eflat01 Posted August 22, 2025 Posted August 22, 2025 (edited) 13 hours ago, theboss152 said: 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  There are a few things I noted pages back before I even tested or played through... I always check in SSeEdit to find the differences and conflicts between all mods. I have a ton of mods for Serana, Valerica and JK's Castle - with patches for SDA and DX armor, etc... So this was a concern at first. So really scrutinized here... concerns in play thru dismissed. It all behaved well and still does. For one thing we revisit the Castle and Soul Carn - Valerica is the PC's Mother-In-Law and Serana being a needy little thing at times will ask to visit, she also likes to drink at Taverns a bit too often I think. Anyway seems it's usually about once a game month we have to go see her mom.  JK's Castle Volkiha wins in my load order. (JK's re-navmeshed around some objects it places in courtyard, etc... ) AR also has navmesh there due the pond scenes (places objects like markers there). JK's should be the last in Load Order.  Animal Research is index 20 JK's Castle Volkiha is index FE018  I'd no issues with object placements so far either ... AR is pretty clean. When it comes to major interior changes @Gristle had taken the smart approach by creating new cells and using them temporarily when he could.  So far all I had to do for cells and world spaces really is update Animal Research weather to match (USSEP) i.e. GrayWinterWatch01 should be WaetherTundra and not WeatherPineForest, and I think DLC2RRBulwarkCave... I did not even make a patch I just edited AR to conform.   Spoiler Thus my load order always ends up with JK's Navmesh.    Edited August 22, 2025 by eflat01
eflat01 Posted August 22, 2025 Posted August 22, 2025 (edited) On 8/21/2025 at 5:06 PM, Gristle said: 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.  Yes I didn't think AR changed much of anything there... just added and scripted disable/enable objects.  Just looking at images JK's Raven Rock... I think they swapped out the small boat which just might interfere?   Personally I did not consider JK's when it came out not only due I already use Quaint but because JK's went crazy with the bulwark.   Spoiler Never fails a dragon will attack and we have to always run up the path near the mine to finish the fight when it's grounded, with that upper wall in the way that would be a pain in the a...?  Beside that the town looks too prosperous when you first arrive.  Edited August 23, 2025 by eflat01
saferian Posted August 22, 2025 Posted August 22, 2025 Haven't had the time to finish after the castle, but I want to share my appreciation for the storyline. You're doing an amazing job with this mod, and keeping it immersive. It became an integral part of my modlist ever since the first release. Â Also, the person who did the voiceover addition is a hero.
dafrariva Posted August 22, 2025 Posted August 22, 2025 I've already played, but I want to start this quest over from the beginning. Is there a way to restart this quest?
Gristle Posted August 22, 2025 Author Posted August 22, 2025 2 hours ago, eflat01 said: Just looking at images JK's Raven Rock... I think they swapped out the small boat which just might interfere? From the picture you posted, it looks like the small boat and its dock are still in the same place. The boat is different, but that shouldn't matter. All that's needed to use it for travel is the activator box that is placed on top of it by the mod. 1
Gristle Posted August 22, 2025 Author Posted August 22, 2025 54 minutes ago, saferian said: Haven't had the time to finish after the castle, but I want to share my appreciation for the storyline. You're doing an amazing job with this mod, and keeping it immersive. It became an integral part of my modlist ever since the first release. Thanks. The castle quest was developed mostly by necessity. It was the only solution to the problem of how to use the family regardless of a player's Dawnguard status. But that solution ended up making an interesting storyline that was fun to work on. Â Did you run into any bugs?
Gristle Posted August 22, 2025 Author Posted August 22, 2025 26 minutes ago, dafrariva said: I've already played, but I want to start this quest over from the beginning. Is there a way to restart this quest? I don't know of any way to restart is successfully with the same PC, except to reload an old save. New PC? It might be fun to try it at a low level. 1
leking Posted August 22, 2025 Posted August 22, 2025 4 hours ago, Gristle said: I don't know of any way to restart is successfully with the same PC, except to reload an old save. New PC? It might be fun to try it at a low level.  Can't we use a console command to just start first quest ?  Maybe the mod could benefit a reset command to start over from an mcm ?  Animal mansion has a feature were you can chose in the mcm which stage you want to jump to.  On my side i am waiting next update and fix with a bella voice for pc and voice for tyrwin and npc to be finished before trying it 😎  Â
kamithemoon Posted August 23, 2025 Posted August 23, 2025 On 8/17/2025 at 1:06 PM, TheTreeman said: 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 If you really want to get rid of her braids, it's just a wig. You could easily use xedit to delete that wig, or if that causes issues with a failed reference, you could point it to a wig of the same style as her hair so it still looks down. You'd still get the message about her changing hairstyles though, unless that's liked to a formid and you could just delete the message.
eflat01 Posted August 23, 2025 Posted August 23, 2025 (edited) 2 hours ago, kamithemoon said: If you really want to get rid of her braids, it's just a wig. You could easily use xedit to delete that wig, or if that causes issues with a failed reference, you could point it to a wig of the same style as her hair so it still looks down. You'd still get the message about her changing hairstyles though, unless that's liked to a formid and you could just delete the message.   I do not recall the version but when the mod used both LH and short-haired Tirwin I replaced both hair with DesiraeHL and Caress (KS Smp) in a flat out direct edit in CK... I also changed the color to platinum blonde.  When the next version came out I just did not bother to edit them myself again figuring more changes were coming... Beside that the PC has Desirae and Harvest - she ties her's up in a long braid too from time to time - the PC is Redhead though, I still think it irked or bothered the PC and Tirwin both having a same hair style, You know how ladies are. 😜 - currently just using the replacer.  Edited August 23, 2025 by eflat01
killer905 Posted August 24, 2025 Posted August 24, 2025 On 8/22/2025 at 11:52 PM, leking said:  Can't we use a console command to just start first quest ?  Maybe the mod could benefit a reset command to start over from an mcm ?  Animal mansion has a feature were you can chose in the mcm which stage you want to jump to.  On my side i am waiting next update and fix with a bella voice for pc and voice for tyrwin and npc to be finished before trying it 😎   I don't think using a command such as resetquest would be a good idea. The mod would have to be designed from scratch with the ability to replay quests. Currently, it's too much work. 1
irocsnibbler Posted August 24, 2025 Posted August 24, 2025 On 4/10/2025 at 12:28 AM, killer905 said: It was, but only once. I'd also be interested in an ocreatures patch for this!  On 4/10/2025 at 12:08 AM, kamithemoon said: Another historic moment has arrived. Creatures have come to Ostim! Ocreatures! Perhaps one day soon, Tirwin will learn how to be truly intimate with her furry friends.  Disclaimer: I've only just discovered Ostim for VR and was playing around with it just now and man does it blow sexlab out of the water. VR is a bit clunky for it but still, major hype!  Oh, and I don't know if folks are asking for an Ostim patch, but if they are there's this mod: SexLab to Ostim which should start an Ostim scene whenever a SexLab scene is triggered. Do you know if the SexLab to Ostim worked for this? interested lol
kamithemoon Posted August 24, 2025 Posted August 24, 2025 (edited) 5 hours ago, irocsnibbler said: I'd also be interested in an ocreatures patch for this!  Do you know if the SexLab to Ostim worked for this? interested lol The main developer of Ocreatures has abandoned the mod though it does look like a new developer has taken up the mantle. That said, I haven't tried it out as I'm a VR player and support for us comes last, if at all. I was also having issues with the SL to Ostim bridge in that animations would play but I didn't have Ostim controls over them and they played as if from SexLab. It would seem that dedicated Ostim patches are required for the actual Ostim experience. All this to say, is that your best bet to ascertain functionality is simply to try it for yourself.  I do wish the Ostim community was more supportive of nonconsensual and animal acts. An aggressive Odefeat would be perfect. With SL defeat, I generally get annoyed at being defeated and fast forward through the scenes. But in an Ostim version, the scene wouldn't end until I've sufficiently pleasured my aggressor, which is much more immersive and interesting. Edited August 24, 2025 by kamithemoon
saferian Posted August 24, 2025 Posted August 24, 2025 (edited) On 8/17/2025 at 8:04 PM, Gristle said: I checked the code for the Ingun-dog scene and the Ingun-horse scene and it is correctly referencing Ingun:     elseif VAR_SprigganQuest.GetStage() == 90       Ingun.RemoveItem(IBoots,1)       Ingun.RemoveItem(IClothes,1)       Ingun.SetOutfit(NakedOutfit)       Actor[] acts = new Actor[2]       acts[0] = Ingun       acts[1] = Bravil       sslBaseAnimation[] anims = SexLab.GetCreatureAnimationsByRaceKeyTags (2,"Canines", "Vaginal,Doggy,DoggyStyle",TagSuppress="BJ,Cunnilingus,Furniture,Object,Mage,Magic")       SexLab.StartSex(acts, anims,CenterOn=BBSexSpot, hook = "VARSexEndHook")    elseif VAR_SprigganQuest.GetStage() == 160       Actor[] acts = new Actor[2]       acts[0] = Ingun       acts[1] = Storm       sslBaseAnimation[] anims = SexLab.GetCreatureAnimationsByRaceKeyTags (2,"Horses", "Vaginal",TagSuppress="Oral,BJ,Cunnilingus,Furniture,Object,Behind,Mage,Magic")       SexLab.StartSex(acts, anims,CenterOn=BBSexSpot, hook = "VARSexEndHook") Also, I checked the "Ingun" property and it is referencing the mod-added Ingun placed in Black-Briar Manor.  So, the code is right. Either your "Ingun" property got corrupted somehow (in which case, reload the mod) or something in your setup is interfering with Sexlab.    I also am having this problem with Ingun, and I just skipped her scenes for now. Tried a bunch of things, but never got it working, unfortunately.  I haven't yet proceeded beyond dog and horse scene, so I have no idea about the later scenes.  Edit: So, I went back and set the quest stage as 160 - after Ingun's horse scene, and when asked about Ragnar, both Ingun and Tirwin were successfully initiated into the scene. Same goes for Ingun, Tirwin, and Bravil scene; asking Ingun to initiate with Storm again works as well.  So far, the only scenes that don't work are Ingun's initial dog and horse scenes. Skipping them (to stage 160) works fine, including the horse scene. Edited August 24, 2025 by saferian
theboss152 Posted August 24, 2025 Posted August 24, 2025 (edited) On 8/22/2025 at 4:08 PM, eflat01 said:  There are a few things I noted pages back before I even tested or played through... I always check in SSeEdit to find the differences and conflicts between all mods. I have a ton of mods for Serana, Valerica and JK's Castle - with patches for SDA and DX armor, etc... So this was a concern at first. So really scrutinized here... concerns in play thru dismissed. It all behaved well and still does. For one thing we revisit the Castle and Soul Carn - Valerica is the PC's Mother-In-Law and Serana being a needy little thing at times will ask to visit, she also likes to drink at Taverns a bit too often I think. Anyway seems it's usually about once a game month we have to go see her mom.  JK's Castle Volkiha wins in my load order. (JK's re-navmeshed around some objects it places in courtyard, etc... ) AR also has navmesh there due the pond scenes (places objects like markers there). JK's should be the last in Load Order.  Animal Research is index 20 JK's Castle Volkiha is index FE018  I'd no issues with object placements so far either ... AR is pretty clean. When it comes to major interior changes @Gristle had taken the smart approach by creating new cells and using them temporarily when he could.  So far all I had to do for cells and world spaces really is update Animal Research weather to match (USSEP) i.e. GrayWinterWatch01 should be WaetherTundra and not WeatherPineForest, and I think DLC2RRBulwarkCave... I did not even make a patch I just edited AR to conform.    Reveal hidden contents Thus my load order always ends up with JK's Navmesh.    that is a big relief, thank you Edited August 24, 2025 by theboss152
Samsara281 Posted August 24, 2025 Posted August 24, 2025 use 1.41 high poly patch will let Tirwin's body skin change to pink, and her head has no problem. anyone met the same issue?
chuckdm Posted August 25, 2025 Posted August 25, 2025 So...was playing through this last night and have to say very nice, well done guys. Two things: Regarding P+, it is pretty much the new standard for SexLab, so every time I see someone say "P+ is the problem" I can't help but cringe a bit. You are free to make the mod however you want, but if we're assigning fault here, it lies with you amazing guys, not P+. If your mod isn't working with P+ in 2025 then it's a "you problem." If anyone else is, like me, using P+ and still wants to enjoy this mod, be aware that the link in @killer905's signature that says "Animal Research - All quests list - Click me!" actually includes the quest stages for every quest in the mod, so you can manually advance the quest when it doesn't handle P+ properly. That wasn't clear to me at first so I'm just mentioning it here for anyone else it may help. Anyhow, thanks again for the amazing mod. Sexual content with a lore-friendly story is sadly rare, despite this being a Bethesda game where torture, slavery, and prostitution are canon. Go figure.
killer905 Posted August 25, 2025 Posted August 25, 2025 On 8/24/2025 at 7:18 PM, Samsara281 said: use 1.41 high poly patch will let Tirwin's body skin change to pink, and her head has no problem. anyone met the same issue? Pink? Sounds like a missing texture file. @kkiiees Create this patch.Â
killer905 Posted August 25, 2025 Posted August 25, 2025 1 hour ago, chuckdm said: So...was playing through this last night and have to say very nice, well done guys. Two things: Regarding P+, it is pretty much the new standard for SexLab, so every time I see someone say "P+ is the problem" I can't help but cringe a bit. You are free to make the mod however you want, but if we're assigning fault here, it lies with you amazing guys, not P+. If your mod isn't working with P+ in 2025 then it's a "you problem." If anyone else is, like me, using P+ and still wants to enjoy this mod, be aware that the link in @killer905's signature that says "Animal Research - All quests list - Click me!" actually includes the quest stages for every quest in the mod, so you can manually advance the quest when it doesn't handle P+ properly. That wasn't clear to me at first so I'm just mentioning it here for anyone else it may help. The problem with P+ is that it has a broken feature that the mod needs to work properly. It works fine in SexLab, but there are issues with P+ because of this broken feature. They claim to have fixed it, but I don't think they've released it publicly on LL yet.  If it works on regular SexLab but not on a better version like P+, then the culprit is obvious.  1 hour ago, chuckdm said: Anyhow, thanks again for the amazing mod. Sexual content with a lore-friendly story is sadly rare, despite this being a Bethesda game where torture, slavery, and prostitution are canon. Go figure. True. But mods will give you things that Bethesda is afraid of, among other things, like what you mentioned. 1
unwashed biomass Posted August 25, 2025 Posted August 25, 2025 I got a problem. Tirwin stopped following me. It is while doing first book quest. Well lotta happen meantime (dragon, greybeards etc). I've tried everything (dismissing her - she just stands in place not returning to Bannered Mare, resetai, disable/enable). I guess i have to resort to finding save before that happened for now. 1
Gristle Posted August 25, 2025 Author Posted August 25, 2025 2 minutes ago, unwashed biomass said: I got a problem. Tirwin stopped following me. It is while doing first book quest. Well lotta happen meantime (dragon, greybeards etc). I've tried everything (dismissing her - she just stands in place not returning to Bannered Mare, resetai, disable/enable). I guess i have to resort to finding save before that happened for now. You could try checking the global variable VAR_TirwinFollow, and setting it to 1 if it's at 0 for some reason. That's the variable that makes her follow. Â Â
Gristle Posted August 25, 2025 Author Posted August 25, 2025 4 hours ago, chuckdm said: Regarding P+, it is pretty much the new standard for SexLab, so every time I see someone say "P+ is the problem" I can't help but cringe a bit. You are free to make the mod however you want, but if we're assigning fault here, it lies with you amazing guys, not P+. If your mod isn't working with P+ in 2025 then it's a "you problem." Thanks, and glad you like the mod. However, I disagree regarding P+. This mod works fine on regular Sexlab and P+ advertises itself as "backwards compatible" with Sexlab, as long as you just use the standard Sexlab functions (which this mod is doing). If P+ is not running mods that work fine on Sexlab, I would think the P+ team would want to know that and address it. (Of course, the other problem is that the P+ team only officially supports Skyrim v 1.6.1170. So, even if the above-described problem is (or has been) fixed, that still leaves a lot of users out in the cold.)  To me, it's pretty obvious what the problem is. Other mods I've made, like Adventures with Balazar, use Sexlab "hooks" that are embedded in the Sexlab StartSex functions called by the mod to detect the end of the sex scene. In contrast, this mod uses Sexlab's TrackActor function to monitor Tirwin's sex events and detect the end of her sex scenes. P+ works fine with Balazar and doesn't seem to work well with AR. So, it's pretty clear to me that P+ has a problem with Sexlab's TrackActor function.  The decision to use TrackActor wasn't arbitrary. It was done so that Tirwin's post-sex behavior (hair down, stay naked, force greet PC) is consistent, regardless of which mod started her sex. So, if the choice is between giving up mod features (which run fine with Sexlab) versus asking the P+ team to get the TrackActor function working, I would do the latter.  When I first became aware of P+ it was labeled a "beta". The beta designation has disappeared, but I'm personally not going to switch to it until it's clear the bugs are out.  1
Samsara281 Posted August 26, 2025 Posted August 26, 2025 16 hours ago, killer905 said: Pink? Sounds like a missing texture file. @kkiiees Create this patch. missing texture is purple skin, not pink. so i think it just a issue
killer905 Posted August 26, 2025 Posted August 26, 2025 17 minutes ago, Samsara281 said: missing texture is purple skin, not pink. so i think it just a issue I have often seen people refer to purple (light) as pink and vice versa. Just a small observation.
kkiiees Posted August 26, 2025 Posted August 26, 2025 On 8/25/2025 at 12:18 AM, Samsara281 said: use 1.41 high poly patch will let Tirwin's body skin change to pink, and her head has no problem. anyone met the same issue? Did you use MO2 ? if so let the high poly patch overwrite the original Animal Research, or alternatively ( if you want Tirwin's vanilla yellowish skin ) download the vanilla facetint file on the download section
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