killer905 Posted March 15 Author Posted March 15 11 minutes ago, DarkForce_256 said: One of my favorite mods, would love for it to be re-worked. I always disliked that the mansion was in Falkreath out in the open. I would have preferred if the place was secluded and kept secret as much as possible. Only the most degenerate Skyrim denizens would hear whispers of the place, most would think it didn't exist. Theoretically, you’re right, but remember that in the original, it was supposed to be an inn. And Jarl Falkreath in that mod was a party animal (if that’s the right term), so you ended up with a mansion next to Falkreath. In this version, the location will change, but it won’t operate in secret, because it doesn’t need to. People are driven by innate curiosity. If they hear about something and are in the area, they’ll go and see for themselves if it’s true, provided they’ve got the courage. 2
Unicom1981 Posted March 15 Posted March 15 2 hours ago, killer905 said: To be honest, having Dwarven machines in the vicinity of the Mansion would probably put potential customers off rather than attract them. Your alternative version would be acceptable. I’ve played these mods and I don’t recall a quest involving Dwarven Oil as a lubricant for vaginas. On the one hand, that would be fine, but on the other, I can’t really see people being keen to use such oil. Theoretically, an alchemist (who is supposed to arrive at the Mansion to buy animal semen for experiments, and then for testing on living subjects) could make a suitable potion for that, right? It could even be based on Dwarven Oil. Sorry, my mistake. The quest is from SexLab Stories and is called Dwemer Pleasures. It starts in Whiterun with the blacksmith at the entrance. Her exact words were: -That it feels so smooth and soft, perfect for... err... lubrication. -Um... things have been... 'slow' between Ulfberth and I, so I went to see the Sisters of Dibella down in Markarth... - So did Ahlam for her problems with Nazeem... - You might want to ask them about it... it sounds very potent. Therefore, despite the word "oil," I assumed it was a lubricant rather than what we would understand as oil today. But the idea of using it as an ingredient for potions would also be very good. However, as you said, near the mansion or as guards, the machines would likely deter customers. But for me and @Donuts4me, it's more about perhaps giving these mechanical creatures at least a small role to ponder. But I see it like you do; I don't see them in the Mansion itself because, ultimately, they aren't animals. However, as a commodity like lubricant or an additive for potions, that would also be an option worth considering.
Donuts4me Posted March 15 Posted March 15 10 hours ago, killer905 said: An interesting idea, but I don’t think it would be necessary because there would already be people in the Mansion who know how to fight (not just the PCs, but also the two other people from the horse quest), who could defend the Mansion, as well as animals that would be willing to defend their, er, sexual objects. 10 hours ago, Unicom1981 said: We'd have to see if we could convince the mod developers. I understand the basic idea; since they're machines, they have nothing to do with the mansion. Personally, I find that a bit disappointing. I would have liked a side quest, perhaps something along the lines of your idea. ... - A female researcher discovered a cave nearby with a large metal door, a diary, and a key. - The researcher was too afraid to enter the area alone and hoped to find help in the mansion. - PC and another female person accompanied the researcher and entered the first room, which was set up like a laboratory. - Here, they found blueprints, similar to yours, that pointed to these mechanical creatures and a warning not to enter the next room if they weren't female (if PC was male, this shouldn't lead to a fight, but rather give PC a spectator role). The machines themselves would then have nothing to do with the mansion; the researcher would have remained with the machines. The idea of using them as guards would be a bit much, especially since your programming idea would create a problem about how the machines would distinguish between visitors and enemies. But otherwise, it's a good idea. Why did I think it was a shame to exclude the machines? In one of the three mods—Amorous Adventures, Amorous Adventures Extended, or Dovakiin's Infamy—there was a quest called "Search for Dwarven Oil" to use it as a lubricant. Therefore, I would have only given the Dwarven a small side quest to obtain this Dwarven Oil for the mansion, because the larger and wilder the creatures, the more difficult they are for new and inexperienced visitors. So why not have Dwarven Oil available as a reliable lubricant? Whether the developers would have left the dungeon after the quest so the PC could reappear even without the quest would have been up to them. 4 hours ago, killer905 said: To be honest, having Dwarven machines in the vicinity of the Mansion would probably put potential customers off rather than attract them. Your alternative version would be acceptable. I’ve played these mods and I don’t recall a quest involving Dwarven Oil as a lubricant for vaginas. On the one hand, that would be fine, but on the other, I can’t really see people being keen to use such oil. I see your points. I was just coming up with ideas off the top of my head for everything in the maybe lists and the for-sure lists. I agree the dwarven machines do not fit in with the theme. That is why I made them guards instead of entertainers. I also agree that people probably would not be interested in using their oil here. They do not really NEED to be used. But if they are, I still think them being guards or pleasure machines somewhere would be best. Maybe instead of them being built and used at the mansion, they could be built and used by someone else? Let's say that someone lives in a dwemer ruin somewhere and they have an animal that they keep with them for both pleasure and protection. This individual feels bad that they keep this animal cooped up underground in ruins all the time when it is really a surface animal. This individual is willing to give their animal to the mansion if they can just build the dwarven units to take the animal's place for both pleasure and protection. The player still needs to find the blueprints and some supplies. Upon returning these items, the dwarven units are activated. The NPC and the player have fun 'testing' these dwarven units. Afterwards, the player is given the animal to take back to the mansion. The player can always revisit this individual anytime to have more fun with them and their dwarven guards. No extra quests needed.
eflat01 Posted March 15 Posted March 15 3 hours ago, Unicom1981 said: Therefore, despite the word "oil," I assumed it was a lubricant rather than what we would understand as oil today. In any case Dwarven Oil likely was used for machines but is an alchemy ingredient with the same effects as Taproot. I always imagined Dwarven Oil being some form of plant or animal based oil like whale, horker, possibly some sub sub-terrain animal or creature like a chaurus? Oils are used in lubricant today natural or synthetic. Obviously they don't use axle grease in skin care products - least I'd hope not but would not put it past them. It's funny they KY-jelly says it technically does not contain oil, it's water-based with glycerin and hydroxyethyl cellulose but in my mind any cellulose is similar to plant and animal cellulose - a fat - akin to bacon grease. They used to grease wheel axles with animal fats.
eflat01 Posted March 15 Posted March 15 (edited) On 3/14/2026 at 4:37 PM, Donuts4me said: I've been coming up with a list of ideas for most of the creatures on the list. Need: Dragon: Reveal hidden contents I'd say leave the Paarthurnax quest the way it is. That or have a dragon stop by at an open space somewhere near the mansion for side quests. The dragon insists that they only want the dragonborn to pleasure them. Flies away immediately after having sex. Dragon could be Odahviing, but that would mean you have to complete the whole main quest to see this. Might want to create new dragon that only appears for this quest. Still can only appear after player discovers they are dragonborn. Should be an easy topic but difficult due implications in the main quest. This is just food for thought... in giving a plausible rhyme or reasoning. Spoiler I'd always imagined the dragonborn being in the same bloodline and soul as dragons relevant and very deep rooted. We know Miraak was the first "known" dragonborn due it's DLC but never was told how nor why. We also know Kyne granted humans ability of the Thu'um and Paarthurnax taught them. However Dragonborn was more special, natural to them due they were of the bloodlines. Nords once worshipped dragons - their rulers and tyrants. I'd imagined Nords had made offerings to dragons, treasure, etc... and among those may had been human offerings, including live beautiful maiden virgins - to be like a wife, tied up between pillars and snatched up like out of the film King Kong. So, I can picture a dragon resting upon his hoard along with a beautiful maiden chained close near to him serving him in any way. 😉 Thus in some way the bloodline would had been passed on to prosperity via that relationship. To dragons you are Dovahkiin - Dragon Child - that is your name no matter what you call yourself. Alduin once returned attacked Helgen for a reason.... he could sense a Dovahkiin there. In my mind Dragons may naturally find attraction in a maiden of the bloodline... may be anything or everything about her, her thu'um ability, demeanor, appearance and maybe her scent? They know what she is and find her alluring. A female Dovahkiin may find herself strangely attracted to dragons. That said ... it opens up possibilities to any route a mod wishes to approach this. I never do kill Paarthurnax - he's a mentor (even without a mod to smooth over the blades, I use one though). Could be a dragon you create. Could add a Thu'um if they wanted similar to call dragon or bend will... Kiin-Ros-Aar (Born-Love-Servant/Slave according to wiki) Edited March 15 by eflat01
Unicom1981 Posted March 16 Posted March 16 8 hours ago, eflat01 said: In any case Dwarven Oil likely was used for machines but is an alchemy ingredient with the same effects as Taproot. I always imagined Dwarven Oil being some form of plant or animal based oil like whale, horker, possibly some sub sub-terrain animal or creature like a chaurus? Oils are used in lubricant today natural or synthetic. Obviously they don't use axle grease in skin care products - least I'd hope not but would not put it past them. It's funny they KY-jelly says it technically does not contain oil, it's water-based with glycerin and hydroxyethyl cellulose but in my mind any cellulose is similar to plant and animal cellulose - a fat - akin to bacon grease. They used to grease wheel axles with animal fats. That's exactly what I meant. The basic concept of oil in Skyrim doesn't refer to the black oil we extract from the earth today, but rather to animal or vegetable fat. Hence the suggestion about lubricants; I was already aware that this shouldn't trigger an animation for applying the lubricant in the game. My point was to perhaps not rule out the dwarven machines. Another possibility would have been to use them for the lanterns that probably exist. Just because no one refills them in Skyrim doesn't mean they don't need oil.
killer905 Posted March 16 Author Posted March 16 12 hours ago, Unicom1981 said: Sorry, my mistake. The quest is from SexLab Stories and is called Dwemer Pleasures. It starts in Whiterun with the blacksmith at the entrance. Her exact words were: -That it feels so smooth and soft, perfect for... err... lubrication. -Um... things have been... 'slow' between Ulfberth and I, so I went to see the Sisters of Dibella down in Markarth... - So did Ahlam for her problems with Nazeem... - You might want to ask them about it... it sounds very potent. Therefore, despite the word "oil," I assumed it was a lubricant rather than what we would understand as oil today. But the idea of using it as an ingredient for potions would also be very good. However, as you said, near the mansion or as guards, the machines would likely deter customers. But for me and @Donuts4me, it's more about perhaps giving these mechanical creatures at least a small role to ponder. But I see it like you do; I don't see them in the Mansion itself because, ultimately, they aren't animals. However, as a commodity like lubricant or an additive for potions, that would also be an option worth considering. 10 hours ago, Donuts4me said: I see your points. I was just coming up with ideas off the top of my head for everything in the maybe lists and the for-sure lists. I agree the dwarven machines do not fit in with the theme. That is why I made them guards instead of entertainers. I also agree that people probably would not be interested in using their oil here. They do not really NEED to be used. But if they are, I still think them being guards or pleasure machines somewhere would be best. Maybe instead of them being built and used at the mansion, they could be built and used by someone else? Let's say that someone lives in a dwemer ruin somewhere and they have an animal that they keep with them for both pleasure and protection. This individual feels bad that they keep this animal cooped up underground in ruins all the time when it is really a surface animal. This individual is willing to give their animal to the mansion if they can just build the dwarven units to take the animal's place for both pleasure and protection. The player still needs to find the blueprints and some supplies. Upon returning these items, the dwarven units are activated. The NPC and the player have fun 'testing' these dwarven units. Afterwards, the player is given the animal to take back to the mansion. The player can always revisit this individual anytime to have more fun with them and their dwarven guards. No extra quests needed. 8 hours ago, eflat01 said: In any case Dwarven Oil likely was used for machines but is an alchemy ingredient with the same effects as Taproot. I always imagined Dwarven Oil being some form of plant or animal based oil like whale, horker, possibly some sub sub-terrain animal or creature like a chaurus? Oils are used in lubricant today natural or synthetic. Obviously they don't use axle grease in skin care products - least I'd hope not but would not put it past them. It's funny they KY-jelly says it technically does not contain oil, it's water-based with glycerin and hydroxyethyl cellulose but in my mind any cellulose is similar to plant and animal cellulose - a fat - akin to bacon grease. They used to grease wheel axles with animal fats. 7 hours ago, eflat01 said: Should be an easy topic but difficult due implications in the main quest. This is just food for thought... in giving a plausible rhyme or reasoning. Hide contents I'd always imagined the dragonborn being in the same bloodline and soul as dragons relevant and very deep rooted. We know Miraak was the first "known" dragonborn due it's DLC but never was told how nor why. We also know Kyne granted humans ability of the Thu'um and Paarthurnax taught them. However Dragonborn was more special, natural to them due they were of the bloodlines. Nords once worshipped dragons - their rulers and tyrants. I'd imagined Nords had made offerings to dragons, treasure, etc... and among those may had been human offerings, including live beautiful maiden virgins - to be like a wife, tied up between pillars and snatched up like out of the film King Kong. So, I can picture a dragon resting upon his hoard along with a beautiful maiden chained close near to him serving him in any way. 😉 Thus in some way the bloodline would had been passed on to prosperity via that relationship. To dragons you are Dovahkiin - Dragon Child - that is your name no matter what you call yourself. Alduin once returned attacked Helgen for a reason.... he could sense a Dovahkiin there. In my mind Dragons may naturally find attraction in a maiden of the bloodline... may be anything or everything about her, her thu'um ability, demeanor, appearance and maybe her scent? They know what she is and find her alluring. A female Dovahkiin may find herself strangely attracted to dragons. That said ... it opens up possibilities to any route a mod wishes to approach this. I never do kill Paarthurnax - he's a mentor (even without a mod to smooth over the blades, I use one though). Could be a dragon you create. Could add a Thu'um if they wanted similar to call dragon or bend will... Kiin-Ros-Aar (Born-Love-Servant/Slave according to wiki) To be honest, the creature doesn’t actually have to join the Mansion; it might even be released into the wild. But it could also be that the creature followed the PC to the Mansion. But what kind of creature? It could even be the same creature that’s in the Mansion, but probably not a new one. Looking at the list in the Google Sheet, there’s a slot after (Werewolf), and then a spider for a possible quest involving Dwarven Oil. The only question is, who would process the Dwarven Oil? The only ones that come to mind are Eveli, Tina and perhaps Helski (the werewolf’s wife). Of course, they can’t be alchemy experts, because then there’d be no point in the alchemist coming to obtain animal semen. In that case, we could use the spare room in the Basement, which I left just in case. Ultimately, this NPC could supply the Mansion with Dwarven Oil, which would have to be processed properly anyway.
Unicom1981 Posted March 16 Posted March 16 10 hours ago, Donuts4me said: I see your points. I was just coming up with ideas off the top of my head for everything in the maybe lists and the for-sure lists. I agree the dwarven machines do not fit in with the theme. That is why I made them guards instead of entertainers. I also agree that people probably would not be interested in using their oil here. They do not really NEED to be used. But if they are, I still think them being guards or pleasure machines somewhere would be best. Maybe instead of them being built and used at the mansion, they could be built and used by someone else? Let's say that someone lives in a dwemer ruin somewhere and they have an animal that they keep with them for both pleasure and protection. This individual feels bad that they keep this animal cooped up underground in ruins all the time when it is really a surface animal. This individual is willing to give their animal to the mansion if they can just build the dwarven units to take the animal's place for both pleasure and protection. The player still needs to find the blueprints and some supplies. Upon returning these items, the dwarven units are activated. The NPC and the player have fun 'testing' these dwarven units. Afterwards, the player is given the animal to take back to the mansion. The player can always revisit this individual anytime to have more fun with them and their dwarven guards. No extra quests needed. Please forgive me if my English is a bit poor and it came across wrong. I also thought your initial idea for the dwarven machines was very good, and it wasn't meant as criticism. The machines could certainly be conceivable as guardians, but having them inside or outside the mansion would be odd. The option, as described, of searching for blueprints and perhaps repairing them with the parts you find, and then making the location revisitable for the player, similar to how it works with Olaf in Animal Research, to cater to players who also enjoy sex with machines, would definitely be more feasible. So please don't misunderstand, I'm fully on board with giving these machines a side quest if the mod developers agree. And please don't think I missed your other suggestions. For heaven's sake, many of them have real potential.
Gristle Posted March 16 Posted March 16 16 hours ago, killer905 said: To be honest, having Dwarven machines in the vicinity of the Mansion would probably put potential customers off rather than attract them. Your alternative version would be acceptable. I agree with this. I don't think Dwemer machines fit the theme of the mansion or belong in or outside of it, but a Dwemer ruin as a side quest location makes sense to me. 1
Unicom1981 Posted March 16 Posted March 16 (edited) 3 hours ago, killer905 said: To be honest, the creature doesn’t actually have to join the Mansion; it might even be released into the wild. But it could also be that the creature followed the PC to the Mansion. But what kind of creature? It could even be the same creature that’s in the Mansion, but probably not a new one. Looking at the list in the Google Sheet, there’s a slot after (Werewolf), and then a spider for a possible quest involving Dwarven Oil. The only question is, who would process the Dwarven Oil? The only ones that come to mind are Eveli, Tina and perhaps Helski (the werewolf’s wife). Of course, they can’t be alchemy experts, because then there’d be no point in the alchemist coming to obtain animal semen. In that case, we could use the spare room in the Basement, which I left just in case. Ultimately, this NPC could supply the Mansion with Dwarven Oil, which would have to be processed properly anyway. Hmm, I think if I look at my Troll Quest idea, we could combine it well with @Donuts4me's idea. - The starting point could remain with the Jarl, who reports on the trolls, and a female researcher (perhaps a golden elf like in Animal Research 😁). - She would be camping nearby, perhaps a small camp in Falkreath by the small lake and waterfall between the farm and the cemetery above. - There, you'd only find the camp and a journal written in an unknown language, but a map that points to a hell near the Mansion. - Back at the Mansion, we could also incorporate the idea that the troll Thaena was also kidnapped. - Then we could combine it with Donuts4me's idea (Whether it's the first idea for the machines from his long list or the second, but perhaps @Donuts4me has a third idea based on my suggested starting point). - We would then start in the Dwemer ruin location with a hall containing the broken machines and only behind that, residential and research area. - The trolls have damaged the machines quite a bit. We would conclude the Troll Quest here and, depending on our preference, receive one or two trolls for the Mansion. You could give the Gold Elf a place to live in the Dwemer ruins. Essentially, she'd be another employee of the Mansion, but she'd prefer to live in the Dwemer ruins to tinker. Her role in the Mansion would then be as facility manager (or, as it's formerly known, caretaker), responsible for repairs. After completing the troll quest, you could start a side quest by speaking with the Gold Elf. - The researcher asks you to fetch some parts to repair the machines. While most of the parts, along with a few blueprints, can be found in the living and research area of the Dwemer ruin, the Gold Elf explains that she lost a kind of energy core during the abduction near the mansion. - PC and Thaena return to the mansion with the trolls. - In the mansion, you receive information that an artifact has been found outside and hand it over to PC. - Back in the Dwemer ruin, you realize that the Gold Elf is very talented and has already repaired most of the machines, except for the Dwarven Centurion, and that the missing part for the Dwarven Centurion is... - From here, I would suggest positioning the Dwarven Centurion as a kind of leader and then, based on Donuts4me's idea of programming, returning to the Gold Elf as the master of the machines. After completing the side quest, you could also set up an alchemy table in the Dwemer ruin for an alchemist, who could be one of the suggested characters: Eveli, Tina, or perhaps Helski. Initial development of the potions could be tested here, so as not to blow up the mansion, or, as killer905 already suggested, unlock the empty room in the mansion's basement into an alchemy lab. This would create a Dwemer ruin that the PC could return to for further fun with the machines without repeating quests, or perhaps to take clients there. Then unlocking the alchemy lab for experiments with animal semen for the potions, and hiring an experienced caretaker for the mansion once it's out of the lab 😁. Why leave a part for repair in the mansion? Well, when the trolls first enter, they only find the damaged machines. Upon re-entering the cell with the missing part, they realize that the researcher is also skilled at tinkering and repairing, and that, with the exception of the large Dwarven Centurion, the other machines are already functional. Edited March 16 by Unicom1981
Khrusaor Posted March 16 Posted March 16 It seems to me that most of the NPC’s are planned to be female with the exception of Jasper and one of the twins. Don’t get me wrong, but the theme of meeting a woman who is having sex with a specific type of animal and helps us acquire it for the mansion feels a bit repetitive. I think one of the quests could involve a male hunter, who spotted a rare animal and offers us help with catching it for the mansion, just like in the original Sabrecat quest. Or perhaps an Orc Chief could invite us to visit his Stronghold and participate in a hunt/ritual/challenge that will culminate in having sex with an animal. Just some food for thought. 1
killer905 Posted March 16 Author Posted March 16 56 minutes ago, Unicom1981 said: Hmm, I think if I look at my Troll Quest idea, we could combine it well with @Donuts4me's idea. - The starting point could remain with the Jarl, who reports on the trolls, and a female researcher (perhaps a golden elf like in Animal Research 😁). - She would be camping nearby, perhaps a small camp in Falkreath by the small lake and waterfall between the farm and the cemetery above. - There, you'd only find the camp and a journal written in an unknown language, but a map that points to a hell near the Mansion. - Back at the Mansion, we could also incorporate the idea that the troll Thaena was also kidnapped. - Then we could combine it with Donuts4me's idea (Whether it's the first idea for the machines from his long list or the second, but perhaps @Donuts4me has a third idea based on my suggested starting point). - We would then start in the Dwemer ruin location with a hall containing the broken machines and only behind that, residential and research area. - The trolls have damaged the machines quite a bit. We would conclude the Troll Quest here and, depending on our preference, receive one or two trolls for the Mansion. You could give the Gold Elf a place to live in the Dwemer ruins. Essentially, she'd be another employee of the Mansion, but she'd prefer to live in the Dwemer ruins to tinker. Her role in the Mansion would then be as facility manager (or, as it's formerly known, caretaker), responsible for repairs. After completing the troll quest, you could start a side quest by speaking with the Gold Elf. - The researcher asks you to fetch some parts to repair the machines. While most of the parts, along with a few blueprints, can be found in the living and research area of the Dwemer ruin, the Gold Elf explains that she lost a kind of energy core during the abduction near the mansion. - PC and Thaena return to the mansion with the trolls. - In the mansion, you receive information that an artifact has been found outside and hand it over to PC. - Back in the Dwemer ruin, you realize that the Gold Elf is very talented and has already repaired most of the machines, except for the Dwarven Centurion, and that the missing part for the Dwarven Centurion is... - From here, I would suggest positioning the Dwarven Centurion as a kind of leader and then, based on Donuts4me's idea of programming, returning to the Gold Elf as the master of the machines. I think that would be fine. The moment I read ‘another employee’, I thought, ‘Bloody hell, and I’d turned the only spare room for staff into a staff pleasure room.’ And let’s be honest with ourselves: there are plenty of staff members. So one is doing a public show, another a private one, and the rest are busy with other things, such as taking a break before the next show or doing some light cleaning in the Mansion. Not counting PC, Thaena and the werewolf (the husband of one of the staff members), we have nine members of staff. I don’t see the point in adding any more, and if we were to, it would be like the High Elves with Dwemer artefacts. So there could be a permanent Alchemist or even a Priestess in the Mansion, but they wouldn’t take part in the animal shows. So they’d either have to live elsewhere and work in the Mansion, or have their own rooms in the basement. Alternatively, if we really had to, we could perhaps squeeze in a shared room somewhere for any Alchemists or Priestesses, like the rest of the staff, but in practice they wouldn’t play a major role, so I’d probably put their room in the basement. 1 hour ago, Unicom1981 said: After completing the side quest, you could also set up an alchemy table in the Dwemer ruin for an alchemist, who could be one of the suggested characters: Eveli, Tina, or perhaps Helski. Initial development of the potions could be tested here, so as not to blow up the mansion, or, as killer905 already suggested, unlock the empty room in the mansion's basement into an alchemy lab. On reflection, I reckon Eveli’s the best fit here, because she is an elf after all and has already lived longer than the rest of the ‘human’ staff. Plus, after leaving her village, she could have ended up working as the Alchemist’s assistant or something in the meantime. 1 hour ago, Unicom1981 said: Why leave a part for repair in the mansion? What you mean here? <think>
killer905 Posted March 16 Author Posted March 16 18 minutes ago, Khrusaor said: It seems to me that most of the NPC’s are planned to be female with the exception of Jasper and one of the twins. Don’t get me wrong, but the theme of meeting a woman who is having sex with a specific type of animal and helps us acquire it for the mansion feels a bit repetitive. I think one of the quests could involve a male hunter, who spotted a rare animal and offers us help with catching it for the mansion, just like in the original Sabrecat quest. Or perhaps an Orc Chief could invite us to visit his Stronghold and participate in a hunt/ritual/challenge that will culminate in having sex with an animal. Just some food for thought. There are four males: Jesper, Najan, Sirgfur (Wewewolf) and Toryorn. There are six females: Jala, Eveli, Tina, Maj, Helski and Ernlaith So women are in the majority, but not an overwhelming majority. We aim for a variety of quests, and staff members who are unlocked through the main quests are hired for specific roles (bartenders, cooks, etc.) following a PC’s invitation to join the Mansion (Werewolf). Furthermore, being a staff member does not mean they have sex with animals, but over time they may choose to try their hand at the shows themselves. If you have any suggestions for quests, we’re still open to them!
Unicom1981 Posted March 16 Posted March 16 49 minutes ago, killer905 said: I think that would be fine. The moment I read ‘another employee’, I thought, ‘Bloody hell, and I’d turned the only spare room for staff into a staff pleasure room.’ And let’s be honest with ourselves: there are plenty of staff members. So one is doing a public show, another a private one, and the rest are busy with other things, such as taking a break before the next show or doing some light cleaning in the Mansion. Not counting PC, Thaena and the werewolf (the husband of one of the staff members), we have nine members of staff. I don’t see the point in adding any more, and if we were to, it would be like the High Elves with Dwemer artefacts. So there could be a permanent Alchemist or even a Priestess in the Mansion, but they wouldn’t take part in the animal shows. So they’d either have to live elsewhere and work in the Mansion, or have their own rooms in the basement. Alternatively, if we really had to, we could perhaps squeeze in a shared room somewhere for any Alchemists or Priestesses, like the rest of the staff, but in practice they wouldn’t play a major role, so I’d probably put their room in the basement. On reflection, I reckon Eveli’s the best fit here, because she is an elf after all and has already lived longer than the rest of the ‘human’ staff. Plus, after leaving her village, she could have ended up working as the Alchemist’s assistant or something in the meantime. As I said, these are suggestions, but if no other staff member is needed, then the person will remain in Hell without any connection to the Mansion, if that's acceptable. Alternatively, what about the idea of Eveli and Thaena being kidnapped at the beginning of the Troll Quest? Would you trust Eveli to repair the machines, or would it be better to have another NPC with no connection to the Mansion, just a researcher in the ruins? Regarding the room in the basement, the suggestion was that the alchemy lab could be set up in the ruins, leaving you with a room in the basement for another idea or suggestion that might be a better fit. 49 minutes ago, killer905 said: What you mean here? <think> The question referred to the answer below, which explained why a repair part can only be found in the Mansion, since after the Troll Quest you would only see damaged machines in Hell during the Troll Quest, and then after obtaining the missing part from the Mansion, the cell reloads with a few repaired machines already. Sorry if that wasn't clear.
Khrusaor Posted March 16 Posted March 16 (edited) 1 hour ago, killer905 said: There are four males: Jesper, Najan, Sirgfur (Wewewolf) and Toryorn. There are six females: Jala, Eveli, Tina, Maj, Helski and Ernlaith So women are in the majority, but not an overwhelming majority. We aim for a variety of quests, and staff members who are unlocked through the main quests are hired for specific roles (bartenders, cooks, etc.) following a PC’s invitation to join the Mansion (Werewolf). Furthermore, being a staff member does not mean they have sex with animals, but over time they may choose to try their hand at the shows themselves. If you have any suggestions for quests, we’re still open to them! Well, here’s what I have in mind. Sabrecat: Spoiler A male hunter visits the Mansion, asking for a word with us. He says that he spotted an elusive Sabre Cat who prefers to feed on fish instead of direct confrontation with humans and other animals. The hunter proceeds to offer us help with capturing it. We travel to the spot and place a bait, then wait for the creature to fall into our trap. When we get back to the trap, it occurs to us that the Sabre Cat managed to snatch the bait and escape, leaving us empty-handed. The hunter manages to track the animal back to its lair and we try to ambush it, but upon entering the cave we find it completely empty. After further inspection, we find out that there was a second exit out of the cave and the creature escaped through it. We conclude that the Sabre Cat won’t return soon, but the hunter has a backup plan. He makes a potion containing pheromones that should attract the animal and gives it to us. We drink the potion and undress, waiting for the Sabre Cat to come back. After a while, the Sabre Cat indeed returns and approaches the PC. The animal remains calm after the intercourse and we safely return back to the Mansion with it. Troll: Spoiler Thaena receives a letter from an Orc Chief, who states that he has a tamed troll in his Stronghold and invites the PC to pay him a visit. We travel to the Stronghold and are greeted by the Chief himself. He leads us towards the cage with a troll inside of it and commands one of the Orc females to have sex with it as a demonstration. The Chief then expresses his willingness to gift the creature to the Mansion if the PC can prove that she can handle it. We accept this challenge and proceed to have a few rounds of sex with the Troll. The female Orc could also join us for a FFC in the process. After we successfully complete the challenge, the Orcs recognize our strength, naming us Blood-Kin, and say that they will deliver the Troll to the Mansion as promised. Edited March 16 by Khrusaor
killer905 Posted March 16 Author Posted March 16 1 hour ago, Unicom1981 said: As I said, these are suggestions, but if no other staff member is needed, then the person will remain in Hell without any connection to the Mansion, if that's acceptable. Alternatively, what about the idea of Eveli and Thaena being kidnapped at the beginning of the Troll Quest? Would you trust Eveli to repair the machines, or would it be better to have another NPC with no connection to the Mansion, just a researcher in the ruins? Regarding the room in the basement, the suggestion was that the alchemy lab could be set up in the ruins, leaving you with a room in the basement for another idea or suggestion that might be a better fit. It’s more likely that Thaena would be the one to get kidnapped, because Eveli has lived in the wilderness for many years and would know how to avoid dangerous creatures (not through sex). If anything, she’d be a new NPC solely associated with the dwarves’ machines. So a High Elf as a researcher of dwarven machines would be fine. The basement itself could easily be extended in either direction. So we could add new rooms there. 1 hour ago, Unicom1981 said: The question referred to the answer below, which explained why a repair part can only be found in the Mansion, since after the Troll Quest you would only see damaged machines in Hell during the Troll Quest, and then after obtaining the missing part from the Mansion, the cell reloads with a few repaired machines already. Sorry if that wasn't clear. Ahh, ok.
killer905 Posted March 16 Author Posted March 16 47 minutes ago, Khrusaor said: Well, here’s what I have in mind. Sabrecat: Hide contents A male hunter visits the Mansion, asking for a word with us. He says that he spotted an elusive Sabre Cat who prefers to feed on fish instead of direct confrontation with humans and other animals. The hunter proceeds to offer us help with capturing it. We travel to the spot and place a bait, then wait for the creature to fall into our trap. When we get back to the trap, it occurs to us that the Sabre Cat managed to snatch the bait and escape, leaving us empty-handed. The hunter manages to track the animal back to its lair and we try to ambush it, but upon entering the cave we find it completely empty. After further inspection, we find out that there was a second exit out of the cave and the creature escaped through it. We conclude that the Sabre Cat won’t return soon, but the hunter has a backup plan. He makes a potion containing pheromones that should attract the animal and gives it to us. We drink the potion and undress, waiting for the Sabre Cat to come back. After a while, the Sabre Cat indeed returns and approaches the PC. The animal remains calm after the intercourse and we safely return back to the Mansion with it. Troll: Hide contents Thaena receives a letter from an Orc Chief, who states that he has a tamed troll in his Stronghold and invites the PC to pay him a visit. We travel to the Stronghold and are greeted by the Chief himself. He leads us towards the cage with a troll inside of it and commands one of the Orc females to have sex with it as a demonstration. The Chief then expresses his willingness to gift the creature to the Mansion if the PC can prove that she can handle it. We accept this challenge and proceed to have a few rounds of sex with the Troll. The female Orc could also join us for a FFC in the process. After we successfully complete the challenge, the Orcs recognize our strength, naming us Blood-Kin, and say that they will deliver the Troll to the Mansion as promised. In the case of the Sabre Cat, it would be an interesting challenge to capture that creature. As for the Troll, I’d see it more as a recurring quest, like a competition between the female Orcs and the Mansion employee (PC), and it could be structured so that the PC might either win or lose the contest. 2
Unicom1981 Posted March 16 Posted March 16 43 minutes ago, killer905 said: It’s more likely that Thaena would be the one to get kidnapped, because Eveli has lived in the wilderness for many years and would know how to avoid dangerous creatures (not through sex). If anything, she’d be a new NPC solely associated with the dwarves’ machines. So a High Elf as a researcher of dwarven machines would be fine. The basement itself could easily be extended in either direction. So we could add new rooms there. So for me it would be perfectly fine if the new female NPC only stayed in the ruins and had nothing to do with the mansion itself.
Unicom1981 Posted March 16 Posted March 16 44 minutes ago, killer905 said: As for the Troll, I’d see it more as a recurring quest, like a competition between the female Orcs and the Mansion employee (PC), and it could be structured so that the PC might either win or lose the contest. I also think the troll idea would be a good idea for a recurring side quest, and it involves the orcs. The basic principle, similar to how the party in Jorrvaskr, only in a orc camp, is that the PC has to prove themselves against perhaps two orc women. The PC can then finish in first, second, or third place, but still gains the orcs' respect. 1
Donuts4me Posted March 17 Posted March 17 On 3/15/2026 at 10:32 PM, killer905 said: To be honest, the creature doesn’t actually have to join the Mansion; it might even be released into the wild. But it could also be that the creature followed the PC to the Mansion. But what kind of creature? It could even be the same creature that’s in the Mansion, but probably not a new one. It could be a different breed/color animal that you already got somewhere else. Examples: -Regular/Frost Trolls -Dark/Red/Snow Wolves -Regular/Snow Sabre Cats -Brown/Black/Snow Bears Adding another troll or wolf would be useful so you can get some CCF action going at the mansion. With wolves you could even go as high as CCCCF. This might be the spot to get one of those wolves (maybe even two)?
killer905 Posted March 17 Author Posted March 17 21 hours ago, Unicom1981 said: I also think the troll idea would be a good idea for a recurring side quest, and it involves the orcs. The basic principle, similar to how the party in Jorrvaskr, only in a orc camp, is that the PC has to prove themselves against perhaps two orc women. The PC can then finish in first, second, or third place, but still gains the orcs' respect. I don’t think holding the same competition as with Jorrvaskr would be a good idea, but perhaps there could be some kind of Malacath avatar who takes the form of an orc and wants to have sex with the strongest female orc or the PC, depending on who won the sex contest with the trolls? 2
killer905 Posted March 17 Author Posted March 17 3 hours ago, Donuts4me said: It could be a different breed/color animal that you already got somewhere else. Examples: -Regular/Frost Trolls -Dark/Red/Snow Wolves -Regular/Snow Sabre Cats -Brown/Black/Snow Bears Adding another troll or wolf would be useful so you can get some CCF action going at the mansion. With wolves you could even go as high as CCCCF. This might be the spot to get one of those wolves (maybe even two)? I forgot about the animals' fur colors, even though I added NPCs and creatures to Jorrvaskr (These were partially prepared for a quest related to the contest that was in the original version, but it will be slightly modified)
Unicom1981 Posted March 17 Posted March 17 1 hour ago, killer905 said: I don’t think holding the same competition as with Jorrvaskr would be a good idea, but perhaps there could be some kind of Malacath avatar who takes the form of an orc and wants to have sex with the strongest female orc or the PC, depending on who won the sex contest with the trolls? Okay, I agree with you there. Your idea would leave a winner and a loser. - the question is whether Malacath would still possess both women, regardless of winner or loser. Would there be a female-female-male scene with the Malacath avatar. - or the winner gets the Malacath avatar for sex, and the loser has to have sex with one or two male orcs. Or perhaps a question for the script or stagewriter: Is it possible for chance to decide at the end whether the Malacath avatar claims both women or just the winner, with the loser having to watch? Or the winner with the Malacath avatar alone, and the loser with an orc? That way, the final scene would never be truly predictable.
killer905 Posted March 17 Author Posted March 17 10 minutes ago, Unicom1981 said: Your idea would leave a winner and a loser. Yes, but we could also make it so that the Jorrvaskr version has more winners than the PC version. So in the first round of this contest, the PC always wins, but randomly in second place, etc.—for example, Aela won’t be there (we need some variety)—and then when they do this task a second time (it’s supposed to be repeatable later), the PC might lose after the first sex scene with the wolf or lose to Ria, who wins the entire contest. 10 minutes ago, Unicom1981 said: - the question is whether Malacath would still possess both women, regardless of winner or loser. Would there be a female-female-male scene with the Malacath avatar. - or the winner gets the Malacath avatar for sex, and the loser has to have sex with one or two male orcs. Or perhaps a question for the script or stagewriter: Is it possible for chance to decide at the end whether the Malacath avatar claims both women or just the winner, with the loser having to watch? Or the winner with the Malacath avatar alone, and the loser with an orc? That way, the final scene would never be truly predictable. It's hard to say at this point, because any quests involving Orcs would come fairly late in the game, and if Trolls are supposed to be there, we'd already be halfway through the Mansion storyline. The contests themselves aren't bad overall, but it would be better if they were more varied or had their own unique elements so they wouldn't be exactly the same as in other cases. Until work on the mod's quests begins, we're basically open to ideas even for the very first tasks, like the dog, wolf, or horse. Because at this stage we can still make changes, etc., but we’ve also decided, for example, that Skeevers will unlock the Cave, since there has to be a place where creatures can live—after all, a dog, wolf, or horse can easily live outside, but others can’t necessarily.
Unicom1981 Posted March 17 Posted March 17 (edited) 1 hour ago, killer905 said: I forgot about the animals' fur colors, even though I added NPCs and creatures to Jorrvaskr (These were partially prepared for a quest related to the contest that was in the original version, but it will be slightly modified) Oops, I forgot something! During the Sabre Cats quest, we discussed whether it's possible to choose the fur color for the mansion animals. For someone like me who still knows a bit about xedit, changing a black wolf to a snow wolf is the least of my problems. Now that killer905 mentions the party in Jorrvaskr, I already changed that ages ago so it wasn't the four black wolves anymore. But Donuts4me is right, fur variety hasn't been discussed in this way yet. I don't know if you had an MCM planned, but you could set the preferred fur color for the mansion animals there, which would then automatically apply that fur color to the main quest. Then you'd only have to check which fur color would be most appropriate for the side and recurring quests, depending on the location. 23 minutes ago, killer905 said: Yes, but we could also make it so that the Jorrvaskr version has more winners than the PC version. So in the first round of this contest, the PC always wins, but randomly in second place, etc.—for example, Aela won’t be there (we need some variety)—and then when they do this task a second time (it’s supposed to be repeatable later), the PC might lose after the first sex scene with the wolf or lose to Ria, who wins the entire contest. This was referring more to the Orc repeat quest. But I also think that in the Jorrvaskr version, if possible, the PC shouldn't always win (the PC should also be able to accept defeat sometimes). So if you manage to change the original so that the PC isn't always the winner, then great, I never really liked it in the original to always get first place as the PC. Edited March 17 by Unicom1981
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