the players own sex drive against them.) and the sanguine section are superb 👍 Glad you liked it. Did you run into any bugs or problems? 1
killer905 Posted July 24, 2025 Posted July 24, 2025 13 minutes ago, eflat01 said: I'd not played the new version yet but it looks like @Gristle and @killer905 took caution not to cause conflict with the castle by creating new cells. So I doubt if some other mod could be in conflict with it unless the doors? I typically load up the load order in SSeEdit to check for conflicts whenever I add a mod or new version of one... I also tend to go ahead and carry over USSEP changes, just shear edit/copy into a mod rather than create a patch because usually it's just something simple like the weather or audio for some cell. I also check for errors: Have seventeen mostly old unused dialog, an bottle of semen with a null effect and then there's a navmesh warning on a door? Not sure why but it on the teleport. I'd not started playing it yet and a bit reluctant to load it into CK to see specifics... There are copies of cells from another reason, but when you play, you'll see why :3 The bottle with the seed is used, but it could also be another bottle that I don't know about. 1
Gristle Posted July 24, 2025 Author Posted July 24, 2025 5 hours ago, Sendmecatpics said: Loving the update so far but I seem to be stuck at the gargoyle quest. After Tirwin talks to Valerica the gargoyle comes alive and has his way with Tirwin but afterwards it just stands there. Neither Tirwin nor Valerica have any new dialogue, gargoyle cannot be interacted with either. Am I missing something or did something break? setstage var_gargoyle 220 "fixed" the problem but I'm guessing that's not the intended way to move forward Tirwin should force greet you after the first gargoyle sex ("I'm so embarrassed! I said such dirty things, and I was so loud when I came.") That dialogue occurs on stage 215, and picking one of the dialogue choices advances the stage to 220. The code is right, but Tirwin's force greets get delayed sometimes. You might check the stage after the gargoyle sex. If it's at 215, then the end of sex detection (via Sexlab) is fine. If at 215, then try hovering near Tirwin.
Gristle Posted July 24, 2025 Author Posted July 24, 2025 3 minutes ago, killer905 said: The bottle with the seed is used, but it could also be another bottle that I don't know about. I used a potion bottle for the empty bottle (it looked nice), but didn't give it a magic effect. (I didn't want to take the time to turn it into a static object.) So, the CK or xEdit will warn that it's missing a magic effect, but it's not supposed to have any, so that's fine. That said, I didn't test trying to drink from it. These empty bottles get removed and replaced once filled, so I didn't think anyone would take them from Tirwin and try to drink from an empty bottle. 1
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