HereBeTentacles Posted Saturday at 06:20 AM Author Posted Saturday at 06:20 AM 10 hours ago, anonymous515 said: Renna's Ranch is a protagonist-centered world, instead of a living world. Things happen TO the player character (PC), instead of around them: The PC is brought out by their lonesome each day. They PC gets sizable training courses all to themselves, as though they are some form of royalty or luxurious race horse. There are subtle mitigating factors to this, like a horsegirl in the next stable and other horsegirls on the map to hint at the idea that the PC isn't special, but for most of the time, it feels like the entire Ranch's priority is the PC, not the ranch itself. It's a ludonarrative dissonance. The narrative of the mod says "You are a lowly, subdued beast of burden, stripped of your humanity and status," but the gameplay loop (v0.3.0) says "You are the most important entity here. The entire staff works on your schedule, the facilities are reserved exclusively for you, and nothing happens until you arrive." Thank you for the feedback! A lot of this is because like you said most of the other NPCs dont have much of a schedule or proper dialogue or interesting things to do yet. I do have plans for a lot of that but I couldn't really start on any of it until I sorted out most of the base gameplay loop, mechanics, and worldspace. I already have a bunch of dialogues written for hellos/goodbyes/idle lines that will help a little bit. There also will eventually be schedules for the other ponies and scenes between other npcs while you do your tasks. Certain things like the scenes between npcs while you work are a lot harder than it seems because there are a lot of ways you can go about doing that (event nodes? hourly polling quest? scenes unique to each task?) and you have to make sure it doesn't interfere with anything else going on and isnt repetitive. And then you have to write interesting lines for them to say too. And then figure out who can say what since the npcs have different personalities (at least in my head they do, it doesn't come up much right now) I do like some of your ideas for emphasizing the player's lower status as a pony and I could see where I could add a few of them or at least a variation of them in certain places. I don't know that I would go super hard on it though since the player and the other girls are supposed to be a bit special and a lot of sections like that can leave the player without much to actively do while they are being ignored/overlooked. While that is pretty on-brand for a ponygirl story I am not sure works as well in a game as it might in a story or other medium. I suppose I could put some situations like you suggested in some of the story quests so that way they would not be repeatable and wouldn't get repetitive and boring. I could also try to think of some way to keep the player entertained during a segment like that. Things to think about for the future. 1
HereBeTentacles Posted Saturday at 06:30 AM Author Posted Saturday at 06:30 AM 9 hours ago, Shmurtle said: I think one of this mod's main strengths is that pretty much everything you can experience comes with at least some form of gameplay that requires you to pay attention and actively do stuff. It makes the mod fun to play and gives it a lot of replay value. Adding content / scenes where you just sit around and don't get to actively participate is not a good idea IMO. I don't think some scenes like that thay emphasize the lower stature and enslavement of the player would be so bad if they were part of a non-repeatable story quest or something like that. And for scenes that are repeatable I would try to find a way to either keep it short or give the player something to do while it is happening, even if it were just a little game to free yourself or get someone's attention. Something like that. 3
HereBeTentacles Posted Saturday at 06:33 AM Author Posted Saturday at 06:33 AM 3 hours ago, isee said: While it isn't perfect, maybe checking for the next quest completion 'First Steps' might work better? While it'd still be a little weird. That quest doesn't repeat so it shouldn't add too much extra work, and at that point you are technically moonlighting as a pony. There is a conditional variable in the tracking script that tracks how many days total you have been a pony that I used on some of those dialogue to keep them from showing up before they should but I guess I missed some of them. I can fix that. 3 hours ago, isee said: Edit: Sorry I just keep finding more. You keep pointing them out and I will keep fixing them and yoinking your lines. Good deal if you ask me.
isee Posted Saturday at 12:04 PM Posted Saturday at 12:04 PM (edited) 6 hours ago, HereBeTentacles said: You keep pointing them out and I will keep fixing them and yoinking your lines. Good deal if you ask me. You're yanking my lead here~ Anyway feel free to change things up or add your own flair to them if you want. I've been keeping them somewhat generic aside from a few cases where we have more interactions with a specific character to get a better feel of them. Also I just imagine there are at least twice as many farmhands and such around given how big the place is. A pony is good labor, but you still need hands to break rocks in the hot sun! 6 hours ago, HereBeTentacles said: Certain things like the scenes between npcs while you work are a lot harder than it seems because there are a lot of ways you can go about doing that One of the big things that makes me not want to write many long form scenes. Given I don't know how you want to implement them yet. The Renna conversation scene is clever, but it works well because there is absolutely nothing up there to really break it. If you have the package for a task running and then a separate scene in the background...Weird things can start happening. I've worked with Skyrim enough to know that a light breeze can sometimes interrupt a scene package. I did think of a random line for Baldur when you're leashed during his task that could come up. Quote "The best part about ponies? They can't touch my forge and move everything around. Unlike a certain adventurer I know. They just have to stand there, and be eye candy while I work. Suits them." Oh by the way, there is an extra 'a' in the First steps quest when Renna is explaining how the recall works. zzRanchFirstStepsDemoScene Quote "Works anywhere in Skyrim too! Perfect for retrieving a rebellious, runaway ponies!" And further along. in zzRanchFirstStepsTrackCommentScene Quote "The track is coming along nicely. Sondant has done a lot of good work with it. From a pile of rubble to a multi-purpose pony athletics stadium." "And handle it she did. And I don't just mean the track. She took and an immediate interest in my ponies. But not an interest like yours, oh no." Edited Saturday at 12:58 PM by isee
anonymous515 Posted Saturday at 05:04 PM Posted Saturday at 05:04 PM (edited) 20 hours ago, Shmurtle said: I think HBT already mentioned that the other ponies / NPCs will eventually get actual schedules and tasks to do in the future so that the DB is not the only one doing actual work around the farm anymore. I personally think it makes a lot of sense to focus on making the gameplay systems functional and fun first and then go hard on dialogue and presentation later. Also please don't forget that Skyrim is a video game. Some of the stuff you suggested is probably pretty interesting when experiencing it for the first time, but spending a lot of time being leashed to a post somewhere doing nothing would get boring extremely quickly. I think that there's only so much "being forced to take in the ambiance of the moving world around them" that you as a player can handle before you get bored and uninstall the mod. Also the way that Renna is written makes it very obvious that she cares a lot about her ponies and wants them to actually enjoy their time on the ranch as well. I think one of this mod's main strengths is that pretty much everything you can experience comes with at least some form of gameplay that requires you to pay attention and actively do stuff. It makes the mod fun to play and gives it a lot of replay value. Adding content / scenes where you just sit around and don't get to actively participate is not a good idea IMO. Black screen transitions (to indicate time passing) can be used for these moments if needed, but I feel a lot of people sign up for this specific type of mod for exactly those experiences. I haven't seen anyone complain about the drawn-out, high-kick circular course training, for example (which I loved). To me, if a user downloads a mod where you are stripped of your humanity and agency, moments of helplessness are expected. As HereBeTentacles agreed, they would convey the status of the PC much better. I agree that just letting the player sit there staring at a wall would be boring, but that's not what I'm suggesting. The scene would remain engaging if: They were tied to a cart or a custom horse post right next to a busy thoroughfare. During the wait, several NPCs were spawned to walk right past the PC, triggering ambient dialogue. Another horsegirl may eventually get tied up next to the PC to share the space. A stranger approaches the PC like an animal, offering food or making a passing comment. Also, I understand that Renna cares for her ponies, but a farmer can love their workhorse while still treating it like a workhorse. Players walk through Riverwood all the time; there needs to be a clear mechanical differentiation between a normal playthrough and using this mod in order to sell the PC's new role. Finally, I'd like you to imagine if, instead of the lowly workhorse mod RennasRanch is (plowing fields, moving cargo), this mod was instead about being a prized racehorse worth 1 million septims. Be honest... ignoring the NPC dialogue, would the gameplay change at all? The PC currently gets a huge training course all to themselves, a stable that has only one other horsegirl present, and devoted, exclusive attention from multiple handlers every day. What is the vision trying to be sold here? That's the disconnect I'm pointing out. Edited Saturday at 05:09 PM by anonymous515
Shmurtle Posted Saturday at 08:02 PM Posted Saturday at 08:02 PM (edited) 3 hours ago, anonymous515 said: Black screen transitions (to indicate time passing) can be used for these moments if needed, but I feel a lot of people sign up for this specific type of mod for exactly those experiences. I haven't seen anyone complain about the drawn-out, high-kick circular course training, for example (which I loved). To me, if a user downloads a mod where you are stripped of your humanity and agency, moments of helplessness are expected. As HereBeTentacles agreed, they would convey the status of the PC much better. Well, walking in a circle is still gameplay. Not very complex gameplay, but still gameplay. 3 hours ago, anonymous515 said: I agree that just letting the player sit there staring at a wall would be boring, but that's not what I'm suggesting. The scene would remain engaging if: They were tied to a cart or a custom horse post right next to a busy thoroughfare. During the wait, several NPCs were spawned to walk right past the PC, triggering ambient dialogue. Another horsegirl may eventually get tied up next to the PC to share the space. A stranger approaches the PC like an animal, offering food or making a passing comment. I feel like long scenarios like this could be really interesting as part of one-off non-repeatable story events. I just don't think that focusing on them and having them become part of the main gameplay loop is a good idea. Having to sit there doing nothing for a long time while having to listen to dialogue that is uninteresting on purpose and doesn't affect you or the overall narrative in any way sounds like it would be repetitve as fuck and get boring really quickly. I just remembered that there already is a variation of Telvard's daily task where he goes away and leaves you stuck in the contraption for a bit before unlocking you, but that takes like 20 seconds max. I have 0 issues with that, because it doesn't overstay its welcome and doesn't drown out the more interesting stuff. So to sum up, either make them one-off events only or keep them short if they aren't. I just don't want the main identity of the mod to become "do nothing and look at stuff around you" for the sake of minimizing ludonarrative dissonance. Skyrim is a video game after all, so please let me actually play the game and have fun. A lot of DD mods have this issue and I think this mod does a uniquely amazing job with the gameplay. 3 hours ago, anonymous515 said: Finally, I'd like you to imagine if, instead of the lowly workhorse mod RennasRanch is (plowing fields, moving cargo), this mod was instead about being a prized racehorse worth 1 million septims. Be honest... ignoring the NPC dialogue, would the gameplay change at all? The PC currently gets a huge training course all to themselves, a stable that has only one other horsegirl present, and devoted, exclusive attention from multiple handlers every day. What is the vision trying to be sold here? That's the disconnect I'm pointing out. Just give the mod author time to flesh out the NPCs. I feel like a lot the criticisms you have right now will go away on their own with time. Edit: I saw this comment only after already typing out my reply, but I pretty much 100% agree with this: 13 hours ago, HereBeTentacles said: I don't think some scenes like that thay emphasize the lower stature and enslavement of the player would be so bad if they were part of a non-repeatable story quest or something like that. And for scenes that are repeatable I would try to find a way to either keep it short or give the player something to do while it is happening, even if it were just a little game to free yourself or get someone's attention. Something like that. Edited Saturday at 08:07 PM by Shmurtle
Tobitup Posted yesterday at 09:37 AM Posted yesterday at 09:37 AM On 7/11/2026 at 6:31 AM, isee said: Hey it's me again, this time instead of grammar errors I have topic errors. Sort of, the zzRanchDialoguequest currently doesn't have a condition to check if the player has actually become a pony yet. It only checks for the intro quest. So currently when you go back to talk to Renna about becoming a ponygirl for the first time. You can already talk to everyone on the Ranch like you are one. While it isn't perfect, maybe checking for the next quest completion 'First Steps' might work better? While it'd still be a little weird. That quest doesn't repeat so it shouldn't add too much extra work, and at that point you are technically moonlighting as a pony. Also I lied, there's an uneccesary space between the words 'in' and 'to' In zzRanchTalkSitDownScene in 'The Talk' quest. And in ZZRanchtalkRennaexplain we have this And in the same quest, the scene zzRanchTalkTagAlongDaysScene in the Vengeance branch dialogue. And in the Dynasty branch... zzRanchTalkTagAlongRulesScene Also in zzRanchTalkRennaExplain And as is apparently my tradition now a few new lines for the excel sheet. Edit: Sorry I just keep finding more. Your lines always impress me, hope they will be added
HereBeTentacles Posted yesterday at 08:00 PM Author Posted yesterday at 08:00 PM On 7/11/2026 at 8:04 AM, isee said: Anyway feel free to change things up or add your own flair to them if you want. I've been keeping them somewhat generic aside from a few cases where we have more interactions with a specific character to get a better feel of them. Also I just imagine there are at least twice as many farmhands and such around given how big the place is. A pony is good labor, but you still need hands to break rocks in the hot sun! Farmhands are the most common one but I would like every npc that isn't currently running or involved with a task to be valid. Otherwise things would get repetitive real fast. On 7/11/2026 at 8:04 AM, isee said: I did think of a random line for Baldur when you're leashed during his task that could come up. I do have some lines that play specifically when you are leashed by and npc or hitched to a post so I can use this there. By the way I fixed all the current typos you have pointed out in the intro so far.
HereBeTentacles Posted 22 hours ago Author Posted 22 hours ago On 6/26/2026 at 7:27 AM, Mindgamer said: 4) Not completely sure, but I think my toon was originally awarded the hood for very good performance, because it would help her sleep better. Next day she did poorly, and so she had to stay outside for the night. She still got hooded, but this time it sounded more like it was done for punishment. (I may have read something wrong, however). I just had to change some variables on that scene and I just noticed that the variables were not set up properly which may be what caused this. Missed it the first time I checked. Fixed for next release.
isee Posted 21 hours ago Posted 21 hours ago (edited) 4 hours ago, HereBeTentacles said: By the way I fixed all the current typos you have pointed out in the intro so far. Cool, cool...I have more. zzRanchControllerEveningInspectionScene Quote Your behaviour has been fine, but I find spending some time wearing some dirt keeps you ponies from forgetting the animal you really are.~ zzRanchControllerFreedomScene Quote I've got your things from the wardrobe for you. Keep my gem close for my next summons Dragonborn.~ zzRanchControllerEveningInspectionScene Quote First we'll make sure you're wearing everything you should be... I think this is just about everything in terms of spelling errors at least? There might still be others, but at least this should get all of the really distracting ones that will pop up on a normal playthrough. More text for the text document! Spoiler "I know you're horny, but could you stop shaking your hips for ten minutes? Some of us are actually working here." "You should know by now you won't be able to cum anyway, why are you even trying?" "Tired Dovah? And here I thought you sluts couldn't get enough of the debasement?" "You know, ponies aren't allowed to bet on themselves. They aren't people you see, but I could be convinced to put a bet in for the Dragonborn. Who will sadly be too busy to make it to the event tomorrow night. To make things fair though. You'll have to bet on Dovah." "Stay where we can see you pony, no wandering off." "Slacking off Dovah? The Slalom and I are free, unless of course you can convince me you're busy?" "Knees higher! Spine back! If we just wanted a workhorse we would buy one! You're a sex object now Dovah, act like it~" "We know you're good at thinking with your sex Dovah~, but it slows you down. Stop thinking at all and listen for your trainer." "Some days I think I've grown used to everything here, then I wake up to a sight like this." <> Guard 1: "Hey the Dragonborn is returning." Guard 2: "So soon? I thought lady Renna sent for her just this morning." Guard 1: "Wasn't there news about a Dragon attack up near Dawnstar the other day?" Guard 2: "Well she is our Dovah, distance running is her thing." <> "Killed another Dragon, and here for your 'reward' Dragonborn?" "You know I have some other...Outfits stored away. That I'd love to see you in sometime Dovah.~" "One of these days we'll have to enter you into one of Ambre's little mud wrestling contests~ I'm sure you and Vengeance would put on quite the show.~" <> NPC 1: "Vengeance broke that hitch again..." NPC 2: "Again? The only reason he puts her there is for her to break it and run away." NPC 1: "You know how he is, and how he gets 'rewarded' when he brings her back." NPC 2: "...When do you think they'll finally ask each other out?" <> That last one is more me messing about then anything else. Feel free to reach out when you decide how the scripting for these 'side scenes' is going to work if you ever want help coming up with extra ones. Or just post about it here. Or in the DDNG Discord. But with the spelling mistakes gone, I can finally highstep around the place in peace. Edited 21 hours ago by isee 2
kingbloxer Posted 14 hours ago Posted 14 hours ago (edited) here is a map image for people trying to find the secret tunnel area (west of the locked gate, southwest of halldir's cairn). also, after completing the making introductions and resting, I didn't get any new quests, so I'm a bit lost on what to do next to progress in the mod. Edited 14 hours ago by kingbloxer
Shmurtle Posted 8 hours ago Posted 8 hours ago (edited) I found a typo that I think nobody else has reported yet. It's during the evening scene in the corral. There's just some extra punctuation that's not supposed to be there I think. (the period + the exclamation mark) Also I ran into the edge case where Bradur's task was the 3rd and therefore last task I started on that day. This also meant that there weren't any other tasks left that I could complete with one of his devices equipped, so his task was basically uncompletable. Maybe you could make it so that he takes his device back instantly because "it's already getting late" or make an extra 4th task spawn. Edited 7 hours ago by Shmurtle
HereBeTentacles Posted 7 hours ago Author Posted 7 hours ago 7 hours ago, kingbloxer said: here is a map image for people trying to find the secret tunnel area (west of the locked gate, southwest of halldir's cairn). also, after completing the making introductions and resting, I didn't get any new quests, so I'm a bit lost on what to do next to progress in the mod. Did the previous quest actually show as completed after sleeping in the bed in the cottage? I know some people have done some full playthroughs since the last release and everything seemingly worked for them so I am not sure what went wrong here. Possible an alias on the next quest couldn't be filled but that would mean another mod screwed something up, there's no reason that should ever happen without another mod doing something to an npc. Could maybe look at papyrus log and see if there are any errors from the mod in there. You could also try starting the next quest from console and see what happens: 'startquest zzranchtalkquest' 45 minutes ago, Shmurtle said: I found a typo that I think nobody else has reported yet. It's during the evening scene in the corral. There's just some extra punctuation that's not supposed to be there I think. (the period + the exclamation mark) Also I ran into the edge case where Bradur's task was the 3rd and therefore last task I started on that day. This also meant that there weren't any other tasks left that I could complete with one of his devices equipped, so his task was basically uncompletable. Maybe you could make it so that he takes his device back instantly because "it's already getting late" or make an extra 4th task spawn. I will maybe just add a line in that situation where he acknowledges that it is late and there is no one left to help and teases you about it or something like that. I knew that situation was possible but left it in as another thing the player will need to remember to be wary of when completing tasks and deciding what to do.
kingbloxer Posted 5 hours ago Posted 5 hours ago (edited) 2 hours ago, HereBeTentacles said: Did the previous quest actually show as completed after sleeping in the bed in the cottage? I know some people have done some full playthroughs since the last release and everything seemingly worked for them so I am not sure what went wrong here. Possible an alias on the next quest couldn't be filled but that would mean another mod screwed something up, there's no reason that should ever happen without another mod doing something to an npc. Could maybe look at papyrus log and see if there are any errors from the mod in there. You could also try starting the next quest from console and see what happens: 'startquest zzranchtalkquest' I will maybe just add a line in that situation where he acknowledges that it is late and there is no one left to help and teases you about it or something like that. I knew that situation was possible but left it in as another thing the player will need to remember to be wary of when completing tasks and deciding what to do. (edit, turns out nexus didn't disable an older version of the papyrus extender mod when I updated it) maybe it could be a mod messing with stuff, I do have a ton of them, but it does show as completed. maybe it could also have been partly caused from me changing a setting for some mods. looking closely at zzranchintroquest, it seems that stage 20 didn't get set (or it got unset) somehow (if that is meant to be set to 1 like I assume), though the quest did say it was completed. also I can talk to rena to ask her some questions, but it doesn't seem to progress the mod Edited 4 hours ago by kingbloxer
Shmurtle Posted 5 hours ago Posted 5 hours ago 1 hour ago, HereBeTentacles said: I will maybe just add a line in that situation where he acknowledges that it is late and there is no one left to help and teases you about it or something like that. I knew that situation was possible but left it in as another thing the player will need to remember to be wary of when completing tasks and deciding what to do. That's a good idea too, it makes it clear that this is by design and not just an oversight.
HereBeTentacles Posted 5 hours ago Author Posted 5 hours ago 15 minutes ago, kingbloxer said: maybe it could be a mod messing with stuff, I do have a ton of them, but it does show as completed. maybe it could also have been partly caused from me changing a setting for some mods. looking closely at zzranchintroquest, it seems that stage 20 didn't get set (or it got unset) somehow, though the quest did say it was completed. Which quest was the last one you completed? A Strange Delivery or Making Introductions? If it was the first try typing 'startquest zzranchintroductionsquest' and if it was the second try 'startquest zzranchtalkquest' just to see if they start that way. Not sure off the top of my head if starting them that way would break anything though. Papyrus log would also help see if the script bugged out at all. Don't think failed alias fills get written there though so it wouldnt help if thats what's happening.
kingbloxer Posted 4 hours ago Posted 4 hours ago (edited) 44 minutes ago, HereBeTentacles said: Which quest was the last one you completed? A Strange Delivery or Making Introductions? If it was the first try typing 'startquest zzranchintroductionsquest' and if it was the second try 'startquest zzranchtalkquest' just to see if they start that way. Not sure off the top of my head if starting them that way would break anything though. Papyrus log would also help see if the script bugged out at all. Don't think failed alias fills get written there though so it wouldnt help if thats what's happening. it was the making introductions quest that didn't set the stage 20. also just noticed I had some older versions of papyrus extender in addition to newer versions (I'm used to nexus disabling or removing older mods when updating, but I guess it didn't that time). after disabling the older versions that I somehow had active and using the command it works Edited 4 hours ago by kingbloxer
HereBeTentacles Posted 3 hours ago Author Posted 3 hours ago 55 minutes ago, kingbloxer said: it was the making introductions quest that didn't set the stage 20. also just noticed I had some older versions of papyrus extender in addition to newer versions (I'm used to nexus disabling or removing older mods when updating, but I guess it didn't that time). after disabling the older versions that I somehow had active and using the command it works I can't think of what problems an older version of papyrus extender could cause or what could be the issue with stage 20 (assuming stage 20 isn't a dummy stage, can't check right now) If you had a papyrus log from that session I could check but at least you got it working.
Tobitup Posted 1 hour ago Posted 1 hour ago Found a little bug - when you moving by pressing D or A with your camera rotated to the side (so you actually going forward) and using high-step at the same time (you can see what i mean on screenshot) - your stamina start to recover so you can move endlessly
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