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Posted (edited)

Great remake, truly superior to the original mods, I love interaction between couples during her little mating quests. Those are great.  I specifically followed Annekke and Verner into their house after she buys a dog, hoping I find her getting mounted,  Ho such luck. lol

 

Also your location for the mansion makes much more sense.  Thanks for the good work

Edited by uncleben7
Added one last thought.
Posted

Hi, everyone. I updated to the July 18 version today and loaded an existing savegame that previously had the older version on it.

I then accepted the quest in Falkreath and am now supposed to travel to the Mansion and speak with Thaena.

 

The problem is that no dialogue starts with her; I can press E as much as I want, but nothing happens.
Could this be because it’s an existing savegame, and I need to start a new game with the updated version?

Posted (edited)
1 hour ago, plutocene said:

Ahh crap you're there as well? Spaghettis stuff is mostly noninversive, but I use Orc Strongholds which might conflict, ahh lets face it, it will.

 

MorKhazgurExterior ... and yes Orc Strongholds I'm pretty sure will conflict, if any navmesh changes are there  it was unintended.  AMR only adds some xmarkerheading objects on the roadwayoutside the longhouse. In fact that and some triggers are what most of AMR changes are to vanilla areas. I think near Shor Stone and near the two border gates have the only intended terrain changes. 

 

Spoiler

Mor Khazgur

 

image.jpeg.947dc6bcc11747dcc4f7b6bff19421a9.jpeg

 

 

 

I'm running close to 1500 mods with about 1k plugins (221 full 754 light). I don't go nuts with too many exterior edits because I hate patching left and right. Sometimes I just bastardize the last mod touching something (copy records into) because of that.

 

The last mods I wrote were on FO4.  Yes CK is a pain in the ass but I really hated GECK, wrote about a hundred mods on FO3 and FNV long ago. 

Edited by eflat01
Posted
7 hours ago, killer905 said:

The thing is, Redbags mods add new cells, so you end up having to do a lot more in the patch than you would with mods that only change the vanilla cells.

So instead of “FalkreathDeadMansDrink,” the mod adds a new “000FalkreathInn”

 

Yes I had a feeling they changed the cell completely. Most mods which change a building's layout outside will need to change the building inside... that requires a new cell often.

Posted
32 minutes ago, uncleben7 said:

Great remake, truly superior to the original mods, I love interaction between couples during her little mating quests. Those are great.  I specifically followed Annekke and Verner into their house after she buys a dog, hoping I find her getting mounted,  Ho such luck. lol

 

 

Spoiler

Their daughter much more adventurous...

 

Posted
51 minutes ago, Tatanos said:

Hi, everyone. I updated to the July 18 version today and loaded an existing savegame that previously had the older version on it.

I then accepted the quest in Falkreath and am now supposed to travel to the Mansion and speak with Thaena.

 

The problem is that no dialogue starts with her; I can press E as much as I want, but nothing happens.
Could this be because it’s an existing savegame, and I need to start a new game with the updated version?

It sounds like you used the TMM 1 command and teleported to the Mansion, and that's wrong! You should teleport as close as possible to the Falkreath Border and talk to the guard; that will unlock the conversation with Thaena in the Mansion.

The same goes for the Dog Sale—I don’t recommend teleporting directly there either, because you’ll just end up breaking the mod without realizing it.

Posted
4 minutes ago, killer905 said:

It sounds like you used the TMM 1 command and teleported to the Mansion, and that's wrong! You should teleport as close as possible to the Falkreath Border and talk to the guard; that will unlock the conversation with Thaena in the Mansion.

The same goes for the Dog Sale—I don’t recommend teleporting directly there either, because you’ll just end up breaking the mod without realizing it.

Oh, okay, thanks. I didn't use a teleport, but I have a hunch what the reason is—that helps me out a lot.

Posted (edited)
1 hour ago, Tatanos said:

Hi, everyone. I updated to the July 18 version today and loaded an existing savegame that previously had the older version on it.

I then accepted the quest in Falkreath and am now supposed to travel to the Mansion and speak with Thaena.

 

The problem is that no dialogue starts with her; I can press E as much as I want, but nothing happens.
Could this be because it’s an existing savegame, and I need to start a new game with the updated version?

 

Did you talk to the border guards to cross into the valley? The quest should tell you to cross the border - the guards need to confront you to let you through.

 

(Make sure if you have anything to add in female guards you disable it just for that stage)

 

 

I keep a pre-AMR save so can start fresh. The devs were quite busy with releases.

Edited by eflat01
Posted
8 minutes ago, Tatanos said:

Oh, okay, thanks. I didn't use a teleport, but I have a hunch what the reason is—that helps me out a lot.

So what you did after leave Falkreath Inn?

Posted
7 minutes ago, LYKIRI said:

IS THIS VERSION COMPATIPLE WITH - SEX LAB+

 

GREETINGS

 

FIRST, TURN OFF CAPS LOCK.

In theory, they should work with SexLab P+

Posted
1 hour ago, killer905 said:

So what you did after leave Falkreath Inn?

Well, it was a pretty late-game savefile, and I didn't know you had to talk to the guard for that. I walked out of the tavern, saw that the marker was far away and pretty much at the edge of the map—since the marker is right on top of the mansion—so I just call a dragon, flew over there, and landed right in front of it. :D

Posted
34 minutes ago, Tatanos said:

Well, it was a pretty late-game savefile, and I didn't know you had to talk to the guard for that. I walked out of the tavern, saw that the marker was far away and pretty much at the edge of the map—since the marker is right on top of the mansion—so I just call a dragon, flew over there, and landed right in front of it. :D

Wow, i didn't expact that :O

Posted
40 minutes ago, Tatanos said:

so I just call a dragon, flew over there, and landed right in front of it.

 

If Aroused Creatures is on auto for me Odahving does the riding before my PC catches a ride. 😉

Posted
40 minutes ago, Tatanos said:

Well, it was a pretty late-game savefile, and I didn't know you had to talk to the guard for that. I walked out of the tavern, saw that the marker was far away and pretty much at the edge of the map—since the marker is right on top of the mansion—so I just call a dragon, flew over there, and landed right in front of it. :D

I guess we'll have to change the objective to say "walk" to the mansion.  Or allow Thaena to speak earlier and disable the border barrier when she is spoken to.

Posted (edited)
1 hour ago, Gristle said:

I guess we'll have to change the objective to say "walk" to the mansion.  Or allow Thaena to speak earlier and disable the border barrier when she is spoken to.

 

I'm pretty sure if they hopped back on Odahving flew back to the border - they'd be able to talk to the guard.

 

@Tatanos The border gate guard force greet is used to advance a quest stage I don't remember if it's stage 3 or 5? 

 

Spoiler

Speaking to the guard removes a barrier at the gate if you pay them or has an optional MMMF scene if your PC is female or you've a female follower with you - to pay with sex instead.

 

I do use Call Dragon and Bend Will sparingly... but I do use it... If with Serana I typically ride Shadowmeer (she's her own horse due sda), if with another follower they also have horses - I try not to take more than two follower anywhere...

 

Reminds me @Gristle I never did test if Storm will end up inside a cell if I mount a horse and she's chilling inside some place after I brought it up in the past?

 

@Gristle If it isn't already, which I thought it was? I think maybe you should just make the objective at that point to "Travel to the border." place the first marker there if it isn't. Then on the stage which advances - the gate is cleared - the the objective to travel to the mansion and talk to Thaena should be shown.

 

People could fly all over creation... with some shouts.

 

Hint for players ... I've some crazy respawns and skypatched my mob to be brutal, when I get a quest from AMR and even AR, for that matter most mods I go clear the area before moving on with the quests.

 

Edited by eflat01
Posted (edited)
38 minutes ago, Gristle said:

I guess we'll have to change the objective to say "walk" to the mansion.  Or allow Thaena to speak earlier and disable the border barrier when she is spoken to.

Or maybe just place the marker on the guard who sends you there. Just a random idea—I don't know if it's that easy.

 

@eflat01

Yeah, that's no problem. Like I said, I just didn't know it was supposed to go through the guard post.

Edited by Tatanos
Posted
7 minutes ago, Tatanos said:

Or maybe just place the marker on the guard who sends you there. Just a random idea—I don't know if it's that easy.

Yes. That's easy.

Spoiler

Was just trying to create a little drama setting a marker at the edge of the map and letting the player discover naturally that they have to cross the border to reach the objective.

 

Posted
9 hours ago, killer905 said:

If the PC is male (female client only) and does not have a female follower, none of the three show quests will start.

They should start if the male PC (i) tells Thaena they've had sex with animals before, (ii) had sex with Bailey in AMR_Start, or (iii) had sex with the Hassan horse in AMR_Build. Any of those sets a variable that records that a male PC is willing to have sex with animals. If not, then the mod assumes that a male PC does not want to give an animal show (except with a female follower). Sound right?

Posted
10 hours ago, killer905 said:

- Eveli, after having sex with the Morrowind guards in barracks. She does not get dressed again.

Her "outfit" is set correctly, so if she ends up naked after the end of the barracks, she will eventually redress. For example, if you go through the tavern to go outside, she should be dressed by the time you get outside.  I could write a script to redress followers, but I'm not sure it's worth it since they should redress by the time they get outside based on their outfit setting.

Posted (edited)
1 hour ago, Gristle said:

- Eveli, after having sex with the Morrowind guards in barracks. She does not get dressed again.

 

I had the same experience with Narayya once, if you remember the post. We finished up in the barracks and went into the Prancing Stallion and she was still naked. On subsequent plays  did not have that issue though, so thought it was a fluke due maybe I'd hurried some things along with SexLab or something? 

 

Though thinking about this... AMR must be undressing them because it keeps them undressed between multiple sets of SL scenes. Correct?

Edited by eflat01
Posted
24 minutes ago, eflat01 said:

I had the same experience with Narayya once, if you remember the post. We finished up in the barracks and went into the Prancing Stallion and she was still naked. On subsequent plays  did not have that issue though, so thought it was a fluke due maybe I'd hurried some things along with SexLab or something? 

 

Though thinking about this... AMR must be undressing them because it keeps them undressed between multiple sets of SL scenes. Correct?

Yes. Basically, calling the Sexlab StartSex function will automatically undress them before sex AND redress them after sex. So, I have to call the Sexlab Strip function immediately after sex ends to make sure they stay undressed after sex. I was doing this after every scene in the repeating horse sale quests, but then the follower stayed naked after the last event -- although they will get dressed once they change cells once or twice. So, I removed the post-sex undress after the last scene. But that only works if the follower was involved in the last scene. Given the options, they don't have to be.

 

 

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