killer905 Posted Tuesday at 09:01 AM Posted Tuesday at 09:01 AM 5 minutes ago, linxlynxin said: Amazing mod, any support for skyfurry? Thaena and a few other NPCs use custom bodies. Location of custom bodies: Data\meshes\Animal Mansion Reborn\Body Simply copy and paste the files from Data\meshes\actors\character\character assets femalebody.tri femalebody_0 femalebody_1 femalefeet.tri femalefeet_0 femalefeet_1 femalehands.tri femalehands_0 femalehands_1 And remember that you’ll need to do the same for other NIF files with different names. Just delete them and rename them to match the names of the old files; otherwise, the NPCs will be invisible 1
killer905 Posted Tuesday at 09:16 AM Posted Tuesday at 09:16 AM 12 hours ago, DragonDweller611 said: thats makes sense those were just two characters that popped into my head really i was thinking people who thought they were alone in liking animals and realised they're not kinda thing just thought i'd put it out there and see if it made sense to do is all lol It’s always worth sharing your ideas, as they might turn out to be quite good, but you also need to consider the character’s backstory, as in the case of Sapphire. 11 hours ago, Unicom1981 said: Hmm, eliminating the competition. Cragslane Cavern immediately comes to mind as a potential rival operation that could be taken out. Drawing on the original "Wolf Club" mod concept—but toning down the grimness a bit—the player could receive information (via Aela or a job board) about a club that captures wolves and women to make money by staging shows featuring the captives. I believe Shor's Stone is closer to Cragslane Cavern than Riften is; the player could meet someone there whose wife was abducted by the bandits and spotted at an event in the cavern. I wouldn't even need to make major changes to the cave itself, other than adding one or two female NPC captives. The player would travel there with one of the fighters from the villa, eliminate the bandits, and rescue the people being held as slaves. Inside the cave, you could place a letter hinting at the schemes of someone who wants to harm the villa. Personally, I’d avoid using vanilla locations wherever possible. I do remember the mod, though, but I can’t recall exactly what it did apart from having sex with a creature. 11 hours ago, Unicom1981 said: Especially since you already had a great idea about this on page 21 of the developer post. Or maybe something else for the Thieves' Guild? I think we have three women in this guild: Sapphire, Vex, and Tonilia. Let's say there are eight chests (or even more). Each NPC/PC must choose one of them and find a specific item inside. Those who find nothing will be attacked by a creature, e.g., a troll, bear, horse, or dog (Note: Of course, it would be worth using a creature that Masnion already has in his portfolio). And I completely agree with you about Camillia; she's not really suited to being an animal lover, especially since her role in Dibella's Love Mod as a potential worshipper of Dibella's suits her better. I was actually looking for that post, but it turns out you’ve quoted my idea here. The idea about the Thieves’ Guild can always be changed. However, in my opinion, that would actually be quite interesting. 1
Sonnstor Posted Tuesday at 12:20 PM Posted Tuesday at 12:20 PM Hello, just switched from the old to this version, and so far it really is an improvement. Nice to even see new places. One thing I cant figure out is why the new Redguard dancer clothes seem to work only with one part or the other (Either skirt or blouse) although they use differnt body slots. Tried to rebuild them with Bodyslide, same outcome. Is this a general problem or does it only affect my setup?
apEna Posted Tuesday at 03:58 PM Posted Tuesday at 03:58 PM 3 hours ago, Sonnstor said: Hello, just switched from the old to this version, and so far it really is an improvement. Nice to even see new places. One thing I cant figure out is why the new Redguard dancer clothes seem to work only with one part or the other (Either skirt or blouse) although they use differnt body slots. Tried to rebuild them with Bodyslide, same outcome. Is this a general problem or does it only affect my setup? It most likely comes from your dong mod. If you are using SOS the top is missing SOS_Revealing keyword thus the game think that is covers the 52 slot too and fights the skirt for it. Check SOS MCM for it. I think TNG has similar thing if you are using it.
killer905 Posted Tuesday at 04:47 PM Posted Tuesday at 04:47 PM (edited) 4 hours ago, Sonnstor said: Hello, just switched from the old to this version, and so far it really is an improvement. Nice to even see new places. One thing I cant figure out is why the new Redguard dancer clothes seem to work only with one part or the other (Either skirt or blouse) although they use differnt body slots. Tried to rebuild them with Bodyslide, same outcome. Is this a general problem or does it only affect my setup? In my case, this only happens if I’ve loaded a male save file from a female save file. You need to clear the SoS slots, as @apEna said. And it’s best to reset the game, because sometimes SOS still thinks it has priority. Edited Tuesday at 04:48 PM by killer905
SkyMOOD Posted Tuesday at 07:56 PM Posted Tuesday at 07:56 PM I understand the SexLab integration, but how do I get this plugin? I'm using a modular Nolvus installation. How do I remove the master dependency on `_Resourcepack.esl`?
unwashed biomass Posted Wednesday at 12:43 AM Posted Wednesday at 12:43 AM patch for The Great Town of Shor's Stone is needed, door to girl house who bought dog is inside of another building, also her home cell is different i think.
RimLove21 Posted Wednesday at 07:50 AM Posted Wednesday at 07:50 AM Does this have all the same quests as the old versions of the mod? or not all added back in yet?
killer905 Posted Wednesday at 08:48 AM Posted Wednesday at 08:48 AM 12 hours ago, Amonshinky13 said: I understand the SexLab integration, but how do I get this plugin? I'm using a modular Nolvus installation. How do I remove the master dependency on `_Resourcepack.esl`? This patch was actually created by @Lil Li Ly, but it seems he/she accidentally set _Resourcepack.esl as the master dependency. I wouldn’t recommend removing it yourself, because depending on how the patch was created, you might also end up removing the entries for the main COTN mod – Falkreath too from patch.
killer905 Posted Wednesday at 08:51 AM Posted Wednesday at 08:51 AM 8 hours ago, unwashed biomass said: patch for The Great Town of Shor's Stone is needed, door to girl house who bought dog is inside of another building, also her home cell is different i think. Judging by the screenshots, I can see it’s the same building (the campfire near the building that Sylgja has), but it only has an entrance on the other side. If possible, could you provide a screenshot?
killer905 Posted Wednesday at 08:54 AM Posted Wednesday at 08:54 AM 1 hour ago, RimLove21 said: Does this have all the same quests as the old versions of the mod? or not all added back in yet? The mod was written from scratch. The quests may look similar to the original (with minor changes) or may have been written entirely from scratch.
Unicom1981 Posted Wednesday at 09:06 AM Posted Wednesday at 09:06 AM 23 hours ago, killer905 said: Personally, I’d avoid using vanilla locations wherever possible. I do remember the mod, though, but I can’t recall exactly what it did apart from having sex with a creature. I completely understand that; I was referring to the basic concept based on the cave, which could also be copied and used in a new location. 23 hours ago, killer905 said: I was actually looking for that post, but it turns out you’ve quoted my idea here. The idea about the Thieves’ Guild can always be changed. However, in my opinion, that would actually be quite interesting. That’s why I wanted to bring your idea up again—I really liked it back then, and it might well inspire others to come up with ideas based on it, too.
Crimsonfoxx14 Posted Wednesday at 09:42 AM Posted Wednesday at 09:42 AM I noticed something at the guard gate just before you get to mansion. every time i get there, there is a guard infinitely walking into a wooden wall as he tries to go up the steps to the guard platform. I have put a pic to show. Is this all in your mod or is this gate something i have inadvertently added? hehe. If its yours i would guess just simply removing that wooden wall mesh to free up his route up the stairs. Also, REALLY loving this mod. Feels so fresh and new for me. i always had animal Mansion in the long past in my play-thrus but the old versions always felt buggy and a bit meh. this is so much nicer. I really hope this develops a lot more and really gets a lot of awesome story and content. thank you so much!
eflat01 Posted Wednesday at 03:04 PM Posted Wednesday at 03:04 PM (edited) 19 hours ago, Amonshinky13 said: I understand the SexLab integration, but how do I get this plugin? I'm using a modular Nolvus installation. How do I remove the master dependency on `_Resourcepack.esl`? 6 hours ago, killer905 said: This patch was actually created by @Lil Li Ly, but it seems he/she accidentally set _Resourcepack.esl as the master dependency. I wouldn’t recommend removing it yourself, because depending on how the patch was created, you might also end up removing the entries for the main COTN mod – Falkreath too from patch. They most likely have AE and the _Resourcepack.esl may get loaded in ck sometimes by accident... or they actually selected that by accident when building the patch. Here's a real test for dependencies. - go into SSeEdit right-click on the COTN-Falkreath AMR.esp then in the dropdown select "Remove Unnecessary Masters" - do not save it yet, after that you Click on "Check for Errors" If it passes the error check then you can save it. I understand COTN actually replaces cells like the Inn and Jarl's Hall. If that is the case there's no way cleaning the patch will remove that as a master, because the patch must be placing the AMR xheadingmarkers and maybe a trigger in those cells - so those specific form ids are going to be included in the patch. The patch should not need SexLab.esm or _Resourcepack.esl - it should only need AMR and COTN-Falkreith ... that's it because all it's doing is placing the objects @Gristle placed in those cell locations and the objects in the worldspace in Falkrieth (I think there's a trigger in the worldspace for some dialog Thaena says) )into COTN-Falkreith. I would not worry if you screw up because you can always install it again, or you could always save off the esp in some other directory. If you remember I have a mod probably nobody but me is using editing the Jarl's hall I had to patch for just to test... really I've twenty-nine mods touching (placing things) in that one cell. Spoiler Many mods like Redbags etc... are likely to run into issues with other mods, because they overhaul the heck out of things, like even change architecture models, terrain and navmesh. So it's not just AMR they'll have conflicts with. Mods like J.K.'s Skyrim is pretty soft and clean because JK does not replace cells and with worldspace terrain just adds a building here or there so edits very little on the landscape... though ran into some positioning issues with AMR in Rorikstead which of course is fixed via the AMR patch - will likely need to be revisited when AMR expands. Edited Wednesday at 03:40 PM by eflat01
eflat01 Posted Wednesday at 03:54 PM Posted Wednesday at 03:54 PM (edited) 6 hours ago, Crimsonfoxx14 said: I noticed something at the guard gate just before you get to mansion. every time i get there, there is a guard infinitely walking into a wooden wall as he tries to go up the steps to the guard platform. I have put a pic to show. Is this all in your mod or is this gate something i have inadvertently added? hehe. If its yours i would guess just simply removing that wooden wall mesh to free up his route up the stairs. Also, REALLY loving this mod. Feels so fresh and new for me. i always had animal Mansion in the long past in my play-thrus but the old versions always felt buggy and a bit meh. this is so much nicer. I really hope this develops a lot more and really gets a lot of awesome story and content. thank you so much! The gate in your pic does not look right at all .... the stairs up should be behind the gate. Something is conflicting with it. The gate in your pick even looks moved and the walls under the rampart should be stone. Do you have a mod which is messing with gates or edits the border? i.e. the gate should look like this... Spoiler Edited Wednesday at 04:14 PM by eflat01
killer905 Posted Wednesday at 04:20 PM Posted Wednesday at 04:20 PM 6 hours ago, Crimsonfoxx14 said: I noticed something at the guard gate just before you get to mansion. every time i get there, there is a guard infinitely walking into a wooden wall as he tries to go up the steps to the guard platform. I have put a pic to show. Is this all in your mod or is this gate something i have inadvertently added? hehe. If its yours i would guess just simply removing that wooden wall mesh to free up his route up the stairs. Also, REALLY loving this mod. Feels so fresh and new for me. i always had animal Mansion in the long past in my play-thrus but the old versions always felt buggy and a bit meh. this is so much nicer. I really hope this develops a lot more and really gets a lot of awesome story and content. thank you so much! @eflat01 has already mentioned that this isn’t part of the AMR mod. Another mod is adding this. Without the name of the mod that does this, it won’t be possible to create a suitable patch.
MastrChase Posted Wednesday at 07:48 PM Posted Wednesday at 07:48 PM Hey all, I'm having issues getting the animations to work. The quest progresses but the actors stand around and do nothing. Like I wake up and check on the inn lady, have the conversation and then we all stand around. Then with the Jarl, same thing. I progress with the console. I have Billy's SLAL installed and my other SexLab animations seem ok. I skimmed through most of the 16 pages here but didn't see others with the same issue so it's probably an insall/skill issue. Thanks!
Crimsonfoxx14 Posted Wednesday at 09:07 PM Posted Wednesday at 09:07 PM 4 hours ago, killer905 said: @eflat01 has already mentioned that this isn’t part of the AMR mod. Another mod is adding this. Without the name of the mod that does this, it won’t be possible to create a suitable patch. Ah yes i found the mod thats doing this. Let me paste its link. Would it be possible to create a patch so the mod i use works with AMR please? https://www.nexusmods.com/skyrimspecialedition/mods/159570 ❤️
Sonnstor Posted Wednesday at 09:10 PM Posted Wednesday at 09:10 PM (edited) On 8/4/2026 at 6:47 PM, killer905 said: In my case, this only happens if I’ve loaded a male save file from a female save file. You need to clear the SoS slots, as @apEna said. And it’s best to reset the game, because sometimes SOS still thinks it has priority. Thank you both, that did it. Now some feedback after the mainquest (Don't know if any of this has already been mentioned): - The guests seem to be rather impatient, they leave their private shows (From Jala or Eveli) most of the time early, even requesting new shows while the old isn't even over. - If the player does not have enough magika, the Apex Tower woman leaves, which is ok. But the quest does not end. Is there a possibility to resume this later on? - Maybe offer an option to say "no" to the guests request and instead actively offer the companion as entertainer. - Some more details in the mansion (Flowers, paintings, just some more clutter) but this could be added with further mainstory progress as the mansion becomes more famous. - Does Thaena have in mind to pay the player for jobs done, they are partners in this ... Keep up the good work! Edited Wednesday at 09:11 PM by Sonnstor
killer905 Posted Wednesday at 10:25 PM Posted Wednesday at 10:25 PM 2 hours ago, MastrChase said: Hey all, I'm having issues getting the animations to work. The quest progresses but the actors stand around and do nothing. Like I wake up and check on the inn lady, have the conversation and then we all stand around. Then with the Jarl, same thing. I progress with the console. I have Billy's SLAL installed and my other SexLab animations seem ok. I skimmed through most of the 16 pages here but didn't see others with the same issue so it's probably an insall/skill issue. Thanks! Key questions: - Have you enabled Creature Animations in SexLab? - Do you have the animations set up? You can enable Debug mode in SexLab and the console will display an error explaining why the animation didn’t run. The sex scene between Thaena and Bailey, and then with Jarl, calls for a specific animation, but if it cannot detect it, it calls a random animation for Female/Dog.
killer905 Posted Wednesday at 10:28 PM Posted Wednesday at 10:28 PM 1 hour ago, Crimsonfoxx14 said: Ah yes i found the mod thats doing this. Let me paste its link. Would it be possible to create a patch so the mod i use works with AMR please? https://www.nexusmods.com/skyrimspecialedition/mods/159570 ❤️ There might be a problem here, because from what I can see, this mod completely changes the boundary. The question is whether it’s better to leave the one from the mod as it is and change the patrolling guard, or to implement the changes that this mod makes. At the moment, it would probably be best to adjust the boundary to match this mod.
killer905 Posted Wednesday at 10:40 PM Posted Wednesday at 10:40 PM 1 hour ago, Sonnstor said: - The guests seem to be rather impatient, they leave their private shows (From Jala or Eveli) most of the time early, even requesting new shows while the old isn't even over. Customers should go to the private showroom, sit in a chair and watch, and only leave after the show is over. It seems that something isn’t working properly on your end, because if one scene featuring a Creture employee is active, another one cannot be triggered (only a PC or a customer approaching the PC directly can trigger other scenes). 1 hour ago, Sonnstor said: - If the player does not have enough magika, the Apex Tower woman leaves, which is ok. But the quest does not end. Is there a possibility to resume this later on? This quest is incomplete. However, it will be expanded as part of the Quest Lines in Apex Tower in future updates. If possible, I recommend loading a save file from before you entered Apex Tower; otherwise, ignore it if you’re already further along in the Mansion Quest Lines. 1 hour ago, Sonnstor said: - Maybe offer an option to say "no" to the guests request and instead actively offer the companion as entertainer. We could add that, but sometimes a client accessing the PC will want to see a show from of your current follower. 1 hour ago, Sonnstor said: - Some more details in the mansion (Flowers, paintings, just some more clutter) but this could be added with further mainstory progress as the mansion becomes more famous. Personally, I’d prefer not to include too much furniture, flowers, etc., because when there are more customers, it will affect performance (particularly in the LE version). However, paintings are planned; these will feature employees with creatures (naked). 1 hour ago, Sonnstor said: - Does Thaena have in mind to pay the player for jobs done, they are partners in this ... We haven't implemented a payment system for the PC yet, but we plan to simply add Strongbox, where the PC will receive payment without having to speak to Thaena.
Veyran123 Posted Wednesday at 10:51 PM Posted Wednesday at 10:51 PM Is there another file hoster you could upload to? It seems to get stuck after 90% for me.
Crimsonfoxx14 Posted Wednesday at 11:28 PM Posted Wednesday at 11:28 PM 57 minutes ago, killer905 said: There might be a problem here, because from what I can see, this mod completely changes the boundary. The question is whether it’s better to leave the one from the mod as it is and change the patrolling guard, or to implement the changes that this mod makes. At the moment, it would probably be best to adjust the boundary to match this mod. I honestly dont mind too much if you leave it all alone, as i dont want to cause any bother and i can cope with seeing a silly guard bumping his head on the wood each time i pass the gate hehe. it sounds like a bit of a nightmare to fix so its cool if we just put it dont to a weird little glitch hiccup. You have enough to focus on developing the mod itself. I just appreciate that you even looked into it
killer905 Posted Wednesday at 11:40 PM Posted Wednesday at 11:40 PM 49 minutes ago, Veyran123 said: Is there another file hoster you could upload to? It seems to get stuck after 90% for me. Try a different browser.
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