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Animal Research: The Insatiable Scholar


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Posted
On 10/15/2025 at 12:03 AM, Mineral4K said:

Yes, I used this dialogue option, clicked everything, and met her in the tavern, I even DELETED her from the game world "disable" and spawned her again and completely deleted her from NFF, but alas

Удали NFF к чертям, она ломает нахрен все моды с фолловерами у которых не ванильные пакеты ИИ, уже накололся на этом, перешел на AFT

Posted (edited)

A little of topic but still interresting

 

Another mod author made a ressource for new creatures using already existing skeletton.

 

 

this one for example use the gargoyle race but is a deamon. Currently the authors also give : alien xenomorph, some creatures from diablo resureccted, resident evil regenerator and lickers and a new savage ork model.

 

For now all his mod are summonable creature via a spell book to have fun with. But the author says it could be used by others as resources.

 

It could serve as an upgrade for AR or maybe another mod from the same team.

 

Anyway I thought people frol this topic could be interrested.

Edited by leking
Posted
22 hours ago, leking said:

A little of topic but still interresting

 

Another mod author made a ressource for new creatures using already existing skeletton.

 

 

this one for example use the gargoyle race but is a deamon. Currently the authors also give : alien xenomorph, some creatures from diablo resureccted, resident evil regenerator and lickers and a new savage ork model.

 

For now all his mod are summonable creature via a spell book to have fun with. But the author says it could be used by others as resources.

 

It could serve as an upgrade for AR or maybe another mod from the same team.

 

Anyway I thought people frol this topic could be interrested.

The author wrote that it would not work on the LE versions, but in my opinion, these creatures from Diablo or other games would not fit the mod's content. But we see.

Posted

I believe this mod's changes to Castle Volkihar cause a conflict with JK's Castle Volkihar. While adjusting the order of the Esp classes resolves some of the issues, there's a more serious problem.

If using the Community Shader (CS), this mod severely interferes with the lighting and shadows within the castle, rendering most of the scene dark and unlit.

While this mod is certainly great, it seems to require some compatibility fixes.

Posted
4 hours ago, kklae said:

I believe this mod's changes to Castle Volkihar cause a conflict with JK's Castle Volkihar. While adjusting the order of the Esp classes resolves some of the issues, there's a more serious problem.

Several users have stated that the patch for JK's Castle Volkihar is unnecessary. 

 

4 hours ago, kklae said:

If using the Community Shader (CS), this mod severely interferes with the lighting and shadows within the castle, rendering most of the scene dark and unlit.

While this mod is certainly great, it seems to require some compatibility fixes.

I guess this only applies to cells that AR has modified/added for the purposes of the story.


Unfortunately, I probably won't make a patch with this mod, because I don't see an ESP file in it and I'm completely unfamiliar with it ;(

Posted
4 hours ago, kklae said:

If using the Community Shader (CS), this mod severely interferes with the lighting and shadows within the castle, rendering most of the scene dark and unlit.

While this mod is certainly great, it seems to require some compatibility fixes.

The mod uses new cells for the Volkihar main hall cell and for the North Tower and East Tower cells. It also adds new cells for the Catacombs and the Armory. So, it is not editing any interior Volkihar cells. (It is editing some exterior cells - the courtyard Worldspace, Valerica's fast travel bridge cell, and the exterior docks cell.) So, no vanilla lights are being edited (in any interior cell). Are you sure this is not an incompatibility with a lighting mod? In what cells are you seeing the issue?

Posted
10 hours ago, Gristle said:

The mod uses new cells for the Volkihar main hall cell and for the North Tower and East Tower cells. It also adds new cells for the Catacombs and the Armory. So, it is not editing any interior Volkihar cells. (It is editing some exterior cells - the courtyard Worldspace, Valerica's fast travel bridge cell, and the exterior docks cell.) So, no vanilla lights are being edited (in any interior cell). Are you sure this is not an incompatibility with a lighting mod? In what cells are you seeing the issue?

I'm experiencing these issues in the castle's main hall. If the original lighting hasn't been edited, I suspect it might be related to ELFX. I'm going to try to find the possible cause.
Also, I'm wondering if using the dialogue with Tirwin at the beginning and skipping this part would resolve the issue?

Posted
19 hours ago, Gristle said:

The mod uses new cells for the Volkihar main hall cell and for the North Tower and East Tower cells. It also adds new cells for the Catacombs and the Armory. So, it is not editing any interior Volkihar cells. (It is editing some exterior cells - the courtyard Worldspace, Valerica's fast travel bridge cell, and the exterior docks cell.) So, no vanilla lights are being edited (in any interior cell). Are you sure this is not an incompatibility with a lighting mod? In what cells are you seeing the issue?

Oh, I think I fixed the lighting and JK's mod issues. There's only one problem now: the door from the main hall to the courtyard and vice versa is now blocked. It seems like the game thinks I haven't fixed it, but I did fix the door before playing this mod. Is there any way to fix this? It's really annoying to have to go through the sewers from the dock to the courtyard every time.

Posted
3 hours ago, kklae said:

Oh, I think I fixed the lighting and JK's mod issues. There's only one problem now: the door from the main hall to the courtyard and vice versa is now blocked. It seems like the game thinks I haven't fixed it, but I did fix the door before playing this mod. Is there any way to fix this? It's really annoying to have to go through the sewers from the dock to the courtyard every time.

Do you mean that the rubble is blocking the door? Did you previously clear the rubble on this door with a mod? Or did you clear it by finishing DG on the vampire side and asking Garan to clear it?

 

The above info will help me figure this out, but in any case, the UESP website provides the following advice, though I haven't tried it: 

 

For those on PC you can use the console to remove the rubble if you are Dawnguard or Garan Marethi has glitched on removing it (I suggest waiting 24 hours of in-game time after asking Garan to remove it before using this). In the console type:

  • prid xx00f5e9 (the xx being the load order of Dawnguard)
  • disable

 

 

Posted (edited)
4 hours ago, kklae said:

Oh, I think I fixed the lighting and JK's mod issues. There's only one problem now: the door from the main hall to the courtyard and vice versa is now blocked. It seems like the game thinks I haven't fixed it, but I did fix the door before playing this mod. Is there any way to fix this? It's really annoying to have to go through the sewers from the dock to the courtyard every time.

 

I find this very confusing. Animal Research does not touch any internal cells of the Castle (creates new cells). It does temporarily edit the courtyard. Animal Research does mark some rubble to remove and put back I think? In any case JK's uses the same ref id's for it but moves it a bit (the x y z are diff). Still it's the same ID. 

 

My JK's Castle loads after Animal Research and I do not have this issue, and is why I'm confused, if AR enabled it again for you I'd just disable it.

 

That aside you should not be having any internal cell compatibility issues because they're not the same cells.

Edited by eflat01
Posted
17 hours ago, eflat01 said:

 

I find this very confusing. Animal Research does not touch any internal cells of the Castle (creates new cells). It does temporarily edit the courtyard. Animal Research does mark some rubble to remove and put back I think? In any case JK's uses the same ref id's for it but moves it a bit (the x y z are diff). Still it's the same ID. 

 

My JK's Castle loads after Animal Research and I do not have this issue, and is why I'm confused, if AR enabled it again for you I'd just disable it.

 

That aside you should not be having any internal cell compatibility issues because they're not the same cells.

Yes, after checking I think this mod should not cause the stones to reappear, I am checking other mods.

Posted
18 hours ago, Gristle said:

Do you mean that the rubble is blocking the door? Did you previously clear the rubble on this door with a mod? Or did you clear it by finishing DG on the vampire side and asking Garan to clear it?

 

The above info will help me figure this out, but in any case, the UESP website provides the following advice, though I haven't tried it: 

 

For those on PC you can use the console to remove the rubble if you are Dawnguard or Garan Marethi has glitched on removing it (I suggest waiting 24 hours of in-game time after asking Garan to remove it before using this). In the console type:

  • prid xx00f5e9 (the xx being the load order of Dawnguard)
  • disable

 

 

Oh,I clear it by finishing DG on the vampire side and asking Garan to clear it.Then start playing this mod.

I now think it may not be a problem with this mod, because I found that the interior of the main hall was indeed not edited. I am trying to check other mods, maybe there will be some results.

Posted

could we have a fallout 4 version of this mod pretty please?
not nearly enough quest mods for fallout 4 and almost none about animals/creatures!

Posted
6 hours ago, GayZHot said:

could we have a fallout 4 version of this mod pretty please?
not nearly enough quest mods for fallout 4 and almost none about animals/creatures!

I don't know if Gristle has Fallout 4, but I counted about 14 creatures. Enough to create a mod with this theme. 

 

However, there are some problems:
- The SexLab equivalent for Fallout 4 works rather poorly in my opinion.
- There are quite few creature animations.
- Fallout 4 has a silly requirement of a minimum/maximum of 4 dialogues.

Posted
11 hours ago, killer905 said:

I don't know if Gristle has Fallout 4, but I counted about 14 creatures. Enough to create a mod with this theme. 

 

However, there are some problems:
- The SexLab equivalent for Fallout 4 works rather poorly in my opinion.
- There are quite few creature animations.
- Fallout 4 has a silly requirement of a minimum/maximum of 4 dialogues.

someone is making an alternative for AAF on here i think even, called NAF
i am sadly aware not a lotta animations
and using extended dialogue interface removes that requirement/limitation allowed for more or less dialogue options

Posted
22 minutes ago, GayZHot said:

someone is making an alternative for AAF on here i think even, called NAF
i am sadly aware not a lotta animations

NAF had update like 1 year ago?

AFF 3 monts ago

23 minutes ago, GayZHot said:

and using extended dialogue interface removes that requirement/limitation allowed for more or less dialogue options

True, but not everyone wants to use it ;/

Posted
54 minutes ago, killer905 said:

NAF had update like 1 year ago?

AFF 3 monts ago

True, but not everyone wants to use it ;/

 

idk about NAF or AAF tbf
as for XDI
anyone who mods fallout 4 runs XDI, for almost all quest mods and mods including dialogue its a requirement, playing fallout 4 modded without XDI means you might as well just play vanilla fallout 4 cause chances are if you have any mod adding any quest or NPC to talk with XDI is a requirement
just a simple fact, no XDI means no quest mods period

Posted
1 hour ago, GayZHot said:

 

idk about NAF or AAF tbf
as for XDI
anyone who mods fallout 4 runs XDI, for almost all quest mods and mods including dialogue its a requirement, playing fallout 4 modded without XDI means you might as well just play vanilla fallout 4 cause chances are if you have any mod adding any quest or NPC to talk with XDI is a requirement
just a simple fact, no XDI means no quest mods period

Nevertheless, I don't know if Gristle has Fallout 4. Without it, there's no point in even thinking about a similar mod for Fallout 4.

Posted (edited)
5 hours ago, GayZHot said:

someone is making an alternative for AAF on here i think even, called NAF
i am sadly aware not a lotta animations
and using extended dialogue interface removes that requirement/limitation allowed for more or less dialogue options

 

I had quite a few mods from LL on Fo4, including some creature mods. I spent a lot of time editing xml files to get animations to play the way I like. 

 

NAF is Snapdragon2 reverse engineering of AAF and that erupted into a feud up here on LL. Basically NAF moved most the functionality into DLL from scripts so it is much more efficient and quicker. The argument centered around NAF using the same methods in loading animations (xmls) along with the same function being the same names, AAF mods worked seamlessly - is pretty much how P+ was to be a replacer for SL. 

 

I pretty sure XDI is a staple mod ... a ton of really popular mods require/suggest it.

 

All that aside the authors of AR have multiple projects going on. 

 

Edited by eflat01
Posted
2 hours ago, eflat01 said:

 

I had quite a few mods from LL on Fo4, including some creature mods. I spent a lot of time editing xml files to get animations to play the way I like. 

 

NAF is Snapdragon2 reverse engineering of AAF and that erupted into a feud up here on LL. Basically NAF moved most the functionality into DLL from scripts so it is much more efficient and quicker. The argument centered around NAF using the same methods in loading animations (xmls) along with the same function being the same names, AAF mods worked seamlessly - is pretty much how P+ was to be a replacer for SL. 

 

I pretty sure XDI is a staple mod ... a ton of really popular mods require/suggest it.

 

All that aside the authors of AR have multiple projects going on. 

 

I didn't know that, but I heard that if you had AFF and ANF, AAF would delete the user's save game. And I've had bad experiences with P+, mainly because of a broken feature that the author refuses to fix, and others think that AR is broken, damn, what kind of people... Does it work on SexLab? Yup, so there's only one conclusion xD

 

Yes, there is even one project that has been started but has not been released on LL ‘yet’.

Posted

When it comes to Fallout 4, i like the idea but it lacks "Animals" for this kind of mod. What would fit it more is "meat farm" and maybe "ravenous", to feed the wasteland as a thing.   

Posted
4 hours ago, killer905 said:

I didn't know that, but I heard that if you had AFF and ANF, AAF would delete the user's save game. And I've had bad experiences with P+, mainly because of a broken feature that the author refuses to fix, and others think that AR is broken, damn, what kind of people... Does it work on SexLab? Yup, so there's only one conclusion xD

 

Yes, there is even one project that has been started but has not been released on LL ‘yet’.

how about a fallout version of animal mansion? xP

can add some fanmade creatures to it like the mojave cazador remake from F4NV

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