Jump to content

Recommended Posts

Posted
1 hour ago, HereBeTentacles said:

For the water task you will need to find a farmhand to help you, some of the NPCs will tell you this when you ask them. There should always be one farmhand that will help you so you will want to look around a bit and try to learn who they are so that next time you can ask them all. You probably missed the one that was willing to help you.

I did try all the farmhand, there were two milling around aimlessly, the dark elf one and the beggar one.  I also ask everyone around up to the door.  I tried it a few time, still the same result.   Either my RNG was down the drain or I found an issue.  You should add a dialogue which will pop up after a few try, stating that if they don't help there will be no water for their diner :classic_laugh:.  That  will get them moving.

 

Lady Renna released me, is it the end of this test or can I expect more quest?  Thanks for the great mod :).

Posted
9 minutes ago, Snook001 said:

I did try all the farmhand, there were two milling around aimlessly, the dark elf one and the beggar one.  I also ask everyone around up to the door.  I tried it a few time, still the same result.   Either my RNG was down the drain or I found an issue.  You should add a dialogue which will pop up after a few try, stating that if they don't help there will be no water for their diner :classic_laugh:.  That  will get them moving.

 

Lady Renna released me, is it the end of this test or can I expect more quest?  Thanks for the great mod :).

 

There are 6 farmhands so like I said you might have missed one. I don't think the quest will even start if it can't fill that alias. I can check and see though.

 

And that is not necessarily the end. The tasks you get each day are random so you probably haven't seen them all yet, there are 6 different main tasks you can get each day and 6 mini tasks so the mod isnt technically over until you have done them all. Renna will call you back in a few days to do a bit more.

Posted

I`ve got a little bug here. After accepting Bradur`s quest with his new boots - noone of other NPC wants to give me a task. They just roam around the Valley and even if i ask them they refuse

Posted
1 hour ago, Tobitup said:

I`ve got a little bug here. After accepting Bradur`s quest with his new boots - noone of other NPC wants to give me a task. They just roam around the Valley and even if i ask them they refuse

 

What likely happened here is only a set amount of tasks available each day so if Bradur's task is the last one you do then there won't be any tasks left to test his device with and you'll fail it. Best not to leave Bradur for last  because of this.

 

Posted (edited)

sadly I havent figured out what is causing Roselle to not adopt the correct package, its not binding since I did a save without it and it changed nothing(it sometimes overwrote the default package)...I was messing around in command console and she is tied to the correct package for the quest but for some reason isnt triggering. I don't think OAR should do that. Would mods like Gesture animation remix or npc animation remix cause this? Another fun thing I found which I pressume is because of glorious doors of skyrim is the door not fitting your gate ;).image.jpeg.ba7eac0f30952757765e38ed07687039.jpeg

Edited by LilHel
Posted
2 hours ago, LilHel said:

sadly I havent figured out what is causing Roselle to not adopt the correct package, its not binding since I did a save without it and it changed nothing(it sometimes overwrote the default package)...I was messing around in command console and she is tied to the correct package for the quest but for some reason isnt triggering. I don't think OAR should do that. Would mods like Gesture animation remix or npc animation remix cause this? Another fun thing I found which I pressume is because of glorious doors of skyrim is the door not fitting your gate ;).image.jpeg.ba7eac0f30952757765e38ed07687039.jpeg

 

The issue with that scene should be fixed now, I added a fallback timer that just skips the broken scene stage if it gets stuck.

 

Also weird that the mod would change the door without changing the building that is supposed to use it. I assume that mod must also replace the Whiterun gate building with a different model?

Posted
3 minutes ago, HereBeTentacles said:

 

The issue with that scene should be fixed now, I added a fallback timer that just skips the broken scene stage if it gets stuck.

 

Also weird that the mod would change the door without changing the building that is supposed to use it. I assume that mod must also replace the Whiterun gate building with a different model?

It does, it puts supporting pillars on each side32376-1630399058-1385507125.png

Posted (edited)

Messed around with some of the Skyrim UI pieces and illustrator for a new leash effect:

 

Spoiler

image.thumb.png.5c80906f1ccbc03db2bf0e482a0e0dad.png

 

Not 100% sure on it yet. Shame none of the accents for the quest journal have a horse motif, would have been perfect.

 

1 hour ago, LilHel said:

It does, it puts supporting pillars on each side

 

Ah makes sense. Not much I can do about that though. The supporting pillars are part of the door in vanilla and they must have removed them and added them as a separate object.

Edited by HereBeTentacles
Posted
2 hours ago, HereBeTentacles said:

The issue with that scene should be fixed now, I added a fallback timer that just skips the broken scene stage if it gets stuck.

I'd be happy to test that patch out to see if it works!

Posted (edited)
6 hours ago, HereBeTentacles said:

Not 100% sure on it yet. Shame none of the accents for the quest journal have a horse motif, would have been perfect.

 

You could always go looking in the direction of the original source of inspiration, which would be Celtic knots. Of course there's no one to one. So this adds a fair bit more work.  As a warning before you click on this spoiler. I am no artist. This was a quick one and a half hour job using a free source and photoshop as a mockup.

Spoiler

image.jpeg.5eb07db7a5b96e2171bfb64d0a2329d6.jpeg

There also might be the Whiterun hold sigil? I think Quest journal enhanced uses the sigil as a background element, but again that's more work.

 

Edit: I had a terrible no good bad idea and decided to go with it to see how it turned out. Credit to Lucky-Luci for the art. More just me messing around with the texture to see what looks good then anything else. (And yes they're off center. This was a quick test okay?)

Spoiler

image.thumb.jpeg.c0b70e48db08e465d394b6304e1efa86.jpeg

 

Edited by isee
Posted (edited)
12 hours ago, isee said:

You could always go looking in the direction of the original source of inspiration, which would be Celtic knots. Of course there's no one to one. So this adds a fair bit more work.  As a warning before you click on this spoiler. I am no artist. This was a quick one and a half hour job using a free source and photoshop as a mockup.

  Reveal hidden contents

image.jpeg.5eb07db7a5b96e2171bfb64d0a2329d6.jpeg

There also might be the Whiterun hold sigil? I think Quest journal enhanced uses the sigil as a background element, but again that's more work.

 

Edit: I had a terrible no good bad idea and decided to go with it to see how it turned out. Credit to Lucky-Luci for the art. More just me messing around with the texture to see what looks good then anything else. (And yes they're off center. This was a quick test okay?)

  Reveal hidden contents

image.thumb.jpeg.c0b70e48db08e465d394b6304e1efa86.jpeg

 

 

I'll probably stick with the design I made in illustrator for now. It's better than the plain design it is currently without being too busy. Though I do want to use some of the art that was posted in the RR thread on the discord at some point. Was thinking about a brand you can earn or something like that,

Edited by HereBeTentacles
Posted
On 7/19/2026 at 1:14 PM, HereBeTentacles said:

 

What likely happened here is only a set amount of tasks available each day so if Bradur's task is the last one you do then there won't be any tasks left to test his device with and you'll fail it. Best not to leave Bradur for last  because of this.

 

Yeah i know, but he was my first task

Posted
2 hours ago, Tobitup said:

Wait a sec - is there a new version i missed?

 

6 hours ago, HereBeTentacles said:

I'll probably stick with the design I made in illustrator for now. It's better than the plain design it is currently without being too busy. Though I do want to use some of the art that was posted in the RR thread on the discord at some point. Was thinking about a brand you can earn or something like that,

Renna's Ranch has its own discord?

Posted
35 minutes ago, blahity said:

 

Renna's Ranch has its own discord?

 

Not anything official, but there is a thread on the DDNG server for the mod where someone posted some art assets they made for the mod.

 

12 minutes ago, xchaotic13 said:

what are all the daily tasks and freeroam tasks, i feel like im missing out on some.

 

Currently for daily tasks there is:

  • Hotwalker
  • Pack Pony (Deliveries within valley)
  • Pony Express (Deliveries outside valley)
  • Following Order (Memory game with the arches)
  • Reverie (Find Kasuna somewhere outside valley)
  • Draft Work (Plow the field)

For freeroam tasks there is:

  • Help Bradur with a device
  • Fetch water for Karin
  • Deliver letter for Adrienn
  • Kill skeletons for Jero
  • Help Telvard with his contraption

You maybe have seen the spruced up track but there is no daily task there yet. That will be the next task I do.

Posted (edited)

@blahity 

 

Here is something you can test with to see if the issue with the tack scene is fixed. The player will still get stuck but it should teleport you to the right spot and skip the stuck part of the scene after 10 seconds.

 

You shouldn't need a new save for this, you will just have not be in the middle of an enslavement (which shouldn't be a problem if you're stuck in the intro) and then click the update button in the MCM so that some of the stuff that changed gets reinitialized properly. Will be nice to see if it works.

 

If you end up playing past that you can maybe see if  the changes I made to the schedules of the NPC break any of the quests. They shouldn't but I didn't have time to test everything.

 

This isn't everything I had planned for 0.3.1 but if it fixes the issue with the tack scene in the intro and the update function works I will just upload it anyway.

 

Anyone else is free to check as well.

 

RennasRanch 0.3.1-test.7z

Edited by HereBeTentacles
Posted

Hello, @HereBeTentacles, how's it going? I need to confess that I'm really enjoying your mod; it has a lot of potential. I was very happy when I found your mod, which is focused on the Ponygirl fetish. I can count on my fingers how scarce mods with this fetish are—I remember only playing two mods in this vein: "Sluts" and "Trapped in Rubber." I particularly love this type of fetish.

Anyway, moving on... I'm at the very beginning of your mod, but I'm stuck on the "First Steps" quest (as shown in the attached image). I've been waiting for Renna's call for over 20 real-life minutes. I think something bugged out. I've already slept multiple times, passed the time, and even tried skipping the quest stage using the console command. However, from what I understand, your mod works with "Events," and no stages show up throughout the questline. I don't know what else to do, and I really want to continue your mod, but I'm stuck at this part. Is there anything I can do? Is there any command to skip to the next event?

 

Imagem 1.jpg

Imagem 2.jpg

imagem 3.jpeg

imagem 4.jpeg

Posted
1 hour ago, _Helen_ said:

Hello, @HereBeTentacles, how's it going? I need to confess that I'm really enjoying your mod; it has a lot of potential. I was very happy when I found your mod, which is focused on the Ponygirl fetish. I can count on my fingers how scarce mods with this fetish are—I remember only playing two mods in this vein: "Sluts" and "Trapped in Rubber." I particularly love this type of fetish.

Anyway, moving on... I'm at the very beginning of your mod, but I'm stuck on the "First Steps" quest (as shown in the attached image). I've been waiting for Renna's call for over 20 real-life minutes. I think something bugged out. I've already slept multiple times, passed the time, and even tried skipping the quest stage using the console command. However, from what I understand, your mod works with "Events," and no stages show up throughout the questline. I don't know what else to do, and I really want to continue your mod, but I'm stuck at this part. Is there anything I can do? Is there any command to skip to the next event?

 

Imagem 1.jpg

Imagem 2.jpg

imagem 3.jpeg

imagem 4.jpeg

 

Could you run the command "sqv zzranchfirststepsquest" and tell me what the value of waitDuration is? And then can you run the command "sqv zzranchcontrollerquest" and tell me what the value of currTime?

 

Also you are correct that setting the quest stages won't help here. I only use them for dialogue really, so setting them will only screw up didalogue.

Posted (edited)
9 hours ago, HereBeTentacles said:

@blahity 

 

Here is something you can test with to see if the issue with the tack scene is fixed. The player will still get stuck but it should teleport you to the right spot and skip the stuck part of the scene after 10 seconds.

 

You shouldn't need a new save for this, you will just have not be in the middle of an enslavement (which shouldn't be a problem if you're stuck in the intro) and then click the update button in the MCM so that some of the stuff that changed gets reinitialized properly. Will be nice to see if it works.

 

If you end up playing past that you can maybe see if  the changes I made to the schedules of the NPC break any of the quests. They shouldn't but I didn't have time to test everything.

 

This isn't everything I had planned for 0.3.1 but if it fixes the issue with the tack scene in the intro and the update function works I will just upload it anyway.

 

Anyone else is free to check as well.

 

RennasRanch 0.3.1-test.7z 36.93 MB · 1 download

So far so good! The player pathfinding in the scene worked right the very first time. Quit and restarted the game 5 times and it worked flawlessly each time.
I did notice a few issues:

  • When waking after 7am but before 8am (when Renna wasn't in the square yet on the first day) Roselle wouldn't take me to the square and would instead do her daily routine instead.
  • No food in given on the first night.
  • I had to disable Survival Mode during the hot-trot because if you're over-encumbered in survival mode you lose 2% max stamina a second. Which meant not having enough stamina to do two laps in a row, making the event take twice as long as intended. You may want to have a survival mode option to counteract the stamina drain from that.
  • Not really a bug but I do wish that after you found the apprentice that you could be teleported into the cage. It's a bit boring having to backtrack.
  • No dialogue for any free-roam tasks but I still get punished for not doing any.
    • Until Day 3 when they sudden had dialogue
  • Bardur doesn't recognize highstepping in the firewalker boots
    • He says he wants you to highstep but only walking normally triggers his success dialogue
Edited by blahity
Posted (edited)
6 hours ago, HereBeTentacles said:

 

Could you run the command "sqv zzranchfirststepsquest" and tell me what the value of waitDuration is? And then can you run the command "sqv zzranchcontrollerquest" and tell me what the value of currTime?

 

Also you are correct that setting the quest stages won't help here. I only use them for dialogue really, so setting them will only screw up didalogue.

 

 

My waitDuration value is 13.664162 and my currTime value is 8.663595. Those are the values. What do we do now?
(
These values are from my first Save, right after the conversation with Renna. Since I waited so long, I ended up deleting the Saves that were further along in time.)

 

Imagem 1.jpg

Imagem 2.jpg

Edited by _Helen_
Writing error
Posted
2 hours ago, _Helen_ said:

 

 

My waitDuration value is 13.664162 and my currTime value is 8.663595. Those are the values. What do we do now?
(
These values are from my first Save, right after the conversation with Renna. Since I waited so long, I ended up deleting the Saves that were further along in time.)

 

Imagem 1.jpg

Imagem 2.jpg

 

Based on those numbers you need to wait 5 days in game and then after a minute or so a message should pop up. 

 

Posted (edited)
8 hours ago, blahity said:

So far so good! The player pathfinding in the scene worked right the very first time. Quit and restarted the game 5 times and it worked flawlessly each time.
I did notice a few issues:

  • When waking after 7am but before 8am (when Renna wasn't in the square yet on the first day) Roselle wouldn't take me to the square and would instead do her daily routine instead.
  • No food in given on the first night.
  • I had to disable Survival Mode during the hot-trot because if you're over-encumbered in survival mode you lose 2% max stamina a second. Which meant not having enough stamina to do two laps in a row, making the event take twice as long as intended. You may want to have a survival mode option to counteract the stamina drain from that.
  • Not really a bug but I do wish that after you found the apprentice that you could be teleported into the cage. It's a bit boring having to backtrack.
  • No dialogue for any free-roam tasks but I still get punished for not doing any.
    • Until Day 3 when they sudden had dialogue
  • Bardur doesn't recognize highstepping in the firewalker boots
    • He says he wants you to highstep but only walking normally triggers his success dialogue

 

I checked abd the quest that gives the NPCs their new schedules had it's priority too high, should be fixed now.

 

Weird about the boots though, never touched anything there so odd it doesn't work now.

Edited by HereBeTentacles
Posted (edited)
17 minutes ago, HereBeTentacles said:

Weird about the boots though, never touched anything there so odd it doesn't work now.

Just tried the new patch. Everything mostly seems to be working well. I will say I did luck into getting the firehoof task and for me at least it was working as normal. (Where you walk around so he can see you trigger the shock function a bunch of times.)

 

Some details I noticed.

  • Dynasty at some point escaped her cage and just started wandering around in an attempt to phase through the bars.
  • Might have been luck of the draw, but Karin never appeared where she normally sits for her task.
  • I also had a day where the dialogue for tasks was just not appearing at all. (For me it was after completing 'Pony Express' and being put in the cage.)
  • After using the MCM updater I had one or two days where Rosaline just kind of sat in the garden, for the entire day, this fixed itself, and is I assume something to do with the Schedule updating mid playthrough.
Edited by isee
More details on the third bullet.
Posted (edited)
2 hours ago, isee said:

Dynasty at some point escaped her cage and just started wandering around in an attempt to phase through the bars.

 

I have seen this happen once or twice, not sure why she does that, the only valid sandbox targets she has should be in her stall. Will look.

 

2 hours ago, isee said:

Might have been luck of the draw, but Karin never appeared where she normally sits for her task.

 

Was she actually offering it but in the wrong place? Or was she just not chosen to offer a task? If she was offering it but in a different place where was she?

 

2 hours ago, isee said:

I also had a day where the dialogue for tasks was just not appearing at all. (For me it was after completing 'Pony Express' and being put in the cage.)

 

Just to check you did turn in the task after getting released from the cage right? If you did, did the freeroam quest actually start? Did the "Help around the estate" objective pop?

 

2 hours ago, isee said:

After using the MCM updater I had one or two days where Rosaline just kind of sat in the garden, for the entire day, this fixed itself, and is I assume something to do with the Schedule updating mid playthrough.

 

The quest that made their schedules a bit more varied had it's priority too high so it was overwriting things. Already fixed that.

Edited by HereBeTentacles

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...