eflat01 Posted Sunday at 10:57 PM Posted Sunday at 10:57 PM (edited) 3 hours ago, pinky6225 said: So i'd guess its not recognising the AR follow, she was following me from before installing animal mansion as i installed it on a save i'd kept from when i'd done the last set of AR quests that got added and that was with just the AR follow as you mentioned not to add her to follower frameworks etc Never add Tirwin to any follower framework. I'm not sure why she's not being picked up because I never had that issue with her... I know the "teammate" condition always seemed to work for me. Quick question, I noticed Tirwin does not have a marker above her head but could she be asked to participate? I ask that because she had for me but I do not remember if she had a marker above her head. 2 hours ago, Gristle said: Right. I don't understand why it's not picking her up as a "teammate". It's working for me with just her normal Animal Research follow package. Is anyone else having this problem? The ironic thing about the wolf quest is that teammate for me always in fact worked well. Kind of too well? What I mean by that is... If you remember back when testing alpha's I mentioned a follower from Sexy Bandit Captives followers - who was not a "current follower" appeared at the circle - in particular "Kristan" when I did not bring an additional follower along. She was also an available participant. The last time that happened was on the 10_07 alpha version I think? i.e. take PC + Aela + Jala. Kristan who was some captive I rescued long ago and happened to park in Dead Man's Drink and will show up at the wolf circle while the first round of sex is happening unless I bring another follower along. When I went with PC + Aela + Jala + Tirwin, Tirwin participated fine, When I went with PC + Aela + Jala + Serana they all participated fine... PC + Aela + Jala + Naraya (from Elinhir) all participated fine... PC + Aela + Jala + Ria worked fine PC + Aela + Jala + Shae (a housecarl) worked fine If I left out the additional follower spot Kristan showed up... Edited Sunday at 11:13 PM by eflat01
pinky6225 Posted Sunday at 11:03 PM Posted Sunday at 11:03 PM (edited) 44 minutes ago, eflat01 said: Quick question, I noticed Tirwin does not have a marker above her head but could she be asked to participate? I ask that because she had for me but I do not remember if she had a marker above her head. Not sure i understand your question, after setting her as a teammate and doing the initial dialogue when its Aela + Jala or Aela + Follower, all 3 have markers above there head for the next set of wolves as you have to sex all 6 of the wolves in total so there are still 4 left for Aela + someone to bang Edited Sunday at 11:42 PM by pinky6225
eflat01 Posted Sunday at 11:19 PM Posted Sunday at 11:19 PM 1 hour ago, Unicom1981 said: The problem stems from the Cutting Room Floor - SSE mod, which restores Lillith's actual house. I need to check if the door is generally locked or if she's just been given different times. Entering the locked house only triggers the bounty on the guards. However, since very few people use this mod, that shouldn't be a major issue. I just need to check if and when Lillith is allowed outside. I also use cutting room floor Lillith has packages scheduled in Cutting Room Floor. So she will go to the market or maybe the Bannered Mare some time... It happened to me just once where she was in Whiterun when I got to the stables... The quest marker was still on her though and I left and came back then she was there at the stable. I guess it was just luck it only happened that once.
eflat01 Posted Sunday at 11:42 PM Posted Sunday at 11:42 PM (edited) 39 minutes ago, pinky6225 said: Not sure i understand your question, after setting her as a teammate and doing the initial dialogue when its Aela + Jala or Aela + Follower, all 3 have markers above there head for the next set of wolves as you have to have the 2 selected sex all 6 of the wolves I took your post as Tirwin was not available to participate via dialog. That leg of the quest could be long and drawn out long due the option "About the wolves." iow you can have sex e wolf sex scenes multiple times. a foursome with aela, three with Tirwin or Jala then plus some... makes for some rather sated wolves I suppose. Edited Sunday at 11:43 PM by eflat01
Pavlovian Afterdark Posted Monday at 12:39 AM Posted Monday at 12:39 AM 4 hours ago, Gristle said: Version 1.1 with the above-mentioned bug fixes has been posted. EDIT: Also, I updated the BodySlide FOMOD with the new file provided by @Guardian_Angel. Can I update Mid play? I just started the mod. Im buying the furniture for the inn quest.
killer905 Posted Monday at 12:40 AM Posted Monday at 12:40 AM (edited) 2 minutes ago, Pavlovian Afterdark said: Can I update Mid play? I just started the mod. Im buying the furniture for the inn quest. Yes you can. Or just finish this and and then update. Edited Monday at 12:41 AM by killer905
Wolfen09 Posted Monday at 03:12 AM Posted Monday at 03:12 AM 1 bug? or maybe a thing that could turn into a problem: the carpenter's table outside bertran's (furniture guy) house has an activation marker and it has the prompt for a small house layout like you would have for the hearthfire houses. Other than that, I would like to praise yalls job on how the mansion and its ground are built (minus some fence posts in the back that seem to be floating due to how te terrain shifts its height, and i think 2 lanterns on the posts near the door would be a good idea just finished furniture quest so if they get added later forgive me) and really happy about the town. Im someone with a construction and building background and it bugs me to no end (not hating on them, just my own hangup) when i see mod authors just put doors right in the dirt or dont have covered porches or at least steps to them. It shows yall do research (or at least know what looks correct) and i appreciate that
xtro334 Posted Monday at 04:28 AM Posted Monday at 04:28 AM 9 hours ago, Gristle said: The stage must have advanced properly if you completed the dog quest. And yet all these dog stages have objectives and markers. I don't understand this one. Did your PC do the first dog, or did you ask your follower to do it? As mentioned above, Derjala has a force greet after the sex is finished. I'll put a marker on her so it's clear that you have to wait for her (or approach her - sometimes NPCs get jammed up and take a while to reach you). I did the first dog with my character, and I did not have any follower along. I sneaked up behind the small building close to the stable, just until I started Derjala interaction with the horse. Once she was done she did not force greet me. When I ran back, after trying to talk to her husband, she did not force greet me either, and I had to talk to her to start the conversation. I use AI overhaul, if that might be the problem.
Gristle Posted Monday at 06:02 AM Author Posted Monday at 06:02 AM 1 hour ago, xtro334 said: I did the first dog with my character, and I did not have any follower along. I sneaked up behind the small building close to the stable, just until I started Derjala interaction with the horse. Once she was done she did not force greet me. When I ran back, after trying to talk to her husband, she did not force greet me either, and I had to talk to her to start the conversation. I use AI overhaul, if that might be the problem. When you spoke to Derjala, was your PC's dialogue "Sorry, what were you saying?" If so, that means something interrupted her force greet. Or, did she just start talking to you when you activated her for dialogue?
Gristle Posted Monday at 06:04 AM Author Posted Monday at 06:04 AM 10 minutes ago, Bot222 said: so i know im supposed to go into the dead man's drink tavern and wait but i waited like a day or 2 in there but no conversations began and in my console it also tells me compiled script not saved when i try to start manually Based on the above, the AMR_Start quest is not available. Are you sure the mod is activated in your mod manager?
Gristle Posted Monday at 06:26 AM Author Posted Monday at 06:26 AM 3 hours ago, Wolfen09 said: 1 bug? or maybe a thing that could turn into a problem: the carpenter's table outside bertran's (furniture guy) house has an activation marker and it has the prompt for a small house layout like you would have for the hearthfire houses. I've tried to disable the activation on that. I'll try again. I don't want to make it a static object because Bertran (carpenter) uses it. 3 hours ago, Wolfen09 said: Other than that, I would like to praise yalls job on how the mansion and its ground are built (minus some fence posts in the back that seem to be floating due to how te terrain shifts its height, and i think 2 lanterns on the posts near the door would be a good idea just finished furniture quest so if they get added later forgive me) and really happy about the town. Im someone with a construction and building background and it bugs me to no end (not hating on them, just my own hangup) when i see mod authors just put doors right in the dirt or dont have covered porches or at least steps to them. It shows yall do research (or at least know what looks correct) and i appreciate that Thanks. No research, but I've done a few construction projects. It would have been a lot easier if the ground was flat! But that does give the town some character. I'll take a look at the fence posts in the back. Did you mean lanterns on the front of the mansion?
Donuts4me Posted Monday at 08:12 AM Posted Monday at 08:12 AM 1 hour ago, Gristle said: I've tried to disable the activation on that. I'll try again. I don't want to make it a static object because Bertran (carpenter) uses it. If you can't disable the activation, you could try making it static and put a LeanTableMarker next to it to make it appear he is using it. Hopefully the angle would work since that marker usually goes on flat/level tables.
killer905 Posted Monday at 08:14 AM Posted Monday at 08:14 AM 1 hour ago, Gristle said: I've tried to disable the activation on that. I'll try again. I don't want to make it a static object because Bertran (carpenter) uses it. If that doesn't work, you can always create a static Drafting Table and place an IdleMarker in front of it. There's always a solution. 1
killer905 Posted Monday at 08:15 AM Posted Monday at 08:15 AM (edited) 2 minutes ago, Donuts4me said: If you can't disable the activation, you could try making it static and put a LeanTableMarker next to it to make it appear he is using it. Hopefully the angle would work since that marker usually goes on flat/level tables. :3 We had similar idea Edited Monday at 08:15 AM by killer905
Wolfen09 Posted Monday at 10:51 AM Posted Monday at 10:51 AM 4 hours ago, Gristle said: I've tried to disable the activation on that. I'll try again. I don't want to make it a static object because Bertran (carpenter) uses it. Thanks. No research, but I've done a few construction projects. It would have been a lot easier if the ground was flat! But that does give the town some character. I'll take a look at the fence posts in the back. Did you mean lanterns on the front of the mansion? I play a darker skyrim so the out front is very dark at night. If there's lanterns then maybe I haven't gotten far enough cause there's no light at night to light up the front door lol
killer905 Posted Monday at 11:39 AM Posted Monday at 11:39 AM 48 minutes ago, Wolfen09 said: I play a darker skyrim so the out front is very dark at night. If there's lanterns then maybe I haven't gotten far enough cause there's no light at night to light up the front door lol Post a screenshot—that'll make it easier for us to determine whether we'll need lanterns closer to the door, etc. 1
eflat01 Posted Monday at 12:52 PM Posted Monday at 12:52 PM 6 hours ago, Gristle said: I've tried to disable the activation on that. I'll try again. I don't want to make it a static object because Bertran (carpenter) uses it. Just make a static, then put a hammer idle marker in from of it. Is it Angi always hammering on her wall? So maybe? I would had put a tall wardrobe, bookshelf or table on it's side along with a wall hammering idle next to it... he does make furniture after all.
MadMansGun Posted Monday at 12:57 PM Posted Monday at 12:57 PM (edited) 6 hours ago, Gristle said: I've tried to disable the activation on that. I'll try again. I don't want to make it a static object because Bertran (carpenter) uses it. making a copy of the base object and changing its keyword to craft something else should work. eg copy the keywords from CraftingBlacksmithAnvil "Anvil" [FURN:0001A2AD] or CraftingBlacksmithArmorWorkbench "Workbench" [FURN:000D932F] Edited Monday at 01:01 PM by MadMansGun
eflat01 Posted Monday at 01:18 PM Posted Monday at 01:18 PM 1 hour ago, killer905 said: Post a screenshot—that'll make it easier for us to determine whether we'll need lanterns closer to the door, etc. I should be posting this elsewhere but maybe one at the main door? Anyway, I'd also suggest a lamppost w/ hanging lantern down by the road-sign (but turn the lanterns only after the first client?)
Sendmecatpics Posted Monday at 01:19 PM Posted Monday at 01:19 PM I knew it'd be a banger mod but you guys have outdone yourselves this time around, brilliant work. Very impressed with how immersive and seamless the new zones and NPCs are. Can't wait for the continuation (sure hope Samirah will show up in the Sabrecat quest and we'll be able to make her dreams come true). By the way, are the NPCs we meet during the quests and invite to visit the Mansion (like Orvana or Derjala) supposed to show up at the Mansion afterwards in this release or is that a tease for the next updates? 1
killer905 Posted Monday at 01:25 PM Posted Monday at 01:25 PM 3 minutes ago, eflat01 said: I should be posting this elsewhere but maybe one at the main door? Anyway, I'd also suggest a lamppost w/ hanging lantern down by the road-sign (but turn the lanterns only after the first client?) Well... a screenshot might help us gauge how bright the light would need to be so that it wouldn't be too bright for people who don't have true darkness like we do in reality. Thaena could place the lanterns even after the road sign had been set up. 3 minutes ago, Sendmecatpics said: I knew it'd be a banger mod but you guys have outdone yourselves this time around, brilliant work. Very impressed with how immersive and seamless the new zones and NPCs are. Can't wait for the continuation (sure hope Samirah will show up in the Sabrecat quest and we'll be able to make her dreams come true). By the way, are the NPCs we meet during the quests and invite to visit the Mansion (like Orvana or Derjala) supposed to show up at the Mansion afterwards in this release or is that a tease for the next updates? The current version did not include visits by the NPCs Orvana or Derjala in the Mansion. So this is future content. 1
eflat01 Posted Monday at 02:21 PM Posted Monday at 02:21 PM (edited) 1 hour ago, Sendmecatpics said: I knew it'd be a banger mod but you guys have outdone yourselves this time around, brilliant work. Very impressed with how immersive and seamless the new zones and NPCs are. Can't wait for the continuation (sure hope Samirah will show up in the Sabrecat quest and we'll be able to make her dreams come true). By the way, are the NPCs we meet during the quests and invite to visit the Mansion (like Orvana or Derjala) supposed to show up at the Mansion afterwards in this release or is that a tease for the next updates? Yes, @Gristle and @killer905 have built a great mod with a lot of options for future expansion upon. I hope you explored Elinhir along with the other locations well. Many npcs and locations have their own stories going on, Yes, the mod is full of hints of co-existing and overlapping storylines. Spoiler I won't give spoilers otherwise to say talk to all the npcs and look around for locations. That will give you some ideas of what may be coming in the future. Edited Monday at 02:27 PM by eflat01
eflat01 Posted Monday at 02:22 PM Posted Monday at 02:22 PM (edited) 10 minutes ago, DGfog said: Is it LE compatible? Yes, LE, SE and AE... check the download link the fomod install has an LE version. Edited Monday at 02:24 PM by eflat01
eflat01 Posted Monday at 02:52 PM Posted Monday at 02:52 PM (edited) 1 hour ago, killer905 said: Well... a screenshot might help us gauge how bright the light would need to be so that it wouldn't be too bright for people who don't have true darkness like we do in reality. Thaena could place the lanterns even after the road sign had been set up. The current version did not include visits by the NPCs Orvana or Derjala in the Mansion. So this is future content. I agree on a screen-shot would be the best to figure out the intensity of the light source. Spoiler Lol, Night is the least of any visual problems here, but It's just my Load Order, because of "True Storms no Heavy Fog" I'm usually met with a blinding blizzard outside the mansion. 😁 Edited Monday at 02:57 PM by eflat01
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