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Animal Research: The Insatiable Scholar


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Posted
18 minutes ago, Alex749 said:

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.   

Meat farm/Ravenous? Ask Delzoran for this ;3

Posted
6 minutes ago, GayZHot said:

how about a fallout version of animal mansion? xP

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

maybe but as i say Idk if Griste have fallout 4 ;/

Posted
15 hours ago, killer905 said:

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.

I don't have Fallout 4. I like the universe (played a bit of Fallout 3 a long time ago) but have heard the sex system isn't great.

Posted
11 hours ago, killer905 said:

Meat farm/Ravenous? Ask Delzoran for this ;3

i don't think it will be done, what i know there is no animation for spit-roasting to fallout 4 

Posted
29 minutes ago, Alex749 said:

i don't think it will be done, what i know there is no animation for spit-roasting to fallout 4 

It would be possible, but it would be in a slightly different form, and a framework similar to Pama in Ravenous/Meat Farm would also be needed.

Posted (edited)
15 hours ago, Gristle said:

I don't have Fallout 4. I like the universe (played a bit of Fallout 3 a long time ago) but have heard the sex system isn't great.

 

The main issue with AAF is it's searches are slow and slows down more with additional animations. I seriously can't help but think they're reloading the xml files every time there is a search or something? Otherwise with scenes it behaves and syncs well. It uses xml files instead of json and it's very easy to edit those to adjust things like adding a strapon when a female, etc... It's also easy to swap position in those so in FF animations you can edit the PC to be on the receiving or giving end in a typical MF scene. 

 

Stripping and everything can be controlled in the xmls, you literally can use the same animation sequence/sets create two or three xml files have those use different tags ie mf/ff, etc... different unequip/equip, and behavior all based upon the actors sent in - right down to the ref ids. You literally can takes animations from multiple authors and chain them in sequences in an xml.  i.e. you can string them together into kissing, foreplay, slowly stripping, oral, move to bed, vaginal, anal, finish as oral, cuddle, get up and get dressed.

 

Though that does entail the user understands a bit about xml.

 

It also has it's own menu and no McM which makes it clunky. 

 

NAF is far more responsive, very instant on a search/scene though the issue there is that the AAF team and author of NAF did not get along, so they tend to one up each other. A shame really...  

 

On Fallout 3 and FONV sexout/tryout is quick but that has a lot of script hardcoding when it comes to searches etc... 

 

Edited by eflat01
Posted

The problem in the modding community of fallout 4 also come from a vicious circle. 

 

We have way less sex animation avilable and trust me i tryed my best to convince skyrim animators to convert their animation to fallout 4 but they politely refused.

 

Less animation gives less motivation to quest and mod makers.

 

Less quest and mod makers gives less motivation for creating new animations.

 

And the cycle goes on....

 

A mod authors named vaultbait made a mod where the female PC get kidnapped by a super mutant gang and you have to serve them while trying to escape from their pit. 

 

Mods name milking human kindness.

 

This mod was attracting a lot of users and vaultbait received many encouragements and positive feedback. She had a lot of great ideas and project to expand it in further updates.

 

We were all ver y enthousiastic about nex updates.

 

But sadly, for personal reason (mostly lacking of time from what i remember) she had to quit modding.

 

Her mod was triggering and attracting a lot of positive energy from a lot of users.

 

It could have break the cycle and encourage animators to dive further in fallout 4.

 

All i am saying is, to revive fallout 4 quality sex mod creations , we need someone to start an ecouraging project that will bring back the energy we have in skyrim.

 

I wanted to start my own mod but the more information i get about mod creation the more i get discouraged.

 

I am way too bad at computerizing to achieve it (i have other knowledge in my real life and nobody can master everything).

 

We still have the authors of atomic lust that is still creating animation form time to time though.

Posted

I'm having a bit of trouble with getting the quest "Seeds of Lust" (VAR_Spriggan) started. It seems like when the quest begins, it doesn't fill the quest variables properly - specifically, the 'OGuard1', 'Bravil', 'Poe', 'WoundedSabeCat' variables are set to NONE. There's no quest marker at the Black-Briar Lodge, and from looking around in xEdit it seems like it should point to Khorst/OGuard1, who isn't there. 

 

If I resurrect Khorst with the commands prid 3839A41B and resurrect before finishing "The Beast Within" (VAR_Werewolf), then the OGuard1 variable seems to fill correctly and the quest target points to him, allowing me to speak with him and enter the building. It doesn't fill if I resurrect him after the quest has started, and trying to use the console command SetPQV VAR_Spriggan OGuard1 3839A41B has no effect.

 

Also, after entering the lodge there were still two hostile guards inside. Notably, both of them had the same model/BaseID, 00039D20.

 

Is there something else I can try to have these variables set more consistently? I'm using version 0.46 of the mod currently.

Posted
23 hours ago, KeplerZeroFive said:

I'm having a bit of trouble with getting the quest "Seeds of Lust" (VAR_Spriggan) started. It seems like when the quest begins, it doesn't fill the quest variables properly - specifically, the 'OGuard1', 'Bravil', 'Poe', 'WoundedSabeCat' variables are set to NONE. There's no quest marker at the Black-Briar Lodge, and from looking around in xEdit it seems like it should point to Khorst/OGuard1, who isn't there. 

 

If I resurrect Khorst with the commands prid 3839A41B and resurrect before finishing "The Beast Within" (VAR_Werewolf), then the OGuard1 variable seems to fill correctly and the quest target points to him, allowing me to speak with him and enter the building. It doesn't fill if I resurrect him after the quest has started, and trying to use the console command SetPQV VAR_Spriggan OGuard1 3839A41B has no effect.

 

Also, after entering the lodge there were still two hostile guards inside. Notably, both of them had the same model/BaseID, 00039D20.

 

Is there something else I can try to have these variables set more consistently? I'm using version 0.46 of the mod currently.

Here, @Gristle would have to say something more, but the guard/mercenary in front of the estate is the most important. Those inside, as far as I remember, may have the same BaseID, but different RefIDs.

 

As you have observed yourself, the guard in front of the estate must be alive, so if he is dead, the quest cannot continue. Gristle will probably have to revive him if you killed him in the quest with the horse from Vanilia.

Posted
1 hour ago, klr3246 said:

I swear i can only get 2 out of 10 animations to play.

??
Ensure that you have enabled additional animations in SLAL and selected ‘Allow Creature’ in Sexlab.

Posted
On 10/30/2025 at 4:12 PM, KeplerZeroFive said:

I'm having a bit of trouble with getting the quest "Seeds of Lust" (VAR_Spriggan) started. It seems like when the quest begins, it doesn't fill the quest variables properly - specifically, the 'OGuard1', 'Bravil', 'Poe', 'WoundedSabeCat' variables are set to NONE. There's no quest marker at the Black-Briar Lodge, and from looking around in xEdit it seems like it should point to Khorst/OGuard1, who isn't there. 

 

If I resurrect Khorst with the commands prid 3839A41B and resurrect before finishing "The Beast Within" (VAR_Werewolf), then the OGuard1 variable seems to fill correctly and the quest target points to him, allowing me to speak with him and enter the building. It doesn't fill if I resurrect him after the quest has started, and trying to use the console command SetPQV VAR_Spriggan OGuard1 3839A41B has no effect.

 

Also, after entering the lodge there were still two hostile guards inside. Notably, both of them had the same model/BaseID, 00039D20.

 

Is there something else I can try to have these variables set more consistently? I'm using version 0.46 of the mod currently.

Thanks for the note. Looking at this, I made a mistake enabling Khorst prior to the mod quest, and not making him essential, allowing him to be killed - for example, in an earlier Promises to Keep quest. I will change in the next update that so he is only enabled at the beginning of the Seeds of Lust quest. I will also make him essential, just as a safeguard.  However, that doesn't really explain why his alias is not filling, as Khorst's alias allows him to be dead. 

 

As for Bravil and Poe (the two dogs), they were also enabled prior to the mod quest, but were made essential. I don't know why their aliases wouldn't fill. Are they in the stables with the horse? I'll change this also so they are only enabled at the quest start, but I don't see how that could be an issue, since they were made essential.

 

As for the hostile guards, did their aliases fill? If so, the aliases would be used to make them non-hostile.

 

You can ignore the wounded sabre cat alias. That is unused (an abandoned idea).

Posted
On 10/30/2025 at 3:39 AM, Gristle said:

I don't have Fallout 4. I like the universe (played a bit of Fallout 3 a long time ago) but have heard the sex system isn't great.

guessing that's sadly a no then, shame, would have been awesome to have
i could have even supplied ya with the creation club dog breeds and possibly all the upcoming fallout 4 verified creations :c

speaking off tho, if you wanted i could give you both of those from skyrim, verified mods and CC

Posted

Hello Grisle,

it looks like you like creature sex.  Maybe you are open for something new, no thousand scripts to do it ?

I have one small idea and one big need. i tell you.

The small idea is about undead, draugr, dragonpriests. 

They are exxential, non dying. seems logic, no ? you cant kill them, umless.....they spread their cum on the pc and have to regenerate cum. then they are vulnerable, ready to be killed after the sex.

There are some mods who kill sexpartners, even creatures, but not mulitudes at once like a bunch of draugr, and not on and on through the whole dungeon.

 

The big need is for playing a prostitude, getting money for having sex with creatures.  There are a few mods like animal mansion, but again, this is meant for creatures through a whole dungeon, like Falmer and Rieklings.  

There are no bounty quests for creatures, especially not for having sex with them to calm them down.

collecting cum in a bottle, getting an item from these creatures they only give after having sex with them all,  a bet, a VIP as follower who watch it, whatever.  must be done regularly.  

Posted

Hello! Love the mod! Thanks for sharing, and all your efforts on this (as well as killer905's post with all the quest stages etc.)!

I had a couple bugs with the giant & mammoth quest, and wanted to mention them in case it helps identify an issue (rather than just keep quiet, setstage, and move on).

From what I could see in previous posts, it is a known issue that enemies can spawn nearby the mammoths and potentially set them into some state which allows them to be hostile when they should not. In my case, after they dealt with some bandits that spawned (while we were negotiating with the giant), they were hostile to Tirwin but not me (which, understandably, made attempts at engaging with them nearly impossible).
To avoid this, I reloaded to just before acquiring the goat, then ensured that no enemies had spawned by the mammoths when I approached the camp / the giant. I did not have Ragnar following with us, so he was not relevant in my case.

However - something I couldn't find in previous posts - I ran into a sort of soft-lock after finishing things up with the mammoth. Tirwin would go stand in the stream, but then I could not interact with her in any way. This quest step says to watch her bathe. I wandered all around looking for a potential "need to stand here" kind of spot, bumped into her to make her walk around a little bit (in case she was in the wrong spot), and waited for a number of in-game hours. I got past this step by fast traveling elsewhere (which advanced the quest stage to "get naked, get in the stream, and talk to Tirwin") and returning.

Unfortunately, that step was stuck, too - I still could not talk to Tirwin. I tried anything I could think of to do (wait, fast travel, save and re-load, etc.), but to no avail. I also rolled-back to just before getting the goat, again, and still got stuck at Tirwin bathing in the stream. Running `setstage VAR_Giant 250` was necessary to start the sex scene with Tirwin in the stream. Afterward, she said some words, we left the stream, and it seems now that things might be progressing normally.

I don't know what I could do to help troubleshoot getting stuck at this quest stage, but let me know and I can try! (honestly, my mod-list might be a little janky. Something else could be throwing it off.)

Posted
4 hours ago, yiffles said:

Hello! Love the mod! Thanks for sharing, and all your efforts on this (as well as killer905's post with all the quest stages etc.)!

I had a couple bugs with the giant & mammoth quest, and wanted to mention them in case it helps identify an issue (rather than just keep quiet, setstage, and move on).

From what I could see in previous posts, it is a known issue that enemies can spawn nearby the mammoths and potentially set them into some state which allows them to be hostile when they should not. In my case, after they dealt with some bandits that spawned (while we were negotiating with the giant), they were hostile to Tirwin but not me (which, understandably, made attempts at engaging with them nearly impossible).
To avoid this, I reloaded to just before acquiring the goat, then ensured that no enemies had spawned by the mammoths when I approached the camp / the giant. I did not have Ragnar following with us, so he was not relevant in my case.

However - something I couldn't find in previous posts - I ran into a sort of soft-lock after finishing things up with the mammoth. Tirwin would go stand in the stream, but then I could not interact with her in any way. This quest step says to watch her bathe. I wandered all around looking for a potential "need to stand here" kind of spot, bumped into her to make her walk around a little bit (in case she was in the wrong spot), and waited for a number of in-game hours. I got past this step by fast traveling elsewhere (which advanced the quest stage to "get naked, get in the stream, and talk to Tirwin") and returning.

Unfortunately, that step was stuck, too - I still could not talk to Tirwin. I tried anything I could think of to do (wait, fast travel, save and re-load, etc.), but to no avail. I also rolled-back to just before getting the goat, again, and still got stuck at Tirwin bathing in the stream. Running `setstage VAR_Giant 250` was necessary to start the sex scene with Tirwin in the stream. Afterward, she said some words, we left the stream, and it seems now that things might be progressing normally.

I don't know what I could do to help troubleshoot getting stuck at this quest stage, but let me know and I can try! (honestly, my mod-list might be a little janky. Something else could be throwing it off.)

All it takes is a mod that adds an element (e.g. a log) or changes something, and the AI can become confused because the path leads through an object and the marker is on or next to it. In rare cases, Nevmash may be corrupted.

Unfortunately, we also have no control over random events in the area near the giants.

Posted
2 hours ago, pleasetryme said:

i see tirwin and her friend in the inn but cant seem to get the quest to start is there a console command to start it

setstage var_mainquest 30

 

But first, try placing AR lower in the mod order. At the moment, it seems that some mods conflict with AR, which is why the scene won't launch for some people ;/

Posted
On 11/2/2025 at 1:18 PM, shiagwen said:

Hello Grisle,

it looks like you like creature sex.  Maybe you are open for something new, no thousand scripts to do it ?

I have one small idea and one big need. i tell you.

The small idea is about undead, draugr, dragonpriests. 

They are exxential, non dying. seems logic, no ? you cant kill them, umless.....they spread their cum on the pc and have to regenerate cum. then they are vulnerable, ready to be killed after the sex.

There are some mods who kill sexpartners, even creatures, but not mulitudes at once like a bunch of draugr, and not on and on through the whole dungeon.

 

The big need is for playing a prostitude, getting money for having sex with creatures.  There are a few mods like animal mansion, but again, this is meant for creatures through a whole dungeon, like Falmer and Rieklings.  

There are no bounty quests for creatures, especially not for having sex with them to calm them down.

collecting cum in a bottle, getting an item from these creatures they only give after having sex with them all,  a bet, a VIP as follower who watch it, whatever.  must be done regularly.  

I'm afraid I'm too busy with current mods (three plus one in development) to work on another. 

Posted (edited)
18 hours ago, yiffles said:

rom what I could see in previous posts, it is a known issue that enemies can spawn nearby the mammoths and potentially set them into some state which allows them to be hostile when they should not. In my case, after they dealt with some bandits that spawned (while we were negotiating with the giant), they were hostile to Tirwin but not me (which, understandably, made attempts at engaging with them nearly impossible).

Where are these bandits coming from? I am looking around in the CK and can't find them. Are they coming all the way from the road, or from across the larger river? The "enemies" nearby are all "Ambient Creatures" or Deer. I can't imagine those causing any problems. What's also odd is that when you enter the camp, both the PC and Tirwin are put into the Giant faction. So, I don't understand why the giants would treat you differently.

 

18 hours ago, yiffles said:

Unfortunately, that step was stuck, too - I still could not talk to Tirwin. I tried anything I could think of to do (wait, fast travel, save and re-load, etc.), but to no avail. I also rolled-back to just before getting the goat, again, and still got stuck at Tirwin bathing in the stream. Running `setstage VAR_Giant 250` was necessary to start the sex scene with Tirwin in the stream.

She might be blocked prior to this if she can't reach the spot she wants in the stream, but there's some leeway here. She just has to get near it. For me, she takes an odd path to get there, but she always does get there. But on stage 240, when you are supposed to talk to her, this is just normal dialogue. The only conditions are that it is Tirwin and the stage is 240. I don't know what could block that dialogue.

Edited by Gristle
Posted
On 11/3/2025 at 1:10 AM, pleasetryme said:

i see tirwin and her friend in the inn but cant seem to get the quest to start is there a console command to start it

I have only seen this in testing when i fast travel 'inside' whiterun and then go to the banneredmare. i solved it by leaving whiterun on foot, wait a few mins the enter whiterun again and enter the inn. there must be something in the script that requires you to enter whiterun. i have not hit this issue during normal game play though.

Posted (edited)
22 hours ago, Gristle said:

Where are these bandits coming from? I am looking around in the CK and can't find them. Are they coming all the way from the road, or from across the larger river? The "enemies" nearby are all "Ambient Creatures" or Deer. I can't imagine those causing any problems. What's also odd is that when you enter the camp, both the PC and Tirwin are put into the Giant faction. So, I don't understand why the giants would treat you differently.

 

 

Lol, good question since you're Looking for a needle in the wilderness. So I'm looking now. 

 

I typically go clear the area before initiating or moving on with the quest. I may run into something on the way to the camp or possibly after if I do not. I'm guaranteed a predator but sometimes I'd run into a vampire/vigil battling it out or what not. So, I just clear first.

 

Almost directly south of the camp although pretty far I found a WEtrigger - typically spawns a random "Wasteland Encounters" from the quest of the same name (i.e Vigilants of Stendarr, Elf on his way to Azura, drunken revellers etc, I never looked at the whole list.).  To  the east of that is a predator marker (orange) and also one to the west of it. I think some bandits maybe in that WE quest spawn?

 

Spoiler

 

image.png.8c2da684e41d1798f19f87002257d516.png

 

 

There are also a few prey spawn points surrounding the area - green and yellowish - which I suppose might draw predictors spawned toward the camp? There's a predator spawn here left bottom corner... it's Southeast towards the road, I usually will run into that one approaching the giants going up the ridge where it's easier to pass. 

 

Spoiler

image.png.a1738404776f684600aea8e7fcaf01cd.png

 

There's also a WEtrigger to the northwest though I do not think that'll mess with the mod much.

 

Spoiler

image.png.4697acd1e10515f79df8a2f242617abe.png

 

 

Those are the closest random spawns I found, there are some prey and predator around the area though. It's typically my luck some prey may drag along a predictor towards my direction - it's almost like thy know I'll attack the predictor first giving them a chance to run for the hills before I crave a venison steak afterwards. 

 

Edited by eflat01
Posted
47 minutes ago, Guardian_Angel said:

I have only seen this in testing when i fast travel 'inside' whiterun and then go to the banneredmare. i solved it by leaving whiterun on foot, wait a few mins the enter whiterun again and enter the inn. there must be something in the script that requires you to enter whiterun. i have not hit this issue during normal game play though.

 

The mod seems to run smoother in a low load-order. 

Posted

I'm having an issue with the dark lord section in volkihar. Harkon uses his spell to immobilize tirwin and i but nothing happens after that. We just all stand there.

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