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Posted
18 hours ago, killer905 said:

0004BDF8 and 000C27AA ->WalkwayCWallEnd01

00103C6D -> TreePineForestSnowL04

00103D73 -> TreePineForestSnowL03

00108B39 -> BoneHumanBloodySkull

 

I am referring to the errors in Animal Mansion Reborn.

These elements have been removed because they were obstructing certain locations, or replaced with something else.

The first two have been replaced by other elements so that the guard can access the border crossing footbridge.

The rest have been removed because they were obstructing Elinhir itself or to make space for a scene.

 

My answer is ‘no’. Unless, of course, you want a tree sticking out from a building, road or something like that.

set as "Initially Disabled" in the record header, set the enable parent to PlayerRef [PLYR:00000014], then enable the Set Enable State to Opposite of Parent flag (xedit terminology, i have no idea how the ck might refer to these) for a safer way of removing an inconveniently placed base game record; as demonstrated, dyndolod throws one of its patented hissy fits if a record is flagged as deleted

 

the first change makes it initially disabled, and the second and third changes makes it functionally impossible for anything to accidentally re-enable it, because if something disables the player reference something has gone catastrophically wrong

Posted (edited)

When the guard ask you for boarder fee, the conversation suddenly interrupted and the quest can't continue, I can choose what you were saying but it's all the same, if I choose I'm back then all the quest related conversations would be gone.

I've met this in my old save and I got it solved with reloading, I didn't know how but it just worked out with one reloading

Now I started a new save but it don't work anymore, the conversation keeps ending when the guard say boarder fee and I can't advance the quest 

Edited by ztl44
Posted
6 minutes ago, ztl44 said:

When the guard ask you for boarder fee, the conversation suddenly interrupted and the quest can't continue, I can choose what you were saying but it's all the same, if I choose I'm back then all the quest related conversations would be gone.

I've met this in my old save and I got it solved with reloading, I didn't know how but it just worked out with one reloading

Now I started a new save but it don't work anymore, the conversation keeps ending when the guard say boarder fee and I can't advance the quest 

OK I got it,

I had a male follower following me that's the problem

you have to disband your follower before you meet the border guard (it doesnt work if you disband after you meet the issue)

Posted
4 hours ago, ixtheinterloper said:

set as "Initially Disabled" in the record header, set the enable parent to PlayerRef [PLYR:00000014], then enable the Set Enable State to Opposite of Parent flag (xedit terminology, i have no idea how the ck might refer to these) for a safer way of removing an inconveniently placed base game record; as demonstrated, dyndolod throws one of its patented hissy fits if a record is flagged as deleted

 

the first change makes it initially disabled, and the second and third changes makes it functionally impossible for anything to accidentally re-enable it, because if something disables the player reference something has gone catastrophically wrong

I’ve been looking into this, and they suggest the following options:
- Initially Disabled
- Placed in the void. In other words, the position is changed to -2000.

 

They also say it’s not worth removing the REFID, because Dyndolod will throw a tantrum, as you yourself pointed out.

If I were to do as you suggested – that is, “enable parent to PlayerRef [PLYR:00000014], then enable the ‘Set Enable State to Opposite of Parent’ flag” – then any mod that edits that specific element would undo those changes.


The best option would be to place it in a `void` (so it doesn’t interfere with the Creation Kit) and set it to `Initially Disabled`.

 

1 hour ago, ztl44 said:

OK I got it,

I had a male follower following me that's the problem

you have to disband your follower before you meet the border guard (it doesnt work if you disband after you meet the issue)

OK, so another stuff to fix.

Posted
On 7/29/2026 at 3:50 AM, killer905 said:

I don't see the point in adding SexLab More Creatures. It's no longer supported and has been replaced by Creature Summoner.

We'd be able to create quests like that without needing to add another mod for it.

 

BD's creatures?

 

We're still accepting ideas for quests, but if you want to learn more and see what ideas we have (including those from other users), please check out this page: https://docs.google.com/spreadsheets/d/1WNHRXPDVPJCwjY61YDzaIKn0hn_N9dvu8FFBUCsUHkA/edit?gid=0#gid=0

Bad Dog's Immersive Creatures if it's possible at all! Just throwing around ideas.

Posted
2 hours ago, ztl44 said:

OK I got it,

I had a male follower following me that's the problem

you have to disband your follower before you meet the border guard (it doesnt work if you disband after you meet the issue)

To be clear. Your character are male or female?

Posted
12 minutes ago, CrackerJack315 said:

Bad Dog's Immersive Creatures if it's possible at all! Just throwing around ideas.

We may consider it, but for now we will focus on Vanilia Creatures.

Posted
9 minutes ago, killer905 said:

To be clear. Your character are male or female?

my character is female, and to be clarify the male follower is the mod follower Kaidan, I'm not sure it's a universal-male-follower issue or it's just incompatible with Kaidan mod

Posted (edited)
56 minutes ago, ztl44 said:

my character is female, and to be clarify the male follower is the mod follower Kaidan, I'm not sure it's a universal-male-follower issue or it's just incompatible with Kaidan mod

Actually, AMR detects CurrentFollower (Vanilla follower or mod follower), but nothing has been set up for a female PC and a male follower.

 

Valid combinations
- Male PC/Female follower
- Female PC
- Male PC
- Female PC/Female follower

Edited by killer905
Posted

Hi,

 

I'm blocked at the frontier near Falkreath, there is three guards but none have dialogue to let me pass, and there is kind of an invisible wall I can't cross.   Am'I missing something?

 

Thanks.

Posted
3 minutes ago, Snook001 said:

Hi,

 

I'm blocked at the frontier near Falkreath, there is three guards but none have dialogue to let me pass, and there is kind of an invisible wall I can't cross.   Am'I missing something?

 

Thanks.

There are four guards there (three below and one above) and one of them approaches you (Forcegeet). If you’re using a mod that changes the guard’s gender to female, you’ll need to temporarily disable that mod.

There’s an invisible wall there, because you can’t cross the border ‘illegally’. Have you forgotten what happened at the border between Skyrim and Cyrodiil? ^^

Posted (edited)
24 minutes ago, Snook001 said:

Hi,

 

I'm blocked at the frontier near Falkreath, there is three guards but none have dialogue to let me pass, and there is kind of an invisible wall I can't cross.   Am'I missing something?

 

Thanks.

 

Do you have a mod which changes guards in any way, like some of them to female? If you do disable it temporarily.

 

Worst case  setstage AMR_Start 50 as I remember which removes the barrier.

Edited by eflat01
Posted

Hi,

 

Thanks for the reply.  No I don't have a mod that change the guards, but when I arrived they were being attacked by goblins, but I don't know which mod add those.  I'll try to find out from which mod they come and give it a new try.

 

Thanks.

Posted

I was using Sven (From Riverwood) as my follower, and after getting past the border guard bug mentioned above; Once the Riverwood dog show begins Sven just fucks off and starts walking all the way to Riverwood. Would probably be best to detect if he's a follower or not before having him attend the show. Perhaps swap him out for Faendal if he's you're current follower. Or replace him with a different NPC entirely (which would probably be the easiest method).

Posted
1 hour ago, Snook001 said:

Hi,

 

Thanks for the reply.  No I don't have a mod that change the guards, but when I arrived they were being attacked by goblins, but I don't know which mod add those.  I'll try to find out from which mod they come and give it a new try.

 

Thanks.

The goblins are from some Creation Club mod that’s part of AE. I’ve tested it – and I’m sure many others have too – and the guard had no problem approaching the PC afterwards.

Get close enough and let the guards deal with the goblins.

 

12 minutes ago, StygianHius said:

I was using Sven (From Riverwood) as my follower, and after getting past the border guard bug mentioned above; Once the Riverwood dog show begins Sven just fucks off and starts walking all the way to Riverwood. Would probably be best to detect if he's a follower or not before having him attend the show. Perhaps swap him out for Faendal if he's you're current follower. Or replace him with a different NPC entirely (which would probably be the easiest method).

The simplest solution would be to have the script check whether Sven is one of your followers; if he currently is, he won’t take part in the Dog Sale. Changing it to Faendal would cause a similar problem to the one you’re having with Sven.

Posted
7 minutes ago, killer905 said:

The simplest solution would be to have the script check whether Sven is one of your followers; if he currently is, he won’t take part in the Dog Sale. Changing it to Faendal would cause a similar problem to the one you’re having with Sven.

What I meant was, if Sven is you're companion, Faendal would take his place watching the show, and vice versa. While doing that would be a cool approach, it would be more work. Another thought I had would be maybe not have him join the crowd until you enter Riverwood. But yeah, having the issue with either is why I suggested maybe changing him to another NPC from Riverwood, one that can't be a follower. Your script check would indeed fix the solution in the simplest way, only downside being a smaller crowd, but that doesn't really matter. Just thinking outloud here, lol.

Posted
5 hours ago, Snook001 said:

Hi,

 

Thanks for the reply.  No I don't have a mod that change the guards, but when I arrived they were being attacked by goblins, but I don't know which mod add those.  I'll try to find out from which mod they come and give it a new try.

 

Thanks.

 

I can confirm that the goblins don't cause any issues.

 

I always wait until the guards—if they're fighting alongside me—are back near the border; that’s when one of them approaches me.

 

For me, the dialogue only broke down when:

 

- the guard became female (due to a mod)
- the PC (whether female or male) had a male follower with them
- the PC (whether female or male) had only an animal companion with them

Posted
5 hours ago, killer905 said:

The goblins are from some Creation Club mod that’s part of AE. I’ve tested it – and I’m sure many others have too – and the guard had no problem approaching the PC afterwards.

Get close enough and let the guards deal with the goblins.

I did as you suggested, but no luck.  They just mile around, no force greet, no dialogue 😢.  Could it be I must start a quest somewhere, something to read or an inn keeper gossip?

 

If no starting point, is there a command console command I could use to either force the dialogue from the guards or bypass them?

 

Thanks.

Posted
2 hours ago, Alex749 said:

Holy shit, this mod will be big.

 

There's an area about the size of a small dlc with quite a few locations... they're intended to be used.

Posted (edited)
34 minutes ago, Snook001 said:

I did as you suggested, but no luck.  They just mile around, no force greet, no dialogue 😢.  Could it be I must start a quest somewhere, something to read or an inn keeper gossip?

 

If no starting point, is there a command console command I could use to either force the dialogue from the guards or bypass them?

 

Thanks.

 

It's stage 50 I believe which removes the barrier (it used to be 3 or 5 or something) I used it before when testing, but I prefer the guard sl scene as payment to let you through... What I'm suspicious about is that since it's a force greet not taking place is if you're going to run into a like issue later. There are numerous force greets in the quests. Do you have some dialog altering mod or something suppressing greet packages?

 

Console ~

 

sqv AMR_Start

<- will show you the current variables and stages.

sqs AMR_Start

<- will show you all stages

 

SetStage AMR_Start <stage number>

 

<- in this case SetStage AMR_Start 50 ... 41 and 42 have checks in it for a follower - and likely deal with sex with the guards? @Gristle maybe you could advise?

 

Spoiler

image.png.a846b4b4746bef1819ce530e50ac845e.png

 

Edited by eflat01
Posted
20 minutes ago, Snook001 said:

I did as you suggested, but no luck.  They just mile around, no force greet, no dialogue 😢.  Could it be I must start a quest somewhere, something to read or an inn keeper gossip?

 

If no starting point, is there a command console command I could use to either force the dialogue from the guards or bypass them?

 

Thanks.

- Once you enter the inn in Falkreath, a scene between Valga and Bolund (if I remember his name correctly) should trigger
- After their conversation, you can ask Valga what it was all about
- Valga suggests you help Thaena (Quest start)
- You head for the border of Falkreath

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