Snook001 Posted Saturday at 02:21 AM Posted Saturday at 02:21 AM 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 . 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 .
HereBeTentacles Posted Saturday at 02:42 AM Author Posted Saturday at 02:42 AM 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 . 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.
Tobitup Posted Sunday at 09:08 AM Posted Sunday at 09:08 AM 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
HereBeTentacles Posted Sunday at 10:14 AM Author Posted Sunday at 10:14 AM 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.
LilHel Posted Sunday at 06:45 PM Posted Sunday at 06:45 PM (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 ;). Edited Sunday at 08:11 PM by LilHel
HereBeTentacles Posted Sunday at 08:52 PM Author Posted Sunday at 08:52 PM 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 ;). 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?
LilHel Posted Sunday at 08:57 PM Posted Sunday at 08:57 PM 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 side
HereBeTentacles Posted Sunday at 09:54 PM Author Posted Sunday at 09:54 PM (edited) Messed around with some of the Skyrim UI pieces and illustrator for a new leash effect: Spoiler 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 Sunday at 10:28 PM by HereBeTentacles
blahity Posted Sunday at 11:13 PM Posted Sunday at 11:13 PM 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!
isee Posted Monday at 03:02 AM Posted Monday at 03:02 AM (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 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 Edited Monday at 04:50 AM by isee
HereBeTentacles Posted Monday at 02:57 PM Author Posted Monday at 02:57 PM (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 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 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 Monday at 03:25 PM by HereBeTentacles
Tobitup Posted Monday at 06:45 PM Posted Monday at 06:45 PM 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
Tobitup Posted Monday at 06:46 PM Posted Monday at 06:46 PM Wait a sec - is there a new version i missed?
blahity Posted Monday at 09:34 PM Posted Monday at 09:34 PM 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?
xchaotic13 Posted Monday at 09:57 PM Posted Monday at 09:57 PM what are all the daily tasks and freeroam tasks, i feel like im missing out on some.
HereBeTentacles Posted Monday at 10:22 PM Author Posted Monday at 10:22 PM 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.
HereBeTentacles Posted Monday at 11:06 PM Author Posted Monday at 11:06 PM (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 Monday at 11:11 PM by HereBeTentacles 1
_Helen_ Posted yesterday at 03:42 AM Posted yesterday at 03:42 AM 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?
HereBeTentacles Posted yesterday at 05:10 AM Author Posted yesterday at 05:10 AM 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? 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.
blahity Posted yesterday at 07:35 AM Posted yesterday at 07:35 AM (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 yesterday at 09:00 AM by blahity
_Helen_ Posted 23 hours ago Posted 23 hours ago (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.) Edited 23 hours ago by _Helen_ Writing error
HereBeTentacles Posted 20 hours ago Author Posted 20 hours ago 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.) Based on those numbers you need to wait 5 days in game and then after a minute or so a message should pop up.
HereBeTentacles Posted 19 hours ago Author Posted 19 hours ago (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 19 hours ago by HereBeTentacles
isee Posted 19 hours ago Posted 19 hours ago (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 19 hours ago by isee More details on the third bullet.
HereBeTentacles Posted 17 hours ago Author Posted 17 hours ago (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 17 hours ago by HereBeTentacles
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