eflat01 Posted March 23 Posted March 23 (edited) 1 hour ago, killer905 said: I took a quick look at the Botox mod, but to be honest, NOT EVERY NPC has to look pretty and perfect like the women in Playboy. It would be fine if some of the staff looked very pretty and others less so. But do we really need that? Personally, I’d prefer it if they had various hairstyles from mods, such as KS Hairdos, instead of those from Vanilia, and that alone would make the NPCs look different from a distance but up close can use vanilia faces. Maj Ra'Lala looks fine by me... and it really does not take much tweaking to make them look decent even with vanilla head parts. Yes, I use a KS Smp vanilla hair replacer but should give people some ideas. I hate to drop in spoilers but everyone in the thread already knows she exists. Spoiler She also got spid an outfit due her being redguard and my .ini didn't exclude her, If she had some other class or faction, (jobinnkeeper, jobinnsever or a cook keyword she'd be dressed in something else. Surprised she didn't get nailed with a see-thru version out of hdm_Bryn.esp as that's most the % I use in the ini. The clients just create a list like the base does with guards, bandits, etc... btw... You'd happened to pick up my Adara for Oleta on the cloned NPC template use. Spoiler Edited March 23 by eflat01
killer905 Posted March 24 Author Posted March 24 11 hours ago, eflat01 said: Maj Ra'Lala looks fine by me... and it really does not take much tweaking to make them look decent even with vanilla head parts. Yes, I use a KS Smp vanilla hair replacer but should give people some ideas. I hate to drop in spoilers but everyone in the thread already knows she exists. Did you give her a 40-year-old face? 11 hours ago, eflat01 said: She also got spid an outfit due her being redguard and my .ini didn't exclude her, If she had some other class or faction, (jobinnkeeper, jobinnsever or a cook keyword she'd be dressed in something else. Surprised she didn't get nailed with a see-thru version out of hdm_Bryn.esp as that's most the % I use in the ini. The outfit is actually pretty cool, but there probably isn't an LE version, and it likely doesn't have the right permissions for unrestricted use, right? A friend is asking for a link :3 As for that SPID, I'm worried that it changes outfits... because it'll change the NPCs who have specific clothes, and the story behind them will be weird, to say the least ;/ 11 hours ago, eflat01 said: btw... You'd happened to pick up my Adara for Oleta on the cloned NPC template use. Um, we don't plan on creating custom look for kids, so they'll be based on templates. By the way, it was actually Gristle who did that, not me ^^
Khrusaor Posted March 24 Posted March 24 (edited) Could you clarify whether the clients and visitors will be vanilla NPC’s from the base game or custom NPC’s created from scratch, please? Edited March 24 by Khrusaor
killer905 Posted March 24 Author Posted March 24 26 minutes ago, Khrusaor said: Could you clarify whether the clients and visitors will be vanilla NPC’s from the base game or custom NPC’s created from scratch, please? That’s a very important question! Initially, we’re aiming to have players create their own characters from scratch, but in later missions, NPCs from the base game or DLCs will start to appear. We just need to figure out a way to have them selected at random from a list instead of creating 250 clones of those NPCs, which would be pointless and cumbersome in the long run. In short, if it’s possible to do this, it would mean that from Whiterun, only (these are examples) Ysolda, Ahlam, Adrianne, and Saadia could appear in the Mansion, and then two NPCs from that list would be randomly selected to appear in the Mansion for the entire day before returning home. 2
Khrusaor Posted March 24 Posted March 24 6 minutes ago, killer905 said: That’s a very important question! Initially, we’re aiming to have players create their own characters from scratch, but in later missions, NPCs from the base game or DLCs will start to appear. We just need to figure out a way to have them selected at random from a list instead of creating 250 clones of those NPCs, which would be pointless and cumbersome in the long run. In short, if it’s possible to do this, it would mean that from Whiterun, only (these are examples) Ysolda, Ahlam, Adrianne, and Saadia could appear in the Mansion, and then two NPCs from that list would be randomly selected to appear in the Mansion for the entire day before returning home. That’s good to know! I simply prefer interacting with NPC’s from the base game because I gave most of them unique faces and bodies. Redoing this process for every NPC added in the mods can be pretty tiresome.
MadMansGun Posted March 24 Posted March 24 On 12/29/2025 at 12:57 PM, killer905 said: More creatures make sure you space them out a bit, and maybe add a warning to reduce the "Cloak range" & increase the "Cloak max creatures" in Creature Framework. also my new "mate" script in the "Experimental SexLabWerewolves Redux V2.0" mod has every currently available creature on creature combination within it. so if you happen to want that stuff in this mod then that may be a good starting place to get the scripts.
killer905 Posted March 24 Author Posted March 24 16 minutes ago, MadMansGun said: make sure you space them out a bit, and maybe add a warning to reduce the "Cloak range" & increase the "Cloak max creatures" in Creature Framework. also my new "mate" script in the "Experimental SexLabWerewolves Redux V2.0" mod has every currently available creature on creature combination within it. so if you happen to want that stuff in this mod then that may be a good starting place to get the scripts. Thanks. As long as I don't forget your advice. I need to write that down.
MadMansGun Posted March 24 Posted March 24 9 hours ago, killer905 said: We just need to figure out a way to have them selected at random from a list instead of creating 250 clones of those NPCs, which would be pointless and cumbersome in the long run. formid lists come to mind (not that i know how to used them since i've never tried it before) another thing is try looking at the hostage quest in dawnguard, it grabs people at random.
eflat01 Posted March 24 Posted March 24 (edited) 10 hours ago, killer905 said: Did you give her a 40-year-old face? The outfit is actually pretty cool, but there probably isn't an LE version, and it likely doesn't have the right permissions for unrestricted use, right? A friend is asking for a link :3 As for that SPID, I'm worried that it changes outfits... because it'll change the NPCs who have specific clothes, and the story behind them will be weird, to say the least ;/ Um, we don't plan on creating custom look for kids, so they'll be based on templates. By the way, it was actually Gristle who did that, not me ^^ No, I did not give her anything nor touch her mesh, just her hair changed due https://www.nexusmods.com/skyrimspecialedition/mods/74846 The outfit is in this ... https://www.nexusmods.com/skyrimspecialedition/mods/161887 and the base looks like a port of a port? Dunno, had not chased it down... Spid is controllable - can exclude unique or specific npcs in many ways. I would not expect anyone create custom kids, I'd done a lot of RS children patches and even that's really a pain. Edited March 24 by eflat01
killer905 Posted March 24 Author Posted March 24 6 minutes ago, MadMansGun said: formid lists come to mind (not that i know how to used them since i've never tried it before) another thing is try looking at the hostage quest in dawnguard, it grabs people at random. I don't know if you've played the original Animal Massion, but there were NPCs added to the dog training faction, and if an NPC replacer like Bijin or Ordinary Woman was installed, it would undo those changes and mess up their appearance. And it's possible that “formlist” (I'm not sure) might also be broken by an NPC replacer. There was also a hostage quest in Companions, but you gave us a good lead.
MadMansGun Posted March 24 Posted March 24 (edited) 5 minutes ago, killer905 said: And it's possible that “formlist” (I'm not sure) might also be broken by an NPC replacer. the lists are just numbers, they won't be broken as long as the npc's formid stays the same. in theory they should be the safest thing to use (if they can be used that is) Edited March 24 by MadMansGun
killer905 Posted March 24 Author Posted March 24 26 minutes ago, MadMansGun said: the lists are just numbers, they won't be broken as long as the npc's formid stays the same. in theory they should be the safest thing to use (if they can be used that is) Still, we need to check this out and see if Formlist will be able to transfer or temporarily clone a few NPCs to the Mansion. For now i see in "DLC1RH06" the rescue quests are designed for a single NPC.
MadMansGun Posted March 24 Posted March 24 14 minutes ago, killer905 said: Still, we need to check this out and see if Formlist will be able to transfer or temporarily clone a few NPCs to the Mansion. For now i see in "DLC1RH06" the rescue quests are designed for a single NPC. oh how about the wedding quest? that has many npcs being called in.
killer905 Posted March 24 Author Posted March 24 45 minutes ago, MadMansGun said: oh how about the wedding quest? that has many npcs being called in. From what I've read, the number of NPCs from a given formlist is determined by the script, but I also read (though I'm not sure) that the script can select a total of 10 NPCs from two different formlists—for example, 6 NPCs from Formlist A and 4 NPCs from Formlist B. So it temporarily merges formlists A and B and randomly selects 10 NPCs. It can then move the original NPC or create a clone of it. For now, this is just a theory, but it’s worth testing.
T_G_B Posted March 25 Posted March 25 We need to break the mold we need more male on female creatures
killer905 Posted March 25 Author Posted March 25 7 hours ago, T_G_B said: We need to break the mold we need more male on female creatures The main issue here is that there are very few animations for male humans interacting with female creatures, and they might not even exist for some creatures. But I'm sure there are some male human-female creature animations in MNC.
MadMansGun Posted March 25 Posted March 25 15 minutes ago, killer905 said: The main issue here is that there are very few animations for male humans interacting with female creatures, and they might not even exist for some creatures. But I'm sure there are some male human-female creature animations in MNC. werewolf, and i think the spriggan & flame atronach have some in MNC. HCOS has some more female werewolf, and some basic animations for other creatures (but in some cases they are more tuned for "male human on male creature" than they are male on female)....also dragons of course. fluffyfox's slal pack also has some female stuff in it. 1
killer905 Posted March 25 Author Posted March 25 3 hours ago, MadMansGun said: werewolf, and i think the spriggan & flame atronach have some in MNC. HCOS has some more female werewolf, and some basic animations for other creatures (but in some cases they are more tuned for "male human on male creature" than they are male on female)....also dragons of course. fluffyfox's slal pack also has some female stuff in it. Good to know ❤️
T_G_B Posted March 26 Posted March 26 On 3/25/2026 at 5:41 AM, MadMansGun said: werewolf, and i think the spriggan & flame atronach have some in MNC. HCOS has some more female werewolf, and some basic animations for other creatures (but in some cases they are more tuned for "male human on male creature" than they are male on female)....also dragons of course. fluffyfox's slal pack also has some female stuff in it. yeah but the thing about that and not throwing shade is that they have been around for a while there's only so many times you can see the same female werewolf animation or spriggan or flame atronach and even then its a small pool
eflat01 Posted March 28 Posted March 28 (edited) On 3/24/2026 at 3:30 PM, killer905 said: I don't know if you've played the original Animal Massion, but there were NPCs added to the dog training faction, and if an NPC replacer like Bijin or Ordinary Woman was installed, it would undo those changes and mess up their appearance. And it's possible that “formlist” (I'm not sure) might also be broken by an NPC replacer. There was also a hostage quest in Companions, but you gave us a good lead. Yes, you'd likely have to include clones of the npcs you'd wish just like you and @Gristle had done in Animal Research. So you'd have a lot of npc records in the mod but no overhead in mesh, etc... Likely just pick a few from each hold? How many I don't know. Fifty, a hundred overall is up to you, I'd pick them based upon quest involvement and then go from there... maybe? The clones in AR worked flawlessly from me, Serana, Ria, Igrum, etc... They inherited my Serana True and the Coldsun meshes and bodies from my mods, even my skypatch stat adjustments took root plus it isolated your very specific dialog trees from the original npcs because that's by ref ids not base form ids. Forms list would just be used for an array of npcs - candidates - filled with your clones, like AM_Aela. That in turn would just be used to randomly pick maybe up to a half dozen or some npcs from using random number generators? For random npcs showing up to the mansion on a particular visit/night? I would think since AM_Aela is a cloned instance and a different ref id you'd be safe to toss factions, keywords, or whatever you want on them via script and they'd hold from save to save since that is moding via alias with a ref id in it. Gives me an idea for specific random planned theme at the mansion for any visit? Would not have to be journal recorded quest. Spoiler Quest: Night at The Races (hidden) Takes place on a visit picked randomly on the location load, Maybe a group of stable owners are there one day to watch some equestrian action and betting which horse will wear out it's rider first? (They laid their bets down on the horse at the bar, etc... the mansion/winner making money ) 😂 Could be a random chance for a specific theme quest, and that may also be a % chance any would happens at all. Edited March 28 by eflat01
killer905 Posted March 28 Author Posted March 28 46 minutes ago, eflat01 said: Yes, you'd likely have to include clones of the npcs you'd wish just like you and @Gristle had done in Animal Research. So you'd have a lot of npc records in the mod but no overhead in mesh, etc... Likely just pick a few from each hold? How many I don't know. Fifty, a hundred overall is up to you, I'd pick them based upon quest involvement and then go from there... maybe? The clones in AR worked flawlessly from me, Serana, Ria, Igrum, etc... They inherited my Serana True and the Coldsun meshes and bodies from my mods, even my skypatch stat adjustments took root plus it isolated your very specific dialog trees from the original npcs because that's by ref ids not base form ids. Forms list would just be used for an array of npcs - candidates - filled with your clones, like AM_Aela. That in turn would just be used to randomly pick maybe up to a half dozen or some npcs from using random number generators? For random npcs showing up to the mansion on a particular visit/night? I would think since AM_Aela is a cloned instance and a different ref id you'd be safe to toss factions, keywords, or whatever you want on them via script and they'd hold from save to save since that is moding via alias with a ref id in it. Clones in AR were needed to prevent other mods from interfering with their AI. Formlist seems like a good option here, as it can create clones based on their originals, and there can be several formlists, with the script randomly selecting an NPC from them. AM_Aela was simply cloned and had a fixed ID (as far as I recall), so she doesn’t use formlists in this case; as for the companions event, that was an additional clone of her and the other companions. In this instance, the formlist does not store data within the NPC itself, so it would not cause the NPC’s appearance to be lost or quests to fail; however, in practice, you could add a set of NPCs to a faction and it would work, as the mod adds that NPC to the faction via a quest, rather than it being a hard-coded value within the mod. Spoiler 47 minutes ago, eflat01 said: Gives me an idea for specific random planned theme at the mansion for any visit? Would not have to be journal recorded quest. Hide contents Quest: Night at The Races (hidden) Takes place on a visit picked randomly on the location load, Maybe a group of stable owners are there one day to watch some equestrian action and betting which horse will wear out it's rider first? (They laid their bets down on the horse at the bar, etc... the mansion/winner making money ) 😂 Could be a random chance for a specific theme quest, and that may also be a % chance any would happens at all. It sounds like an idea for a recurring quest. But I can even see something like this here. The stable owner organises a small contest featuring two women (one working on the farm and the other living within the city walls) wearing masks or sacks over their heads (I know that’s a bit extreme), and the audience chooses which one will last longer; the PC could also place a bet.
eflat01 Posted March 28 Posted March 28 (edited) 41 minutes ago, killer905 said: It sounds like an idea for a recurring quest. But I can even see something like this here. The stable owner organises a small contest featuring two women (one working on the farm and the other living within the city walls) wearing masks or sacks over their heads (I know that’s a bit extreme), and the audience chooses which one will last longer; the PC could also place a bet. I was thinking there'd be a basic general service quest at the mansion and the chance of some random theme could suspend it? Maybe each theme night might follow specific day/night of the week or completely randomized? Spoiler You travel to the mansion, (maybe notified on load in or what not?), I would not know how to do that on manual travel though. Anyway, On the front door or a missive like bulletined board is pinned note about the theme. The PC walks in the door... the stable hands, etc... are gather round the bar. Thaena : <Force greets PC if she's female> Good thing you're here we need a jockey representing the house, are you interested? PC : Sure, I guess I'm up for it? Thaena : Great, <deafault name> wasn't sure if she'd be up for this. Thaena : <PC> will be our house Jockey, follow me everyone the race is about to begin. PC : Sorry, I'm too worn out to even think about competing. It's okay, <deafault name> will give the other jockeys a run for their money. Thaena : Follow me everyone the race is about to begin. ... The thought was to create some randomness to the experience at the mansion on any given visit after creatures were unlocked. Edited March 28 by eflat01
killer905 Posted March 28 Author Posted March 28 1 hour ago, eflat01 said: I was thinking there'd be a basic general service quest at the mansion and the chance of some random theme could suspend it? Maybe each theme night might follow specific day/night of the week or completely randomized? Hide contents You travel to the mansion, (maybe notified on load in or what not?), I would not know how to do that on manual travel though. Anyway, On the front door or a missive like bulletined board is pinned note about the theme. The PC walks in the door... the stable hands, etc... are gather round the bar. Thaena : <Force greets PC if she's female> Good thing you're here we need a jockey representing the house, are you interested? PC : Sure, I guess I'm up for it? Thaena : Great, <deafault name> wasn't sure if she'd be up for this. Thaena : <PC> will be our house Jockey, follow me everyone the race is about to begin. PC : Sorry, I'm too worn out to even think about competing. It's okay, <deafault name> will give the other jockeys a run for their money. Thaena : Follow me everyone the race is about to begin. ... The thought was to create some randomness to the experience at the mansion on any given visit after creatures were unlocked. Ah, I see. But I can see a problem here, because once the horse is unlocked, there’ll be three workers in Masnion alongside PC and Thaena. Why would Thaena wait for PC in that case? <trhink>
eflat01 Posted March 28 Posted March 28 (edited) 1 hour ago, killer905 said: Ah, I see. But I can see a problem here, because once the horse is unlocked, there’ll be three workers in Masnion alongside PC and Thaena. Why would Thaena wait for PC in that case? <trhink> Is just playing with the dialog to sound reasonable... iow, the PC showing up is just an offer for the opportunity. Spoiler Spoiler Thaena : <Force greets PC if she's female> Hey there you're here just in time ,we're about to pick a jockey representing the house, are you interested? PC : Sure, I'd be more than happy to represent the mansion. Thaena : Great, I think you'll do us proud. Thaena : Follow me everyone the race is about to begin. PC : Sorry, I'm too worn out to think about competing right now, My money's on us though. That's okay, <deafault name> will give the other jockeys a run for their money. Thaena : Follow me everyone the race is about to begin. Edited March 28 by eflat01
killer905 Posted March 28 Author Posted March 28 32 minutes ago, eflat01 said: Is just playing with the dialog to sound reasonable... iow, the PC showing up is just an offer for the opportunity. Hide contents Hide contents Thaena : <Force greets PC if she's female> Hey there you're here just in time ,we're about to pick a jockey representing the house, are you interested? PC : Sure, I'd be more than happy to represent the mansion. Thaena : Great, I think you'll do us proud. Thaena : Follow me everyone the race is about to begin. PC : Sorry, I'm too worn out to think about competing right now, My money's on us though. That's okay, <deafault name> will give the other jockeys a run for their money. Thaena : Follow me everyone the race is about to begin. Looks reasonable
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