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Animal Research: The Insatiable Scholar


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Posted (edited)
4 hours ago, raeder87 said:

20250817145619_1.jpg.233589be25e2810567818520419bec6e.jpg

 

It never works, not with the dog nor with the horse. Maybe if i teleport Serana here she will be used instead of Ingun. :D

It strikes me that Serana may have been the last person (non-creature) your PC had sex with. It seems for some reason Sexlab is not updating the actor.  Maybe try resetting Sexlab?

Edited by Gristle
Posted (edited)
1 hour ago, Gristle said:

It strikes me that Serana may have been the last person (non-creature) your PC had sex with. It seems for some reason Sexlab is not updating the actor.  Maybe try resetting Sexlab?

 

Some stage in the prior quests at the castle is not set maybe? Confusing which quest is running? Had they skipped over any?

 

The call is pretty darn straight forward. The ref is for the acts alias array are point blank assigned.

 

SexLab.StartSex(acts, anims,CenterOn=BBSexSpot, hook = "VARSexEndHook")

 

It almost seems more like the call is coming out of a different stage of  a prior quest , though not sure how'd they'd got past the werewolf quest?

 

Guess there can use an sqs to poke around and check what's completed or not?

 

I also wonder if the call is coming out of some other mod? 

Edited by eflat01
Posted
2 hours ago, Gristle said:

The only time she should automatically put her hair up is when she walks into a city, town, inn, etc. This script checks the 'VAR_LHRequest' global variable when she enters a populated area. 

 

        if !(TirwinLH.IsEquipped(Braids)) && VAR_LHRequest.GetValue() == 0
            TirwinLH.AddItem(Braids,1,true)
            Utility.Wait(0.1)
            TirwinLH.EquipItem(Braids,true,true)
            debug.Notification("Tirwin puts her silver hair up in braids")

 

So, you can check the value of this variable, or set it '1' manually. But asking her to keep her hair down (available after the giant/mammoth) sets it for you.

 

     TirwinLH.RemoveItem(Braids,1,true)
     debug.Notification("Tirwin lets her silver hair down")
     VAR_LHRequest.SetValue(1)

 

Under what circumstance is she switching to the braids?

When I get near a settlement - so it is like the variable is not being set - I'm currently trying it on a new save, maybe my save is just broken.

But thanks for the reply

Posted
On 8/15/2025 at 8:10 AM, Amrovich said:

And lastly I noticed a minor incompatibility with Nether Follow Framework NFF .... When I tell Tirwin to follow through mod dialogue she is not treated as a follower by NFF and noticed her outfit and collar don't usually update correctly in this case but everything else is fine. But when I tell her to follow through vanilla follower dialogue she follows as an actual follower but sometimes this can break quests when she needs to forcegreet the player. Not 100% but I noticed it is generally more stable when I use the follow from your mod and live with outfits not updating sometimes rather than breaking the quests. 

 

On 8/15/2025 at 1:22 PM, Gristle said:

I'm not sure what you mean by "follow through vanilla follower dialogue". Tirwin isn't in any vanilla follower faction and shouldn't have any vanilla follower dialogue. It must be a feature of NFF that allows you to make any NPC a follower, presumably by adding them to the follower factions. I would not use such a feature, as I would expect it to conflict with Tirwin's AI packages. 

 

I don't understand why NFF would be affecting her outfits if she's not a NFF follower. One note is that Tirwin should only ever have one outfit in her inventory. If she has more, then Skyrim will try to select the "best" outfit for her when she changes cells. Future plans involve a multi-outfit system, but for now she can only have one outfit -- and I'm not counting her robes, which she manages herself.

 

Tirwin cannot be a part of NFF unless you ask her through dialogue. Even after adding her, there should still be only one dialogue option to ask her to follow.

 

Spoiler

image.jpeg.36a33054fc0d78e34d1aca064183af79.jpeg

image.jpeg.ad50b9ea7076d82323c49b6a0ba7fe12.jpeg

 

But like Gristle said, this is not a good idea and I found it does not effect her undressing/redressing. I tried using NFF to see if it would make her keep her clothes off after sex acts, but it did not. It will just make her act weird like she will not have her occasional comments while adventuring or she will always cast candlelight and keep it active when in a cave or when it is nighttime (all NFF followers that know this spell will do this).

 

Without NFF, she just casts it occasionally and always says "I'll make some light." With NFF she never says anything and never lets candlelight stay off. It's kind of annoying when you are trying to sneak around.

 

So, definitely keep her out of NFF. Having her in it will not improve her clothes changing behavior. I tried.

Posted (edited)
15 hours ago, Donuts4me said:

But like Gristle said, this is not a good idea and I found it does not effect her undressing/redressing. I tried using NFF to see if it would make her keep her clothes off after sex acts, but it did not. It will just make her act weird like she will not have her occasional comments while adventuring or she will always cast candlelight and keep it active when in a cave or when it is nighttime (all NFF followers that know this spell will do this).

 

Without NFF, she just casts it occasionally and always says "I'll make some light." With NFF she never says anything and never lets candlelight stay off. It's kind of annoying when you are trying to sneak around.

 

So, definitely keep her out of NFF. Having her in it will not improve her clothes changing behavior. I tried.

 

I agree... and would not even attempt it. I use AFT and I always stay away from options to place any followers which have their own complex behavior packages, equipping and outfit systems, training, horse, etc...  packages and scripting even though aft has tons of patches for custom followers including Serana... In fact even with Serana I'm using Serana Dialog  Addon and Serana Extended Dialog so don't shove her into AFT... would be like playing roulette with the follower.  Doin so would be just asking to screw up the follower.

 

i.e. I accidentally clicked the "Manage with AFT" while talking with Serana. I had to load in a prior save to fix her. 

 

The Issues if done so ...

  1. She lost her horse and could not ride one unless we went and bought her one again or went to get her an Ardvak in Soul Carn. in SDA it was interesting teaching Serana to ride a horse... She falls off the bucking horse the first time, the horse gallops away with her the second, you have to rescue her, and on the third she starts to feel in control while in the saddle. Then she asks you help pick the name of her horse "Night Shade" or "Phoenix".
  2. Obviously changed the hood scripts and outfits containers, her Adventuring outfit, city clothes, home clothes, etc... (having to replace and reequip all that would be a pain in the ass as it was all crafted.)
  3. no telling what else would be screwy...

 

 

Since that I conditions AFT "not to include" Serana, and later the same with Tirwin I did the same.

Edited by eflat01
Posted

So, I can't get this to start, when I go in the tavern they are standing off to the left of the door I'm pretty sure, but they just stare at each other and never say anything. At most, sometimes they will dance to the bards music, I once got a message telling me Irwin? (I think that's the name of one of the women) was doing something with her hair, but I'm pretty sure both of those events are other mods doing things.

Posted
14 minutes ago, Gungar13 said:

So, I can't get this to start, when I go in the tavern they are standing off to the left of the door I'm pretty sure, but they just stare at each other and never say anything. At most, sometimes they will dance to the bards music, I once got a message telling me Irwin? (I think that's the name of one of the women) was doing something with her hair, but I'm pretty sure both of those events are other mods doing things.

Try save and load.

Push both NPC.

or use stagestage VAR_MainQuest 20 or 30 (i not remmebr what stage are foir take Tirwin With you.

 

But first try on new save if work without problems.

Posted (edited)
On 8/15/2025 at 10:22 PM, Gristle said:

 

I don't understand why NFF would be affecting her outfits if she's not a NFF follower. One note is that Tirwin should only ever have one outfit in her inventory. If she has more, then Skyrim will try to select the "best" outfit for her when she changes cells. Future plans involve a multi-outfit system, but for now she can only have one outfit -- and I'm not counting her robes, which she manages herself.

 

For me I didn't do anything different and never added her to NFF forcibly. I always had two options in her dialogue.  One that said I am ready let's go (added by this mod). 
And another that I have normally in vanilla for all followable characters. 

The outfits don't update correctly when only using this mod follow option. (This is where Tirwin actually follows but is somehow not detected as a follower by the game nor NFF or something)

Like it is not an incompatibility with NFF but rather this mod follow functionality missing something that causes the outfits to not update correctly and the Tirwin to not be detected as a follower by the game. 

This problem goes away when I ask her to follow using normal vanilla follow/wait/leave option which then gets detected and acknowledged by NFF as well. (And I can do regardless if I had her already following or not using the mod follow)

 

It is a minor thing and I am not asking for support or anything and probably due to my load order and mods being cursed :D ... but wanted to give as much context just in case you are interested in diving deep.

 

Added screenshots to clarify ... 

 

Spoiler

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On 8/18/2025 at 3:39 AM, Donuts4me said:

 

 

Tirwin cannot be a part of NFF unless you ask her through dialogue. Even after adding her, there should still be only one dialogue option to ask her to follow.

 

  Reveal hidden contents

image.jpeg.36a33054fc0d78e34d1aca064183af79.jpeg

image.jpeg.ad50b9ea7076d82323c49b6a0ba7fe12.jpeg

 

But like Gristle said, this is not a good idea and I found it does not effect her undressing/redressing. I tried using NFF to see if it would make her keep her clothes off after sex acts, but it did not. It will just make her act weird like she will not have her occasional comments while adventuring or she will always cast candlelight and keep it active when in a cave or when it is nighttime (all NFF followers that know this spell will do this).

 

Without NFF, she just casts it occasionally and always says "I'll make some light." With NFF she never says anything and never lets candlelight stay off. It's kind of annoying when you are trying to sneak around.

 

So, definitely keep her out of NFF. Having her in it will not improve her clothes changing behavior. I tried.

 

Yup, I didn't do anything special in NFF. For me I just had a regular vanilla dialogue to follow on top of another dialogue by this mod. when I use this mod follow. Then NFF doesn't even feel or detect someone is following.  But when I use regular vanilla follow dialogue then NFF picks it up and detects Tirwin as a follower (And only then her outfit actually starts to update correctly for me). 
Even the dialogue where you ask to see her inventory only works if she is following using vanilla/NFF follow.  (For me at least)

 

The candlelight thing is a feature in NFF ... you can turn it off in the NFF MCM  .... AND it is also a feature in this mod ... you can tell her to stop casting it in dialogue. So if you do both she will stop casting it.

Edited by Amrovich
Added screenshots for clarification
Posted

Does Tirwin ever learn new spells? Also would it be a bad idea to change her ice spells to lightning ones in the CK? 

Posted (edited)
39 minutes ago, tlrd said:

Does Tirwin ever learn new spells? Also would it be a bad idea to change her ice spells to lightning ones in the CK? 

 

In CK or SSeEdit is easy to do, and I put a a couple on her. mainly picked left hand for defense and right hand offensive.  

Edited by eflat01
Posted
1 hour ago, tlrd said:

Does Tirwin ever learn new spells? Also would it be a bad idea to change her ice spells to lightning ones in the CK? 

In a future update, PC and Tirwin will visit the College of Winterhold, where she will also have the opportunity to learn new spells, but the question is, does she need them?

Can you change ice spells to lightning spells? I think you can, but remember that she has limited mana, and lightning spells may cost more than ice spells.

Posted
On 8/15/2025 at 7:59 PM, killer905 said:

First of all, you didn't specify which Mod Organizer you are using. Vortex, MO2, or maybe something else.

Heh.  Using NMM.   It must have been a bad download as I re-downloaded the latest version and installed it.  

It installed just fine although there was a bit of a wait after it hit 50%. 

Posted
11 hours ago, Celedhring said:

Heh.  Using NMM.   It must have been a bad download as I re-downloaded the latest version and installed it.  

It installed just fine although there was a bit of a wait after it hit 50%. 

NMM? I forgot it existed. It is possible that FOMOD has code that does not support NMM. I would suggest switching to MO2 or even Vortex.

If you don't want to do that, extract the archive, move the contents of the 00_Core and 20_SEAE_Files folders (if you are using the SE/Ae version) to the Data folder(you need crerate), pack it and install it in NMM.

Posted (edited)

technical question about updates:

 

Since now current update work in progress will not bring new dialogue; if we install a voice file for the current version it won't need to be updated when the update of the base mod will be release?

 

Correct ?

 

I am asking because i use "bella voice" for my character so i need to look for an update on nexus but bella is voice for a lot of mod and it is probably hard keep them up to date. So if was using a bella voice file for the current version would i need to update it when the new fixed update (with no new dialogues ) will be released ?

Edited by leking
Posted
1 hour ago, leking said:

technical question about updates:

 

Since now current update work in progress will not bring new dialogue; if we install a voice file for the current version it won't need to be updated when the update of the base mod will be release?

 

Correct ?

 

I am asking because i use "bella voice" for my character so i need to look for an update on nexus but bella is voice for a lot of mod and it is probably hard keep them up to date. So if was using a bella voice file for the current version would i need to update it when the new fixed update (with no new dialogues ) will be released ?

It will only work for dialogues for which dialogues have been generated. Otherwise, if the mod is updated to a newer version (adding new dialogues), the old dialogues will continue to work, but the new ones will not.

Posted
4 hours ago, theboss152 said:

pleaase, jk's castle volkihar patch

 

And jks raven rock pleaaaaaaaaaaaaaaaaaaase

 

Perhaps you could specify the issues you are encountering that require patches for these mods.

Posted
6 hours ago, theboss152 said:

pleaase, jk's castle volkihar patch

 

And jks raven rock pleaaaaaaaaaaaaaaaaaaase

 

 

 I did not run into an issue with JK's Castle Volkiha aside from the castle and balcony map markers being temporarily removed , then again I was well past Dawnguard. 

 

I do not have JK's Raven Rock in load... did not run into any issue with Quaint Raven Rock though.

Posted
1 hour ago, eflat01 said:

 

 I did not run into an issue with JK's Castle Volkiha aside from the castle and balcony map markers being temporarily removed , then again I was well past Dawnguard. 

 

I do not have JK's Raven Rock in load... did not run into any issue with Quaint Raven Rock though.

Intresting but thanks for info.

Posted
5 hours ago, eflat01 said:

I did not run into an issue with JK's Castle Volkiha aside from the castle and balcony map markers being temporarily removed ,

This was intentional. The balcony map marker had to be removed so that the castle could only be entered via the new entrance, but also because the Valerica balcony was repurposed (temporarily) as Serana's balcony.  The island map marker was removed to set up the Thalmor encounter by the Thalmor fort. But this all should be unwound after the mod's Volkihar quest.

Posted (edited)
1 hour ago, Gristle said:

This was intentional. The balcony map marker had to be removed so that the castle could only be entered via the new entrance, but also because the Valerica balcony was repurposed (temporarily) as Serana's balcony.  The island map marker was removed to set up the Thalmor encounter by the Thalmor fort. But this all should be unwound after the mod's Volkihar quest.

 

I know you mentioned that before... and you put them back after the quests there complete.

 

I'd revisited the castle since then and I believe everything is fine, although may be possible I missed something?  I guess @theboss152 could elaborate because nothing stuck out to me?

 

I would Expect JK's Raven Rock might have some issues, when I looked it changed the harbor a bit, but would not imagine would touch the boat? I think that's all AR messes (disables/enables) with a bit aside from placing Naryu next to a door or barrel, right?

 

Like I said I've mods changing around the Raven Rock and none of these had any issues at all:

  • Undriel_QuaintRavenRock
  • Quaint Raven Rock - USSEP Patch
  • SolstheimLighthouse
  • SolstheimLighthouseInterior
  • Undriel_QuaintRavenRockRxPatch

 

 

Edited by eflat01
Posted
2 hours ago, eflat01 said:

I would Expect JK's Raven Rock might have some issues, when I looked it changed the harbor a bit, but would not imagine would touch the boat? I think that's all AR messes (disables/enables) with a bit aside from placing Naryu next to a door or barrel, right?

AR enables and disables the Northern Maiden and its crew. That should work where ever it is docked. It also teleports the North Wind crew onto the boat, but using the Northern Maiden markers, so I would assume those move with the Northern Maiden (if it has moved at all). 

 

There's also a trigger at the city end of the Northern Maiden dock - to trigger Tirwin's first comment upon arrival (and to teleport Ragnar out of the water if he's swimming). That could conceivably be in the wrong place if the main dock was moved.

 

Otherwise, there's an activator box placed on the first smaller fishing boat, so that it can be used to travel. If that boat has been moved, that's a problem. Revlyn's spot to stand on the fishing boat dock is also important. 

 

So, hopefully, Raven Rock mods don't make dock changes.

Posted
13 hours ago, killer905 said:

Perhaps you could specify the issues you are encountering that require patches for these mods.

my bad, i was just on xedit checking for conflicts, and there are navmesh conflicts in jk volkihar and jk ravenrock, still didnt play through these parts though

Posted
20 minutes ago, theboss152 said:

my bad, i was just on xedit checking for conflicts, and there are navmesh conflicts in jk volkihar and jk ravenrock, still didnt play through these parts though

loading it up on ck, it's clear that navmesh is messed up in castle volkihar, didnt check ravenrock yet, for now i will let jks overwrite everything, im still too much of a beginner to fix navmesh properly :(

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