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Posted

Hello,

 

I am running into a problem with the A mare for hire side quest, the first with the Battleborns:

 

The Seller and both Battleborns are at the farm, the quest starts, the animations work, but after speaking to the seller after the second horse, the quest does not end. I suppose this is because both Battleborns don't say any comment at all. They are just standing there the whole time. I checked the editor, seems like there is scene which should control their comments, but it does not seem to work. I loaded the quest several times, every time the same result. I checked the editor for conflicts (NPC references, Location ...), but none. Any idea what can cause this or if it is a bug? Thank you for any ideas.

Posted
2 hours ago, Sonnstor said:

Hello,

 

I am running into a problem with the A mare for hire side quest, the first with the Battleborns:

 

The Seller and both Battleborns are at the farm, the quest starts, the animations work, but after speaking to the seller after the second horse, the quest does not end. I suppose this is because both Battleborns don't say any comment at all. They are just standing there the whole time. I checked the editor, seems like there is scene which should control their comments, but it does not seem to work. I loaded the quest several times, every time the same result. I checked the editor for conflicts (NPC references, Location ...), but none. Any idea what can cause this or if it is a bug? Thank you for any ideas.

After the second horse, a scene starting with Alfhild should trigger, and she must approach him.

It is possible that the script did not trigger the scene itself.

Posted
12 minutes ago, killer905 said:

After the second horse, a scene starting with Alfhild should trigger, and she must approach him.

It is possible that the script did not trigger the scene itself.

They both say nothing at all the whole quest, not only the part after the second horse. They both just stand there (At the right position). Reloading from before speaking to the horse seller to start the quest does not fix it.

Posted (edited)
1 hour ago, Sonnstor said:

They both say nothing at all the whole quest, not only the part after the second horse. They both just stand there (At the right position). Reloading from before speaking to the horse seller to start the quest does not fix it.

 

1 hour ago, killer905 said:

After the second horse, a scene starting with Alfhild should trigger, and she must approach him.

It is possible that the script did not trigger the scene itself.

 

There should scenes happening during the SL scene... 

 

[AMR] I want your horse cock. Fragment: 

Spoiler

getowningquest().SetObjectiveCompleted(20)
AMRHorse.HorseSex(PlayerRef,akSpeaker)

AMR_HSRBBScene <- played during SL Scene with the first horse. (the Battleborns have a conversation)

 

[AMR] Fill me with horse cum. Fragment:

Spoiler

getowningquest().SetObjectiveCompleted(30)
AMRHorse.HorseSex(PlayerRef,akSpeaker)

 

AMR_HSRBBScene2 <- played during SL Scene with the second horse. (the Battleborns have another conversation)

 

After the second horse SexLab scene ends

 

AMR_HSRBBScene3 <- should kick in, Alfhild takes to the buyer and her husband,

 

I'm sure @Gristle could answer this better... but I'm sure the mod is tracking the SL Scene.  

 

@Sonnstor 

 

A few questions:

is the PC female? 

is there a companion?

Did you use the PC or companion for the SL scene?

 

In console you may check the quests values and stages:

 

sqv AMR_HorseRepeat

 

sqs AMR_HorseRepeat

 

Edited by eflat01
Posted
3 hours ago, Sonnstor said:

They both say nothing at all the whole quest, not only the part after the second horse. They both just stand there (At the right position). Reloading from before speaking to the horse seller to start the quest does not fix it.

 

Even if I risk getting stoned for saying this: could it be that you're using a mod that alters the Battle-Born Farm?

 

For example, I use *HS Whiterun - Battle-Born Farm*:

 

https://www.nexusmods.com/skyrimspecialedition/mods/105007

 

This mod changes the location slightly and makes the space more confined. The behavior you described regarding the two NPCs could be explained by the fact that they appear to be in the right spot from your perspective, but are actually trying to locate the marker.

 

There are also other mods, such as *Whiterun Expansion Redone SSE*, that alter the exterior world in general. So, it would be important to know if you are using a mod like that.

 

Sometimes, giving them a little nudge helps prompt both NPCs to move to the marker again.

Posted (edited)

Thank you for your answers.

 

JKs Whiterun Outskirts is active, it changes the Battleborn farm, but the markers are all in open space (checked in CK). Pushing both, they just snap back to where they stood before so it seems the right place.

 

The PC is female. Tried with Jala, sent Jala home, no luck, the Battleborns remain silent. None of their scenes kick in, except standing there and looking.

 

Using sqv AMR_HorseRepeat, it seems like all the quest aliases are correctly filled.

Edited by Sonnstor
Posted
13 hours ago, Sonnstor said:

Thank you for your answers.

 

JKs Whiterun Outskirts is active, it changes the Battleborn farm, but the markers are all in open space (checked in CK). Pushing both, they just snap back to where they stood before so it seems the right place.

 

The PC is female. Tried with Jala, sent Jala home, no luck, the Battleborns remain silent. None of their scenes kick in, except standing there and looking.

 

Using sqv AMR_HorseRepeat, it seems like all the quest aliases are correctly filled.

After second sex horse try move her closer to Horse Seller. If she back to her spot this mean scene or stage didnlt advance. To be honest you are only person with this strange bug. ;/

Posted

In the end, I completely reverted my sex animation system to the SL version; I guess they'll be happy now (?).
 

The mod is amazing, and I really liked how the integration makes the mansion feel more like a part of Skyrim. So far, I haven't had many compatibility issues with my 2,000+ mods, although I did have to tweak *Aroused Creatures*; otherwise, I would have ended up spending the whole playthrough stuck on that wolf quest XD.

Posted
1 hour ago, SkyMOOD said:

In the end, I completely reverted my sex animation system to the SL version; I guess they'll be happy now (?).
 

The mod is amazing, and I really liked how the integration makes the mansion feel more like a part of Skyrim. So far, I haven't had many compatibility issues with my 2,000+ mods, although I did have to tweak *Aroused Creatures*; otherwise, I would have ended up spending the whole playthrough stuck on that wolf quest XD.

 

Yes you have to make sure the creature auto engage is off for the PC and NPC's in Aroused Creatures otherwise it would be constant SL scenes.

Posted (edited)
16 hours ago, Sonnstor said:

Thank you for your answers.

 

JKs Whiterun Outskirts is active, it changes the Battleborn farm, but the markers are all in open space (checked in CK). Pushing both, they just snap back to where they stood before so it seems the right place.

 

The PC is female. Tried with Jala, sent Jala home, no luck, the Battleborns remain silent. None of their scenes kick in, except standing there and looking.

 

Using sqv AMR_HorseRepeat, it seems like all the quest aliases are correctly filled.

 

What is the quest stage? 20 should be set when you pick the first horse and 30 should be set when you pick the second horse.

 

I also mentioned the Battleborns should be speaking while the horse scenes are going on... @Gristle put in place those scenes to take place during SL scenes. I do not know what it's looking at conditionally for that?

 

The end of the second scene should kick in on an event set up for Sexlab on the scene's ending.

 

The only thing I can think to ask now is what version of SexLab you're using because it appears the mod can;t tell when a sexlab scene is happening or ending? I assume you're not using a version of SexLab P+ otherwise you would not get this far?

 

 

Edited by eflat01
Posted
22 minutes ago, raeder87 said:

is there any date on the next big update?

No.

 

However, I spoke to Gristle a few days after the release of Animal Mansion Reborn, and this is how things stand at the moment.

 

He’s currently working on Dibella’s Love, and after that, Animal Research would be the priority. Why? Because we’d like to finish one of the mods so we can focus more on the others.

 

However, halfway through work on 3 of the 6 quests in Animal Research, development would be put on hold and Gristle would work on a small update adding more Dog Sales and Horse Sales.

 

I think this is a sensible move. The sooner we finish the *Animal Research* story itself, the more frequent the updates for *Animal Mansion Reborn* are likely to be. However, it’s worth bearing in mind that, at this stage, Gristle has the following mods: SLSF Fame Comments Reloaded, Dibella’s Love and Adventures with Balazar.

Posted
On 7/22/2026 at 7:45 AM, Gristle said:

No. There's currently no way to skip stages in the quest.

 

Hey, so it turns out you decided to revisit and revive the old mod? And judging by the quests shown, there are no sabrecats, spiders, or Chaurus yet? 

Posted
2 hours ago, bark1313 said:

 

Hey, so it turns out you decided to revisit and revive the old mod? And judging by the quests shown, there are no sabrecats, spiders, or Chaurus yet? 

For now only Dog, Horse and Wolf but we have on list Sabreccat, Spiders, Chaurus and more.

Posted (edited)
17 hours ago, eflat01 said:

 

What is the quest stage? 20 should be set when you pick the first horse and 30 should be set when you pick the second horse.

 

I also mentioned the Battleborns should be speaking while the horse scenes are going on... @Gristle put in place those scenes to take place during SL scenes. I do not know what it's looking at conditionally for that?

 

The end of the second scene should kick in on an event set up for Sexlab on the scene's ending.

 

The only thing I can think to ask now is what version of SexLab you're using because it appears the mod can;t tell when a sexlab scene is happening or ending? I assume you're not using a version of SexLab P+ otherwise you would not get this far?

 

 

It only has problems with this particular quest, all the others in the mod worked so far (also scenes with Dog seller, main quest ...). I don't use P+, just the regular version. The quest stages seem to progress as they are supposed to, the quest updates (Talk to the Horse Seller, talk again at the end), its just everything that involves the two Battleborns which does not work (All what is controlled by the scene). I have no idea how exactly scenes work or how they are triggered at this point, so I'm not really making any progress in tracking this bug down or know where else to search the cause. Think I have to setstage to the end. But would still be good to find the cause in case it happens again.

Edited by Sonnstor
Posted
4 hours ago, killer905 said:

For now only Dog, Horse and Wolf but we have on list Sabreccat, Spiders, Chaurus and more.

thats cool, So, what exactly will the difference be? Will the mod be more extensive and connected to Gristle's other works? 

If so, that’s incredibly cool—I’m looking forward to it. Although I’m lying a bit; actually, what I’m really waiting for is the continuation of the Balazar story.😁

Posted
3 hours ago, bark1313 said:

thats cool, So, what exactly will the difference be? Will the mod be more extensive and connected to Gristle's other works? 

If so, that’s incredibly cool—I’m looking forward to it. Although I’m lying a bit; actually, what I’m really waiting for is the continuation of the Balazar story.😁

 

The number of creatures are pretty extensive. Currently the Mansion's staff is not yet full - There are npcs in the mod not yet introduced.

 

I do not think there are any plans to integrate Balazar. Animal Research's  Tirwin is loosely integrated:

Spoiler

She is somewhat location aware in and around the mansion, has dialog about it and the npcs. She will sleep in the player's room, etc... I believe there may be some other locations she may be slightly aware of?  @killer905 @Gristle?

 

That's likely going to be added upon more as more of the main questline and side quests are introduced?

 

If you played the mod pay close attention to the locations and dialog hinting upon what may come which were added. iow ...they're intended for side-quests. 

 

Posted
7 hours ago, Sonnstor said:

It only has problems with this particular quest, all the others in the mod worked so far (also scenes with Dog seller, main quest ...). I don't use P+, just the regular version. The quest stages seem to progress as they are supposed to, the quest updates (Talk to the Horse Seller, talk again at the end), its just everything that involves the two Battleborns which does not work (All what is controlled by the scene). I have no idea how exactly scenes work or how they are triggered at this point, so I'm not really making any progress in tracking this bug down or know where else to search the cause. Think I have to setstage to the end. But would still be good to find the cause in case it happens again.

 

Alfhid should get the package AMR_HSRApproachSeller in AMR_HSRBBScene3 ... in fact AMR_HSRBBScene and AMR_HSRBBScene2 should be triggering during the sex.

 

@Gristle would know better how those scenes are triggered.

Posted
38 minutes ago, eflat01 said:

 

Alfhid should get the package AMR_HSRApproachSeller in AMR_HSRBBScene3 ... in fact AMR_HSRBBScene and AMR_HSRBBScene2 should be triggering during the sex.

 

@Gristle would know better how those scenes are triggered.

I made a deep dive into the editor and scripts. It looks like BBScene.Start() / BBScene2.Start() and BBScene3.Start() just don't work for reasons unknown. The conditions are all fine (checked them with console), the only other thing I could think of is that the AMRHorseSexStartHandler is not registered correctly, but as far as I understand the script, BBScene3.Start() is not triggered by this handler, but by dialogue, and it also does not work. So something with the start call of the scenes is wrong. Not sure what there can be wrong, only found that if aliases are not correctly set, scenes won't start, but using sqv, all aliases except buyer3, which is none, are set. Right now I am out of ideas.

Posted
5 hours ago, bark1313 said:

thats cool, So, what exactly will the difference be? Will the mod be more extensive and connected to Gristle's other works? 

If so, that’s incredibly cool—I’m looking forward to it. Although I’m lying a bit; actually, what I’m really waiting for is the continuation of the Balazar story.😁

If we’re just talking about the Dog, Horse and Wolf quests, they aren’t exactly the same as in the original – they have their own different variations. So:
- A client buys a dog and asks the PC to train it
- A client feels challenged by the PC/Follower and wants to prove she’s better at it
etc.

In short, they aren’t just a matter of going to the destination, having sex with a creature and returning to the mansion.

As for Balazar, Gristle didn’t mention at all, but we plan to focus on Animal Research so that there’s one less mod to create.

 

1 hour ago, eflat01 said:

I do not think there are any plans to integrate Balazar. Animal Research's  Tirwin is loosely integrated:

  Hide contents

She is somewhat location aware in and around the mansion, has dialog about it and the npcs. She will sleep in the player's room, etc... I believe there may be some other locations she may be slightly aware of?  @killer905 @Gristle?

 

That's likely going to be added upon more as more of the main questline and side quests are introduced?

 

At present, the limits of such integration with Animal Research are unknown. For example, if it were possible to retrieve a Quest ID from Animal Research so that Tirwin could refuse to have sex with a creature she hasn’t had contact with yet, that would be very realistic. At the moment, she behaves more like an ordinary follower with special dialogue options.

 

45 minutes ago, Sonnstor said:

I made a deep dive into the editor and scripts. It looks like BBScene.Start() / BBScene2.Start() and BBScene3.Start() just don't work for reasons unknown. The conditions are all fine (checked them with console), the only other thing I could think of is that the AMRHorseSexStartHandler is not registered correctly, but as far as I understand the script, BBScene3.Start() is not triggered by this handler, but by dialogue, and it also does not work. So something with the start call of the scenes is wrong. Not sure what there can be wrong, only found that if aliases are not correctly set, scenes won't start, but using sqv, all aliases except buyer3, which is none, are set. Right now I am out of ideas.

You can trigger another setstage, which involves a conversation with the shopkeeper, to complete the quest, but unfortunately you’ll miss out on the dialogue between the Battle-Born.
 

Posted (edited)

I got it:

 

Changed the script to use ForceStart instead of start, and now it works.

 

So probably for whatever reasons the two Battleborns where "otherwise occupied" and therefor the start scene command did not work on them, but forcestart does. Thank you all for your help, and if someone ever has this problem, recompile the scripts with forcestart instead of start (Maybe use it with caution, as I have no clue what forcestart can break ;) ).

Edited by Sonnstor
Posted
4 hours ago, Sonnstor said:

I got it:

 

Changed the script to use ForceStart instead of start, and now it works.

 

So probably for whatever reasons the two Battleborns where "otherwise occupied" and therefor the start scene command did not work on them, but forcestart does. Thank you all for your help, and if someone ever has this problem, recompile the scripts with forcestart instead of start (Maybe use it with caution, as I have no clue what forcestart can break ;) ).

Interesting. That means one or both Battleborns were already in another running scene. That could be a scene from another mod, perhaps one that didn't end properly? Those two actors don't have any vanilla dialogue scenes together, but they do have scenes with other people -- in Whiterun. But those scenes won't start if the PC is not in Whiterun and the Whiterun worldspace is not loaded, so I don't see how a vanilla scene could start when -- presumably -- your PC just fast travelled from the mansion. Or did your PC fast travel from Whiterun?  

Posted

LE are no AMR files in Caliente.  Adding those from download must be build each one single. Then AMR shows Body files. Do they override the original body files ? How shall this work ?

Posted
1 hour ago, Penthouse66 said:

LE are no AMR files in Caliente. 

There are BodySlide files for the LE version of CBBE/Caliente. The BodySlide files themselves are not included in the main mod, to save space for the main mod, and also because not everyone uses them, so they have been separated; therefore, there is no need to download more than is necessary.

1 hour ago, Penthouse66 said:

Adding those from download must be build each one single. Then AMR shows Body files.

The mod description includes instructions for BodySlide (you MUST download and install the BodySlide pack; otherwise, they will not be visible)

1 hour ago, Penthouse66 said:

Do they override the original body files ? How shall this work ?

It ONLY overwrites body and outfit files added by AMR. It does not affect your Vanilla NPC/PC body.

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