killer905 Posted May 4 Author Posted May 4 59 minutes ago, eflat01 said: I gave an alternative werewolf idea with a new location - a vale or cave - full of silverhand npcs. I thought you seemed to like or be interested it as I recall. I do not know if it fits well here or not? I had thought of a possible quest name "By the Light of the Silvery Moon". Reveal hidden contents As I recall I originally suggested it involve Aela and the totems... but that can be altered to leave out. I know the post was pretty elaborate but here's a new summary, A group of silverhand are encountered - PC was just sent to investigate, They're in a cave or grotto where some shrine to Hircine exist, they're guarding it because they think werewolves will come there to worship or something? The player is noticed when observing them (trigger spot), captured and caged to see if the PC transforms into a werewolf. Threatened with being skinned and death if they do. When night comes it's not the PC but the band of silver hand who transform - Due the shrine had influence over them over time (a Hircine trick). While they're werewolves they pull the PC from the cage and rape her a few times, until the PC passes out. The PC wakes up caged again. The Silverhand are confused and thru dialog the PC can bargain for their freedom. Provided they swear to keep the secret that this silverhand band are werewolves and the PC returns once in a while to help appease their wolf-like carnal instincts. That sounds like a good side quest to me. The werewolf will appear in Masnion after main quest with wife. 1
killer905 Posted May 4 Author Posted May 4 48 minutes ago, DoroLL said: Here is a sample NPC list from the Cage of Clavicus add-on, Morningstar Accounts. The NPC shown here is a clone of Serana. All the other NPCs here are clones of someone too. They don't have the default vanilla faces. They are displayed with the Beauty MOD replaced. In Animal Mansion Plus as well, 3 out of 5 female customers are clone NPCs. They will also be replaced and displayed. This is the laziest possible way to use a clone or template of another NPC. Somehow, I can’t picture Thaena looking like Panteia. Our aim is to retain certain elements so that the mod isn’t 100% made from scratch, but also retains something of the original. And as I’ve already mentioned, there’ll always be someone who’ll create a replacer. Just like with Animal Research. We’d rather spend our time on other things than polish the face of every single NPC added by the mod to make it look nice, etc. Unfortunately, just like in the real world, there aren’t only perfect, pretty women, and some will look like potatoes. Vanilia NPCs will also visit Masnion.
Absintheman Posted May 4 Posted May 4 Alright, You're making sense to me now. I think I've done the Companions questline to completion maybe two times. So whenever I did the AM quest, everyone was alive and kicking, so it all worked out and there was no continuity issues on my playthrough. But I can now see where everything get's muddy. What if, instead of the companions quest, someone of royalty in Skyrim has a kinkier side and either has a werewolf locked in their dungeon, or has a servant that is one. idk, I'm reaching. I think why I liked the original quest so much was because there was dialog and somewhat of a story that kept adding to the whole event, not just go here, quick animation, go back to mansion. If the mod is going to have better writing throughout , then that's really all I need to be excited again.
eflat01 Posted May 4 Posted May 4 10 minutes ago, killer905 said: That sounds like a good side quest to me. The werewolf will appear in Masnion after main quest with wife. I started thinking about that werewolf, they could show up after the quest, i.e. backstory... Spoiler After "By the Light of the Silvery Moon" or what ever you call it is complete. The werewolf and his wife could show up at the mansion. They'd heard about the mansion from one of the Silverhand who went get supplies told him about the PC being there. The PC could be tasked with helping the werewolf and the wife (much like the werebear couple is helped in AR) When I was testing the navmesh the first time around I took Serana, Tirwon and two other follers with me. I'd forgot to turn off aroused creatures. 😉 Spoiler That werewolf and dog inside the mansion popped us numerous times.
leking Posted May 5 Posted May 5 Companion competition could just involve regular wolves and no werewolves. Then alive member of the inner circle could come to the mansion in private room to gang females of the mansion and Aela if she accompany them. Would be fun to give Aela some routine patrol outside the town at night were she could go in the woods to get railed by a werewolf SHe found in the wild.
lindah Posted May 6 Posted May 6 Considering how well done your animal researcher is, I cant think of many better to revive this old classic
DoroLL Posted May 6 Posted May 6 I previously posted the same suggestion on the Animal Research forum. How about a story where Tirwin rebuilds the abandoned Animal Mansion? In fact, this project is exactly that. It could be a post-Animal Research story, or a parallel world story is fine too. (For example, Tirwin chose not to collect bestiality books, but instead to rebuild the Animal Mansion for study of animals...) By making Tirwin the Animal Mansion's mistress, you can reuse the NPCs and facial data resources from Animal Research.
killer905 Posted May 6 Author Posted May 6 On 5/4/2026 at 8:12 PM, Absintheman said: What if, instead of the companions quest, someone of royalty in Skyrim has a kinkier side and either has a werewolf locked in their dungeon, or has a servant that is one. idk, I'm reaching. I think why I liked the original quest so much was because there was dialog and somewhat of a story that kept adding to the whole event, not just go here, quick animation, go back to mansion. If the mod is going to have better writing throughout , then that's really all I need to be excited again. That sounds like a good side quest to me. We could also organise an extra challenge for the Companions, but using the werewolf from the Mansion, or Farkas and Vilkas if they haven’t been cured yet. But only if the PC is in the Circle. The event itself doesn’t have to take place in the Companions’ building; it would be safer for them to hold it in a cave or something. 1
killer905 Posted May 6 Author Posted May 6 On 5/4/2026 at 8:13 PM, eflat01 said: I started thinking about that werewolf, they could show up after the quest, i.e. backstory... Reveal hidden contents After "By the Light of the Silvery Moon" or what ever you call it is complete. The werewolf and his wife could show up at the mansion. They'd heard about the mansion from one of the Silverhand who went get supplies told him about the PC being there. The PC could be tasked with helping the werewolf and the wife (much like the werebear couple is helped in AR) Noted On 5/4/2026 at 8:13 PM, eflat01 said: When I was testing the navmesh the first time around I took Serana, Tirwon and two other follers with me. I'd forgot to turn off aroused creatures. 😉 Reveal hidden contents That werewolf and dog inside the mansion popped us numerous times. What? They can't wait to fuck cute girls ^^
killer905 Posted May 6 Author Posted May 6 8 hours ago, leking said: Companion competition could just involve regular wolves and no werewolves. Then alive member of the inner circle could come to the mansion in private room to gang females of the mansion and Aela if she accompany them. I had a similar thought myself. 8 hours ago, leking said: Would be fun to give Aela some routine patrol outside the town at night were she could go in the woods to get railed by a werewolf SHe found in the wild. I don’t think Aela would let herself be taken by a werewolf. Besides, we don’t want to interfere too much with Vanilia’s NPC behaviour, so that, as you put it, ‘she goes into the woods to get railed by a werewolf’
killer905 Posted May 6 Author Posted May 6 44 minutes ago, lindah said: Considering how well done your animal researcher is, I cant think of many better to revive this old classic Betterr, Stronger, Modern and More 1
killer905 Posted May 6 Author Posted May 6 43 minutes ago, DoroLL said: I previously posted the same suggestion on the Animal Research forum. How about a story where Tirwin rebuilds the abandoned Animal Mansion? In fact, this project is exactly that. It could be a post-Animal Research story, or a parallel world story is fine too. (For example, Tirwin chose not to collect bestiality books, but instead to rebuild the Animal Mansion for study of animals...) By making Tirwin the Animal Mansion's mistress, you can reuse the NPCs and facial data resources from Animal Research. We’re unlikely to do something like have Tirwin set up her own Animal Mansion, as it clashes with the story presented in AR and the Thalmor storyline. The only thing we could do (though we don’t know how at the moment) is have Tirwin comment on the Animal Mansion near the building or inside it, and she might even want to watch or have sex herself. It’s also worth remembering that the creatures in Animal Mansion are already tamed, whereas Tirwin is looking for wild creatures, provided they aren’t so-called domesticated animals like dogs, horses, etc. If you’re somewhat familiar with the Creation Kit, you could make your own mini-patch to make Thaena look like Tirwin, but then the dialogue would still be as if she were a Nord.
DoroLL Posted May 6 Posted May 6 There are many different zoologists. Some study wild animals, while others conduct breeding research in zoo. If Tirwin had chosen a different pathway from field researcher... Well, there could be such a parallel world. I wonder why you guys are so fixated on storyline contradictions? We japanese tend to be flexible in our thinking about storylines and story settings, thanks to the anime influence. I mean, wouldn't simply reusing AR NPCs and facial data help shorten the development time?
eflat01 Posted May 6 Posted May 6 36 minutes ago, DoroLL said: There are many different zoologists. Some study wild animals, while others conduct breeding research in zoo. If Tirwin had chosen a different pathway from field researcher... Well, there could be such a parallel world. I wonder why you guys are so fixated on storyline contradictions? We japanese tend to be flexible in our thinking about storylines and story settings, thanks to the anime influence. I mean, wouldn't simply reusing AR NPCs and facial data help shorten the development time? Coding dependencies be that hard or soft actually adds a significant amount of work and complexity where bugs are more likely to occur.
DoroLL Posted May 6 Posted May 6 3 hours ago, eflat01 said: Coding dependencies be that hard or soft actually adds a significant amount of work and complexity where bugs are more likely to occur. Hi. I’m not saying AR should be a Required MOD. It's just a simple matter of reusing NPCs and facial NIFs
eflat01 Posted May 6 Posted May 6 (edited) 1 hour ago, DoroLL said: Hi. I’m not saying AR should be a Required MOD. It's just a simple matter of reusing NPCs and facial NIFs They already had laid a ton of "ground-work" of not just the mansion and I don't want to give away spoilers. I will say is it's solid so far, new, fresh and what they have so far imho will be the best version of AM. They were testing the base locations they added back in February. The main npcs were generated a while ago though, well before coming up with how they fit in and back-stories. A lot of them got edited after the fact due my load since they use base and templates ... I should had taken more images of npcs while there. I'd Likely will hit them with a replacer anyway. They're at the point really where it's mainly defining and adding quests. Spoiler Spoiler As I mentioned to @killer905 earlier when testing I should remember to shut off other mod settings. Holds me up... literally, Edited May 6 by eflat01 1
killer905 Posted May 7 Author Posted May 7 9 hours ago, DoroLL said: Hi. I’m not saying AR should be a Required MOD. It's just a simple matter of reusing NPCs and facial NIFs We plan for Tirwin, once taken to the Mansion, to be able to comment on the location and also go to a staff member and ask for a show. However, this could also cause problems, because if the player takes her, for example, to the Dog Sale (where there is an option to use a female follower as a ‘dog bitch’), she would need to have at least some unique dialogue. Even setting aside the fact that this would clash with the AR storyline, where Tirwin prefers to avoid ‘public’ displays because of the Thalmor.
killer905 Posted May 7 Author Posted May 7 7 hours ago, eflat01 said: They already had laid a ton of "ground-work" of not just the mansion and I don't want to give away spoilers. I will say is it's solid so far, new, fresh and what they have so far imho will be the best version of AM. They were testing the base locations they added back in February. The main npcs were generated a while ago though, well before coming up with how they fit in and back-stories. A lot of them got edited after the fact due my load since they use base and templates ... I should had taken more images of npcs while there. I'd Likely will hit them with a replacer anyway. They're at the point really where it's mainly defining and adding quests. Reveal hidden contents Reveal hidden contents As I mentioned to @killer905 earlier when testing I should remember to shut off other mod settings. Holds me up... literally, Outdated screenshots :3 1
eflat01 Posted May 7 Posted May 7 (edited) 7 hours ago, killer905 said: Outdated screenshots :3 Yes I figured they are, and likely will be changes on down the line... a lot of work has and will go on. My point however was aesthetics like facegen and such things like that are not as time consuming as scripting, package editing, etc.... Edited May 7 by eflat01
killer905 Posted May 7 Author Posted May 7 4 hours ago, eflat01 said: Yes I figured they are, and likely will be changes on down the line... a lot of work has and will go on. My point however was aesthetics like facegen and such things like that are not as time consuming as scripting, package editing, etc.... True!
killer905 Posted May 7 Author Posted May 7 Notice! Tasks added in the mod: Introduction Dog/Husky Small quest (It’s between the Dog/Husky and Wolf quest) Work has begun on the Wolf quest! It’s partly based on @Unicom1981 ’s idea, but with a different start; ultimately, it will involve the PC (female), Aela, having sex with wolves. This task will involve helping to acquire wolves for the upcoming Companions competition. 5
DoroLL Posted May 9 Posted May 9 Request 3: Whiterun Contact Office. Falkreath is inconveniently located with no carriage stop. If traveling on foot or horse, it's convenient to have a place in Whiterun (and other cities) to start quest and receive quest reward. Request 4: Before Animal Mansion opens, Thaena asks the question: Are there any animals you don't like? Similarly, please ask which races are not welcome customers.
eflat01 Posted May 9 Posted May 9 (edited) 7 hours ago, DoroLL said: Request 3: Whiterun Contact Office. Falkreath is inconveniently located with no carriage stop. If traveling on foot or horse, it's convenient to have a place in Whiterun (and other cities) to start quest and receive quest reward. Request 4: Before Animal Mansion opens, Thaena asks the question: Are there any animals you don't like? Similarly, please ask which races are not welcome customers. They purposely placed the mansion well out of the way of base game to help minimize worldspace conflicts and seemed to give lot of thought including carriage transport. I think they should have more Redguard clients (for a reason) - read the spoiler if you want... Spoiler If still there, they had a mechanism in the mansion for travel. Initially had to travel pretty far south because the Masion is a little past the border of Falkrieth. It's closer to the city of Elinhir in Hammerfell than the city of Falkreath, (they added a town) so they could place a carriage in Elinhir if they really wanted. Also if fast travel is used you can go directly to the mansion. Edited May 9 by eflat01
killer905 Posted May 9 Author Posted May 9 8 hours ago, DoroLL said: Request 3: Whiterun Contact Office. Falkreath is inconveniently located with no carriage stop. If traveling on foot or horse, it's convenient to have a place in Whiterun (and other cities) to start quest and receive quest reward. Request 4: Before Animal Mansion opens, Thaena asks the question: Are there any animals you don't like? Similarly, please ask which races are not welcome customers. 4) This has been taken into consideration. 3 hours ago, eflat01 said: They purposely placed the mansion well out of the way of base game to help minimize worldspace conflicts and seemed to give lot of thought including carriage transport. I think they should have more Redguard clients (for a reason) - read the spoiler if you want... Hide contents If still there, they had a mechanism in the mansion for travel. Initially had to travel pretty far south because the Masion is a little past the border of Falkrieth. It's closer to the city of Elinhir in Hammerfell than the city of Falkreath, (they added a town) so they could place a carriage in Elinhir if they really wanted. Also if fast travel is used you can go directly to the mansion. Not quite as you wrote, but Spoiler Once you've completed the ‘horse’ quest, Fast Travel will be unlocked from inside Masnion. This means you won't have to go outside to skip the loading screen. This is shown in the screenshots in the first post.
eflat01 Posted May 9 Posted May 9 (edited) 2 hours ago, killer905 said: Not quite as you wrote, but Yes and I saw that and tested it... but do not remember if it was functional at the time, I think it was. Spoiler What I really wanted to point out was the mansion actually is not in Falkrieth's hold. You and @Gristle had done a lot of worldspace work editing terrain placing buildings all just beyond the border of Skyrim. The mod should not have many if any conflicts that way. It's always best to place some new location far away from where other mods may edit the landscape. Really the mod includes more than just an Animal Mansion... (I could imagine plenty of ideas from people formulating after seeing the surrounding area, for the hell of it, we slept in the smithy/stable house bed while in town because a follower was complaining about being tired.) Playing style really: My own as a player normally I never use carriages unless a quest actually requires that. I run, ride a horse or fast travel once in a while when I want to hurry something along. I do not remember how much attention I gave to the location forms, the map markers are there and linked, steeds show up at the horse marker, etc... I do not know about the parent locations relationships? Not much to do with anything but just curious on how some mod like SLSF reloaded may be handled... I tend to add new locations (villages) into it. Edited May 9 by eflat01
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