killer905 Posted September 19 Posted September 19 1 hour ago, BonitaMussolini said: Sorry was out of town for a few days, I tried using the moveto command and the seller went back to vanilla AI (chopping wood, wandering etc) with no dialogue option and the buyers are still just standing there with no options (other than vanilla dialogue). I also tried recycling each NPC to see if it would reset dialogue options but nothing. I was gonna try a setstage command but the steps I found on the "All Quest L:ist" for "A Mare For Hire" describes steps for the 3 dog breeding show which was an earlier quest, so not sure what I should put in. I also phrased it a little wrong. After the SECOND time having sex with the horse, the scene will switch to a conversation with the seller, and only then will Alfhild approach the horse seller. The quest lists for the dog and horse sales were mixed up, but that i already corrected.
BonitaMussolini Posted September 21 Posted September 21 On 9/19/2026 at 12:47 AM, killer905 said: I also phrased it a little wrong. After the SECOND time having sex with the horse, the scene will switch to a conversation with the seller, and only then will Alfhild approach the horse seller. The quest lists for the dog and horse sales were mixed up, but that i already corrected. I understood lol I double checked the quest in my journal to confirm there was 2 scenes completed so it should have continued to the conversation with the seller and Alfhild but it did not and resetting/moveto commands didn't change it. I used the console commands to progress the quest, which lead to Salvonis (the seller) speaking to me about having sex with the soldiers, but even after accepting, the quest marker remains on Salvonis and the step to speak to him about the breeding demonstration remains unticked in the journal, so I can't progress naturally.
killer905 Posted September 21 Posted September 21 (edited) 6 hours ago, BonitaMussolini said: I understood lol I double checked the quest in my journal to confirm there was 2 scenes completed so it should have continued to the conversation with the seller and Alfhild but it did not and resetting/moveto commands didn't change it. I used the console commands to progress the quest, which lead to Salvonis (the seller) speaking to me about having sex with the soldiers, but even after accepting, the quest marker remains on Salvonis and the step to speak to him about the breeding demonstration remains unticked in the journal, so I can't progress naturally. Well then, do what one of the other users did and record a video. Then perhaps we’ll spot what might be wrong. And anyway, Salvonis shouldn’t have a dialogue about soldiers if you’re in the Whiterun area. (Sex with soldiers are in other quest) Edited September 21 by killer905
eflat01 Posted September 21 Posted September 21 (edited) 10 hours ago, BonitaMussolini said: I understood lol I double checked the quest in my journal to confirm there was 2 scenes completed so it should have continued to the conversation with the seller and Alfhild but it did not and resetting/moveto commands didn't change it. I used the console commands to progress the quest, which lead to Salvonis (the seller) speaking to me about having sex with the soldiers, but even after accepting, the quest marker remains on Salvonis and the step to speak to him about the breeding demonstration remains unticked in the journal, so I can't progress naturally. You're not using SexLab P+ are you? I ask because scenes are triggered at the start and end events of horse sex. As @killer905 stated this quest exists in three locations, each of which is different and produce different dialog and scenes. What you describe sounds like confusion between locations 1 and 2. Location 2 Spoiler Morrowind Before horse sex - Scene AMR_HSRVirak1 takes place between Salvonis, Redoran Captian and Guard. During horse sex- Scene AMR_HSRVirak2 between Redoran Captian and Guards. After the horse sex - AMR_HSRVirak3 between Salvonis, Redoran Captian and Guards. Talk to Salvonis - accept the offer to go into the barracks and entertain the guards. More sex in barracks triggers scene AMR_HSRVirak4 after... Once done in the barracks the quest completes. Location 1... Spoiler Battleborn Farm Location: The PC/Follower are asked to demonstrate with the horse. During horse 1 sex - Scene AMR_HSRBBScene takes place between Alfhild and Idolaf. During horse 2 sex- Scene AMR_HSRBBScene2 between Alfhild and Idolaf happens. After the horse sex - Scene AMR_HSRBBScene3 between Alfhild, Salvonis and Idolaf. Talk to Salvonis - finished. (In fact @Gristle figured out a way in SL to fire off scenes etc... at different points within a SexLab scene itself, i.e. stage and orgasm, though do not think it's used here.) Edited September 21 by eflat01
killer905 Posted September 21 Posted September 21 1 hour ago, eflat01 said: You're not using SexLab P+ are you? I ask because scenes are triggered at the start and end events of horse sex. As @killer905 stated this quest exists in three locations, each of which is different and produce different dialog and scenes. What you describe sounds like confusion between locations 1 and 2. Location 2 Hide contents Morrowind Before horse sex - Scene AMR_HSRVirak1 takes place between Salvonis, Redoran Captian and Guard. During horse sex- Scene AMR_HSRVirak2 between Redoran Captian and Guards. After the horse sex - AMR_HSRVirak3 between Salvonis, Redoran Captian and Guards. Talk to Salvonis - accept the offer to go into the barracks and entertain the guards. More sex in barracks triggers scene AMR_HSRVirak4 after... Once done in the barracks the quest completes. Location 1... Hide contents Battleborn Farm Location: The PC/Follower are asked to demonstrate with the horse. During horse 1 sex - Scene AMR_HSRBBScene takes place between Alfhild and Idolaf. During horse 2 sex- Scene AMR_HSRBBScene2 between Alfhild and Idolaf happens. After the horse sex - Scene AMR_HSRBBScene3 between Alfhild, Salvonis and Idolaf. Talk to Salvonis - finished. (In fact @Gristle figured out a way in SL to fire off scenes etc... at different points within a SexLab scene itself, i.e. stage and orgasm, though do not think it's used here.) In this case, P+ shouldn’t have the sort of problems seen in ‘Animal Research’, but I may be wrong.
BonitaMussolini Posted September 21 Posted September 21 6 hours ago, eflat01 said: You're not using SexLab P+ are you? I ask because scenes are triggered at the start and end events of horse sex. As @killer905 stated this quest exists in three locations, each of which is different and produce different dialog and scenes. What you describe sounds like confusion between locations 1 and 2. Location 1... Hide contents Battleborn Farm Location: The PC/Follower are asked to demonstrate with the horse. During horse 1 sex - Scene AMR_HSRBBScene takes place between Alfhild and Idolaf. During horse 2 sex- Scene AMR_HSRBBScene2 between Alfhild and Idolaf happens. After the horse sex - Scene AMR_HSRBBScene3 between Alfhild, Salvonis and Idolaf. Talk to Salvonis - finished. (In fact @Gristle figured out a way in SL to fire off scenes etc... at different points within a SexLab scene itself, i.e. stage and orgasm, though do not think it's used here.) No, using SL 1.66, I was at location 1 and the quest marker is still on Salvonis in Location 1, but Salvonis asked about guards after the second horse scene, to which i accepted, but the location marker has not changed and their is no other dialogue options besides vanilla. I'll take some screenshots when I get home and post them because there is no link between location 1 and location 2 for me.
eflat01 Posted September 21 Posted September 21 (edited) 2 hours ago, BonitaMussolini said: No, using SL 1.66, I was at location 1 and the quest marker is still on Salvonis in Location 1, but Salvonis asked about guards after the second horse scene, to which i accepted, but the location marker has not changed and their is no other dialogue options besides vanilla. I'll take some screenshots when I get home and post them because there is no link between location 1 and location 2 for me. Player and Salvonis have slightly different dialog in each location... @Gristle I'm glad they have variety in the dialog. Anyway: At BattleBorn farm player starts with: "Hello Salvonis, I heard you could use a mare?" At Morrowind player starts with: "Hello Salvonis, I heard you could use another mare?" At the orc stronghold player starts: "Another breeding demonstration, Salvonis?" Those are all stage dependent... There are also three global variables which have some control here... AMR_HorseBattleBorn AMR_HorseRedoran AMR_HorseMorKhazgar Can you console and check their values? i.e. ~ show AMR_HorseBattleBorn Start of Battleborn is stage 10 or 11, Post Battleborn horse sex ... stage 200 is set and a variable set. I suppose you could check the stages on AMR_HorseRepeat console ~ sqv AMR_HorseRepeat sqs AMR_HorseRepeat Spoiler Anything like save unbaker in your load? Edited September 21 by eflat01
BonitaMussolini Posted September 22 Posted September 22 11 hours ago, eflat01 said: Player and Salvonis have slightly different dialog in each location... @Gristle I'm glad they have variety in the dialog. Anyway: At BattleBorn farm player starts with: "Hello Salvonis, I heard you could use a mare?" Can you console and check their values? i.e. ~ show AMR_HorseBattleBorn Start of Battleborn is stage 10 or 11, Post Battleborn horse sex ... stage 200 is set and a variable set. I suppose you could check the stages on AMR_HorseRepeat console ~ sqv AMR_HorseRepeat sqs AMR_HorseRepeat Reveal hidden contents Anything like save unbaker in your load? So I have no idea what happened then, because the value for AMR_HorseBattleBorn is 1.00. The stage for AMR_HorseRepeat is 273 but Salvonis is still at Battleborn with the marker over his head (shown in Screenshots). The quest hasn't left here and guided me to anywhere in Morrowind, and is still showing at BattleBornFarm on my map too. This is all after having used the console command to progress the quest when it got stuck originally, so I don't really know whats going on. As for Unbaker, I do have Fallrim tools but haven't needed to use it on this playthrough for anything.
eflat01 Posted September 22 Posted September 22 4 hours ago, BonitaMussolini said: So I have no idea what happened then, because the value for AMR_HorseBattleBorn is 1.00. The stage for AMR_HorseRepeat is 273 but Salvonis is still at Battleborn with the marker over his head (shown in Screenshots). The quest hasn't left here and guided me to anywhere in Morrowind, and is still showing at BattleBornFarm on my map too. This is all after having used the console command to progress the quest when it got stuck originally, so I don't really know whats going on. As for Unbaker, I do have Fallrim tools but haven't needed to use it on this playthrough for anything. The quest is stage driven, I think your stages were all mixed up - somehow you ended up with AMR_HSRSeller3 dialog... well past stage 200 Where you should had been at AMR_HSRSeller2 Spoiler You got to AMR_HSRSeller3 Spoiler Then you told him your companion will take care of the guards This is where it's at now... Spoiler
killer905 Posted September 22 Posted September 22 1 hour ago, eflat01 said: The quest is stage driven, I think your stages were all mixed up - somehow you ended up with AMR_HSRSeller3 dialog... well past stage 200 Where you should had been at AMR_HSRSeller2 Hide contents You got to AMR_HSRSeller3 Hide contents Then you told him your companion will take care of the guards This is where it's at now... Hide contents If he’d typed “set AMR_HorseSaleNo to 0”, he should have had those Battle-Born dialogue lines. Meaning from the first Horse Sale. I also think there’s been a mix-up here and the global value has changed to 1 for some reason, when it should be 0. @BonitaMussolini Type in “help AMR_HorseSaleNo 3” and see what numbers are there.
raeder87 Posted September 23 Posted September 23 (edited) Am i the only one who find it odd these dog and horse quests? The whole setting is about hiding. A lot of lord, people would shut down this whole mansion if they know whats really going on there... buuuut there is a repeatable quest, about public dog, horse fucks. I mean wtf. A private show where you can invite a few npcs to the mansion would make more sense or travel to houses maybe. I dont know how good is this idea, but how about a corruption stat? Your character or any other npcs cant really jump under the dog for the first time, but Thaena can show stuff and the player character with appropriate reactions or with repeatable quests where she will witness such actions can increase this stat and new options will appear to try out stuff and the more corrupted she become the more options she will have and the same applies to the other npcs. They will start soft then with enough grind they can go full hardcore or unlock their specific quests. Thats where private shows in the mansion or traveling to a certain npc to do this in her house can be useful... In the previous AM versions, you were forced to do sex jobs to unlock the next stages, but it was lacking the immersion. It always felt like a chore, but with a corruption variable, you can build a lore friendly dialog around it. The higher the value the more spicy the dialogs become and more crazier side/main quests you are allowed to do. The bandits camp after the fight become empty, maybe a riekling tribe can move there to fill the place. At first they can cause trouble but you can make peace with them by offering them shows with their boars/bears after party with their riekling warriors and their leader. In the scholar mod, it was nice that the quests forced the player into exploring and to do some combat. It would be nice some gathering books or anything like quests here which offer some challenge to those who want some other kind of action as well. Edited September 23 by raeder87
Gristle Posted September 23 Author Posted September 23 (edited) 6 hours ago, raeder87 said: Am i the only one who find it odd these dog and horse quests? The whole setting is about hiding. A lot of lord, people would shut down this whole mansion if they know whats really going on there... buuuut there is a repeatable quest, about public dog, horse fucks. I mean wtf. A private show where you can invite a few npcs to the mansion would make more sense or travel to houses maybe. Yes, it makes sense not to be too public, and the dog and horse quests are set in small villages or otherwise out of view (or out of Skyrim) for that reason. As for shutting down the mansion, who would do it? The mansion sits on disputed land between Falkreath hold and Elinhir/Craglorn. For this reason, keeping the Jarl of Falkreath and the Sultan of Elinhir both happy is important. This will be the subject of future quests. 6 hours ago, raeder87 said: I dont know how good is this idea, but how about a corruption stat? Your character or any other npcs cant really jump under the dog for the first time, but Thaena can show stuff and the player character with appropriate reactions or with repeatable quests where she will witness such actions can increase this stat and new options will appear to try out stuff and the more corrupted she become the more options she will have and the same applies to the other npcs. They will start soft then with enough grind they can go full hardcore or unlock their specific quests. Thats where private shows in the mansion or traveling to a certain npc to do this in her house can be useful... I think a corruption stat will be hard to implement. There's already a lot of variables and quest progression to track, and also a lot of variability built into quests already with both PC and follower support. As for the PC, unless a player starts a new game, we can't really know how experienced the PC is with creatures. For NPCs added by this mod, yes, their animal experience has been established and is (and will be) reflected in the events and dialogue. For example, Tina has not yet agreed to have any creature sex, while it was established that Eveli had already had experience before she arrived. As for other NPCs, it's hard to assume. For example, if Tirwin shows up, she might have had sex with dozens of creatures already, or none. Future quests will include "training" quests, where the PC will travel to an NPC's location. For example, to people who have bought animals already, like Annekke and Alfhild. 6 hours ago, raeder87 said: In the previous AM versions, you were forced to do sex jobs to unlock the next stages, but it was lacking the immersion. It always felt like a chore, but with a corruption variable, you can build a lore friendly dialog around it. The higher the value the more spicy the dialogs become and more crazier side/main quests you are allowed to do. The idea was to make the prior AM "repeatable" quests in this mod more immersive (and less of a chore) by making them more lore friendly, more expansive, and more variable, sometimes quite a lot, like in the case of the Morrowind location, which adds a lot more than a simple horse show. But future quests could certainly include the idea of "unlocking" quests as you are suggesting. For example, getting on the good side of a Jarl would allow the PC to accept more public quests in the hold. 6 hours ago, raeder87 said: The bandits camp after the fight become empty, maybe a riekling tribe can move there to fill the place. At first they can cause trouble but you can make peace with them by offering them shows with their boars/bears after party with their riekling warriors and their leader. The current plan was to have a group of hunters from Elinhir take over the camp. They can of course be the subject of quests, and/or be helpful in locating animals. I like Rieklings but it may be hard to fit them into the new environment. 6 hours ago, raeder87 said: In the scholar mod, it was nice that the quests forced the player into exploring and to do some combat. It would be nice some gathering books or anything like quests here which offer some challenge to those who want some other kind of action as well. This is coming. There is a large new world space to explore, including a town (with a large mine and a mages' guild), a village, three caves, three dungeons, and a fort/settlement. Plus, you may have noticed some other locked doors that will be opened up. Some of this is already populated, some is not, but there are plans to set adventures (including combat-based adventures) in all these areas, as well as add additional settlements (e.g., the Iron Orcs base). Edited September 23 by Gristle 2
unwashed biomass Posted September 23 Posted September 23 (edited) Rough idea: some wizard at College would like have help with atronachs, upon doing some test with atronachs/player sexual compatibility he would offer to move to mansion with atronachs as atraction but more interesting would be teleport circle to mansion and from mansion to previous location (for immersive purpouses, some - me included dont like use of fast travel and mansion is on the edge of map). Also board task for college including magical creatures and ghosts (thou not exactly bestiality there is lack of such content in skyrim). Also not liking to being that guy, but roughly when can we expect version with economy introduced, after doing all quests there isn't much reason to revisit mansion. Anyway keep the work of gods, u GOATS u. :3 Edited September 23 by unwashed biomass
killer905 Posted September 23 Posted September 23 1 hour ago, unwashed biomass said: Rough idea: some wizard at College would like have help with atronachs, upon doing some test with atronachs/player sexual compatibility he would offer to move to mansion with atronachs as atraction but more interesting would be teleport circle to mansion and from mansion to previous location (for immersive purpouses, some - me included dont like use of fast travel and mansion is on the edge of map). Also board task for college including magical creatures and ghosts (thou not exactly bestiality there is lack of such content in skyrim). Also not liking to being that guy, but roughly when can we expect version with economy introduced, after doing all quests there isn't much reason to revisit mansion. Anyway keep the work of gods, u GOATS u. :3 Personally, I think Atronachs should only be found in the Mages’ Guild. Alternatively, it should be possible to summon them, which would mean they wouldn’t have to be physically present in the Mages’ Guild. The next update we’re working on. It’s unlikely to involve the economy, but that may change. And it will consist solely of repeatable quests. The main storyline will continue after the major update for Animal Research. 1
eflat01 Posted September 24 Posted September 24 21 hours ago, unwashed biomass said: Rough idea: some wizard at College would like have help with atronachs, upon doing some test with atronachs/player sexual compatibility he would offer to move to mansion with atronachs as atraction but more interesting would be teleport circle to mansion and from mansion to previous location (for immersive purpouses, some - me included dont like use of fast travel and mansion is on the edge of map). Also board task for college including magical creatures and ghosts (thou not exactly bestiality there is lack of such content in skyrim). I don't know if you noticed but the mages in Elinhir notice a PC's magic attributes. They sense my PC's magika and I think maybe her skill levels? I thought they mentioned necromancy to her? (She's a master in conjuration). Anyway, the more they use Elinhir, Frosthaven and the resources in the area they created the better. There's a small dlc of space and dungeons, etc... planned for use. 20 hours ago, killer905 said: Personally, I think Atronachs should only be found in the Mages’ Guild. Alternatively, it should be possible to summon them, which would mean they wouldn’t have to be physically present in the Mages’ Guild. I agree with @killer905 on top of that, the mod actually added a resource in the area which could possibly get slightly involved story-wise, I'm looking forward to get the Apex Tower Quest off my active journal and complete at some point. To me the Mages Guild makes sense because it's likely involved given the location being between Hammerfell and Skyrim.
unwashed biomass Posted September 24 Posted September 24 Well, my main suggestion is to have teleport circle to/from Animal Mansion to previous position. Place is at the edge of map, those who dont like fats travel have long walks incoming. For npc providing such convenience College of Winterhold would be most logical conclusion.
Gristle Posted September 25 Author Posted September 25 5 hours ago, unwashed biomass said: Well, my main suggestion is to have teleport circle to/from Animal Mansion to previous position. Place is at the edge of map, those who dont like fats travel have long walks incoming. For npc providing such convenience College of Winterhold would be most logical conclusion. There is a carriage model on the counter of the mansion that can be used to summon a carriage and take you just about anywhere you want to go. As far as returning to the mansion, that could be added to the vanilla carriage driver dialogue. However, it wouldn't make sense for such an option to appear early in the mansion quest line. The plan is to begin carriage traffic (for clients) to the mansion soon. (They'll park across the road from the mansion.) Once that traffic starts, it probably makes sense to allow carriage traffic to the mansion for the PC from at least some Skyrim locations. @killer905 Thoughts on this?
Gristle Posted September 25 Author Posted September 25 14 hours ago, eflat01 said: I'm looking forward to get the Apex Tower Quest off my active journal and complete at some point. I think I'll turn off the objective to sit on the chair. That will keep the quest out of the journal (for now). I think people can manage to find a chair in a tiny room without an arrow.
eflat01 Posted September 25 Posted September 25 (edited) 1 hour ago, Gristle said: I think I'll turn off the objective to sit on the chair. That will keep the quest out of the journal (for now). I think people can manage to find a chair in a tiny room without an arrow. 😂Lol, I was teasing about it, looking forward to the quest really, am not going to roll back in saves but I do want it off my journal eventually. I'm just one of those guys who'll poke anything to break it... Edited September 25 by eflat01
eflat01 Posted September 25 Posted September 25 (edited) 8 hours ago, unwashed biomass said: Well, my main suggestion is to have teleport circle to/from Animal Mansion to previous position. Place is at the edge of map, those who dont like fats travel have long walks incoming. For npc providing such convenience College of Winterhold would be most logical conclusion. 2 hours ago, Gristle said: There is a carriage model on the counter of the mansion that can be used to summon a carriage and take you just about anywhere you want to go. As far as returning to the mansion, that could be added to the vanilla carriage driver dialogue. However, it wouldn't make sense for such an option to appear early in the mansion quest line. The plan is to begin carriage traffic (for clients) to the mansion soon. (They'll park across the road from the mansion.) Once that traffic starts, it probably makes sense to allow carriage traffic to the mansion for the PC from at least some Skyrim locations. @killer905 Thoughts on this? I've tested the carriage in the mansion... typically though I run or ride a horse everywhere. Is nothing wrong with a carriage, but it's no different than fast travel, they both use the equivalent to a coc basically, for that matter so does a spell or portal which teleports. Doing so in script is the same or one can ... Spoiler ObjectReference akTargetMarker = Game.GetFormFromFile(0x123456, "Eflat01sPlace.esp") as ObjectReference if akTargetMarker Game.GetPlayer().MoveTo(akTargetMarker) endIf Edited September 25 by eflat01
Gristle Posted September 25 Author Posted September 25 16 minutes ago, eflat01 said: but it's no different than fast travel Game.FastTravel() is a little different in terms of elapsed time and follower behavior than MoveTo(). It's also more limited in that it can't move you to a different cell or worldspace.
killer905 Posted September 25 Posted September 25 6 hours ago, Gristle said: There is a carriage model on the counter of the mansion that can be used to summon a carriage and take you just about anywhere you want to go. As far as returning to the mansion, that could be added to the vanilla carriage driver dialogue. However, it wouldn't make sense for such an option to appear early in the mansion quest line. The plan is to begin carriage traffic (for clients) to the mansion soon. (They'll park across the road from the mansion.) Once that traffic starts, it probably makes sense to allow carriage traffic to the mansion for the PC from at least some Skyrim locations. @killer905 Thoughts on this? At this stage, I reckon the carriage could take the PC at least as far as the border of Falkreath. If push came to shove, all the way to the Mansion itself. Somehow, I don’t think the players would complain about that solution.
killer905 Posted September 25 Posted September 25 4 hours ago, eflat01 said: 😂Lol, I was teasing about it, looking forward to the quest really, am not going to roll back in saves but I do want it off my journal eventually. I'm just one of those guys who'll poke anything to break it... stopquest and later resetquest commandnot help with this? I never did in this way so idk what can happen
killer905 Posted September 25 Posted September 25 4 hours ago, eflat01 said: I've tested the carriage in the mansion... typically though I run or ride a horse everywhere. Is nothing wrong with a carriage, but it's no different than fast travel, they both use the equivalent to a coc basically, for that matter so does a spell or portal which teleports. Doing so in script is the same or one can ... That’s exactly how it was meant to work. And the main aim was to eliminate the need to leave the Mansion, so that you could simply fast-travel to the nearest destination location afterwards.
eflat01 Posted September 25 Posted September 25 6 hours ago, Gristle said: Game.FastTravel() is a little different in terms of elapsed time and follower behavior than MoveTo(). It's also more limited in that it can't move you to a different cell or worldspace. Spoiler Yes, is a piece of code to irritate plp if you put it on the front door and back door in a cell to opposite markers at the front and back.
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