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Posted

Hi. Congratulations on the first release of AMR. But well. . . just with the dogs, wolves, and horses, it seems there’s already more than twice the total dialog text of AM. So, is there a possible way to add M and F tags to the Text-ID to distinguish between male and female dialogue text? For non english speakers, it is difficult to determine the gender in english text. Tags can help streamline the translation work.

Posted

Wonder if it would possible to the dynamic of gaining additional animals, like another dog or horse with subsequent dog and horse sales. Then you would have enough animals of various types for gang bang sessions in the Animal mansion interactions with clients. 

Posted (edited)
4 hours 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.

screenshots

 

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Edited by Wolfen09
Posted
46 minutes ago, DoroLL said:

Hi. Congratulations on the first release of AMR. But well. . . just with the dogs, wolves, and horses, it seems there’s already more than twice the total dialog text of AM. So, is there a possible way to add M and F tags to the Text-ID to distinguish between male and female dialogue text? For non english speakers, it is difficult to determine the gender in english text. Tags can help streamline the translation work.

 

I don't know what tool you're using for translation, but in ESP Translator, when you click on a dialogue, it shows something like this or displays “Female.” Sometimes it will show more NPCs, but the voice path will indicate the voice type for that dialogue.

Spoiler

lpUNo9j.png

 

38 minutes ago, Stryker1177 said:

Wonder if it would possible to the dynamic of gaining additional animals, like another dog or horse with subsequent dog and horse sales. Then you would have enough animals of various types for gang bang sessions in the Animal mansion interactions with clients. 

We have an idea for the dog, but it would be a dog for PC. However, it could participate in public and private shows at the Mansion. As for the second horse, we don't have any ideas other than PC or Thaen buying one, but it's a little too early in the story for something like that to happen.

 

21 minutes ago, Wolfen09 said:

screenshots

 

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We'll analyze it and decide where to place the lanterns.

As for the last screenshot, that's intentional—it's not in dirt, just in snow :3  It's mostly due to the limited flat space in that area. We also didn't want to place buildings on the sides, but rather in front of the village.

Posted
5 minutes ago, killer905 said:

 

I don't know what tool you're using for translation, but in ESP Translator, when you click on a dialogue, it shows something like this or displays “Female.” Sometimes it will show more NPCs, but the voice path will indicate the voice type for that dialogue.

  Reveal hidden contents

lpUNo9j.png

 

We have an idea for the dog, but it would be a dog for PC. However, it could participate in public and private shows at the Mansion. As for the second horse, we don't have any ideas other than PC or Thaen buying one, but it's a little too early in the story for something like that to happen.

 

We'll analyze it and decide where to place the lanterns.

As for the last screenshot, that's intentional—it's not in dirt, just in snow :3  It's mostly due to the limited flat space in that area. We also didn't want to place buildings on the sides, but rather in front of the village.

 

thats why im praising yall, some ppl would just drop it into the ground.  you aint doing that and i appreciate that

Posted
9 minutes ago, Wolfen09 said:

 

thats why im praising yall, some ppl would just drop it into the ground.  you aint doing that and i appreciate that

Really? I don't think I've seen a house built into the ground in a long time—or maybe I've never seen one at all.

Posted

Quick few question.
Does Tirwin take the companion spot cause I had Mjoll and Tirwin with me and Mjoll kinda got ignored.

Why the forced bodies on the ladies. They come with their own textures and meshes, and if you have modded away from the norm, they might seem misplaced. Also I kinda see it as unneccary bloat on the dl. But I can fix that quickly with xEdit, just made me wonder whats the reason.

But anyway good start and if you ignore Skyrim being Skyrim everything seemed to have worked thus far for me.

Posted (edited)
1 hour ago, Wolfen09 said:

 

 

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20260720123519_1.jpg

 

Yes, They did awesome work on the terrain and buildings. Though don't go asking for a storm-door and mud-room. 😁

Edited by eflat01
Posted (edited)
34 minutes ago, killer905 said:

Really? I don't think I've seen a house built into the ground in a long time—or maybe I've never seen one at all.

 

Where I grew up it was common-place because the homes were built on the inclines of the mountains (well hills). The front door would be up on a brick or stone porch with stairs going up from the high side of the hill's incline, There'd be a basement door would be on the front of the brick/stone porch on the lower side of the hill's incline. 

 

Going to school winter-time was a pain in the ass because you'd walk out onto the side-walk covered in snow or sometimes ice (from freezing rain) which is on a hill... then cling to the buildings for half a block or more to somehow get up the damn hill.

Edited by eflat01
Posted
1 hour ago, killer905 said:

 

I don't know what tool you're using for translation, but in ESP Translator, when you click on a dialogue, it shows something like this or displays “Female.” Sometimes it will show more NPCs, but the voice path will indicate the voice type for that dialogue.

  Reveal hidden contents

lpUNo9j.png

 

We have an idea for the dog, but it would be a dog for PC. However, it could participate in public and private shows at the Mansion. As for the second horse, we don't have any ideas other than PC or Thaen buying one, but it's a little too early in the story for something like that to happen.

 

We'll analyze it and decide where to place the lanterns.

As for the last screenshot, that's intentional—it's not in dirt, just in snow :3  It's mostly due to the limited flat space in that area. We also didn't want to place buildings on the sides, but rather in front of the village.

That feature is really convenient. I currently use X-Translator.

Posted
14 hours ago, Gristle said:

Based on the above, the AMR_Start quest is not available. Are you sure the mod is activated in your mod manager?

I'm experiencing the same issue sadly. Try de-active and activate again, saving in between, trying older saves, but to no afail.

Posted
1 hour ago, Wolfen09 said:

its more of doors just sitting on ground with no stone or porch in front of them that bugs me so not just houses sitting on ground, just the doors

Ahh, ok

1 hour ago, apEna said:

Quick few question.
Does Tirwin take the companion spot cause I had Mjoll and Tirwin with me and Mjoll kinda got ignored.

Why the forced bodies on the ladies. They come with their own textures and meshes, and if you have modded away from the norm, they might seem misplaced. Also I kinda see it as unneccary bloat on the dl. But I can fix that quickly with xEdit, just made me wonder whats the reason.

But anyway good start and if you ignore Skyrim being Skyrim everything seemed to have worked thus far for me.

1) Triwin takes priority over other followers, but if you bring along the Vanilia NPC follower or a follower other than Triwin, the script will randomly choose between them.

I tested this with Rigmor and Uthgerd.


2) Some female characters have forced body types to ensure they don’t have only muscular or only non-muscular bodies. So female warriors actually have muscular bodies, while ordinary residents have normal bodies. And contrary to what you claim, the body files take up very little space (70 MB), while the NIF files and textures for furniture, weapons, shields, etc., take up significantly more space than those body files.

You don’t need to delete anything in xEdit; you just need to replace the NIF files with your own.

1 hour ago, eflat01 said:

 

Where I grew up it was common-place because the homes were built on the inclines of the mountains (well hills). The front door would be up on a brick or stone porch with stairs going up from the high side of the hill's incline, There'd be a basement door would be on the front of the brick/stone porch on the lower side of the hill's incline. 

 

Going to school winter-time was a pain in the ass because you'd walk out onto the side-walk covered in snow or sometimes ice (from freezing rain) which is on a hill... then cling to the buildings for half a block or more to somehow get up the damn hill.

Owwww ;/

31 minutes ago, DoroLL said:

That feature is really convenient. I currently use X-Translator.

From what I can see, X-Translator has a FuzMap tab. That would also help you determine the voice type for a dialogue. However, I think ESP Translator is better in this regard because the segments are better organized into categories and clearly indicate what each segment is for.

So you have DIAL—PC dialogues or INFO—NPC dialogues etc

Posted

i like this new version of animal mansion would love to see what the future holds for this mod i also like the new area the quests also feel more streamlined like with the older one you needed to do a certain ammount of jobs or serve a certain ammount of customers before you could get the next animal how ever i did really like that quest where you went to do that party with the companions to get the wolf but maybe that party quest but redone is a nice idea to get some of the companions coming over as guests to watch or do some werewolf stuff with in the mansion and maybe a future option to bring followers in as new working girls or extra security would also love to see orgies/parties come back once there are a nice ammount of beasts and idk if it allready is in the mod maybe make it generate some passive income that can be collected every morning, since you are partial owner of the animal mansion would be fair to get a cut of what the other working girls make in there, and maybe also add some extra or different voice lines to aela when you have done the companions questline or have joined the companions and she comes to help with the wolves like she could call you shield sister or maybe even to make it more intheme with the mod and her love for animals beast sister maybe also some nice little repeatable wolf and werewolf related quests with aela or the other companions that can also be initiated with them through dialog or a notice board in jorvaskr living quarters but also the notice board in the animal mansion for when you are a companion and have done the wolf quest for the animal mansion

Posted
1 hour ago, brololo said:

i like this new version of animal mansion would love to see what the future holds for this mod i also like the new area the quests also feel more streamlined like with the older one you needed to do a certain ammount of jobs or serve a certain ammount of customers before you could get the next animal how ever i did really like that quest where you went to do that party with the companions to get the wolf but maybe that party quest but redone is a nice idea to get some of the companions coming over as guests to watch or do some werewolf stuff with in the mansion and maybe a future option to bring followers in as new working girls or extra security would also love to see orgies/parties come back once there are a nice ammount of beasts and idk if it allready is in the mod maybe make it generate some passive income that can be collected every morning, since you are partial owner of the animal mansion would be fair to get a cut of what the other working girls make in there, and maybe also add some extra or different voice lines to aela when you have done the companions questline or have joined the companions and she comes to help with the wolves like she could call you shield sister or maybe even to make it more intheme with the mod and her love for animals beast sister maybe also some nice little repeatable wolf and werewolf related quests with aela or the other companions that can also be initiated with them through dialog or a notice board in jorvaskr living quarters but also the notice board in the animal mansion for when you are a companion and have done the wolf quest for the animal mansion

The event at the Companions’ with the wolves will be included in future updates, but without the werewolf part, because in my opinion it just doesn’t fit—especially since it’s a secret, and Ria, Njada, and the two other NPCs likely don’t know the circle’s secret.

 

In the original, you could set how many tasks a PC had to complete to progress in the story. However, we decided that at least one repeatable quest is the bare minimum needed to keep the PCs occupied and allow the Mansion to earn income.

 

We plan to have Vanilia NPCs come to the Mansion as well, but we’ll likely use clones of those NPCs so that no other custom packages conflict with the Mansion.

 

Aela has her own preferences. Ria would probably be up for a bear; as for Njada, I’m not really sure; and Farkas and Vilkas would likely be up for the show itself. Kodlak and Skjor probably wouldn’t be interested in that.


Vanilia Followers cannot be hired in any way as a working girl or even as security, but you can take Vanilia Followers with you and encourage them to participate in certain quests.

As for potential NPCs hired to work with creatures, in the future there will be Tina, who will eventually come around to what Jala, Eveli, Thaena, and the PC are doing.

 

As for security, we’ve already created NPCs for that as well, but at the moment they aren’t being used in any way.

 

Future updates will include a bard, two cooks (male and female), a married couple (the wife will be an animal caretaker), and siblings (who will serve as security guards).

Currently, there is no income system of any kind. We may add such a system in future updates.

 

Aela has different dialogue depending on whether the PC is a member of the Companions; she’ll speak more openly about her plans if they are, but if they aren’t, she won’t reveal certain information.

 

The party at the Companions will be repeatable, but ultimately, the first visit is guaranteed to be a win for the PC; however, each subsequent visit may have a different outcome, and the PC can lose the contest at any time—even Ria or Njada might win.

 

If anything involves werewolves, Aela would likely be the only one interested—but only if the PC is also a member of the circle (i.e., when the PC becomes a werewolf themselves).

Posted
9 hours ago, Wolfen09 said:

screenshots

Thanks. We'll fix the fence posts and find some good spots for lanterns.

9 hours ago, Stryker1177 said:

Wonder if it would possible to the dynamic of gaining additional animals, like another dog or horse with subsequent dog and horse sales. Then you would have enough animals of various types for gang bang sessions in the Animal mansion interactions with clients. 

Are there horse-horse-female animations? Or, do you mean two horse-female animations side by side?

7 hours ago, killer905 said:

Triwin takes priority over other followers, but if you bring along the Vanilia NPC follower or a follower other than Triwin, the script will randomly choose between them.

I tested this with Rigmor and Uthgerd.

Actually, it's not entirely random, although in practice it will be. The "find follower" script is picking the closest follower or "teammate" (to the PC) in the loaded area. This script repeats before each instance of potential follower interaction (in case, you dismissed a follower, or picked up a new one, in between). So, if you have multiple followers bouncing around, it's basically going to be random.

Posted
5 hours ago, jameswerder said:

The 'host a party and invite the guests' part of the original was the best, cant wait to see that return

We didn't plan this kind of quest, but rather a different format where there are simply Public Shows. So it's the same thing, but without inviting specific NPCs/customers, etc. It's something to consider whether to make it a separate quest.

Posted
4 minutes ago, Gristle said:

Are there horse-horse-female animations? Or, do you mean two horse-female animations side by side?

He mean CCF so horse/horse/female. I think Billyy pack have some 

5 minutes ago, Gristle said:

Actually, it's not entirely random, although in practice it will be. The "find follower" script is picking the closest follower or "teammate" (to the PC) in the loaded area. This script repeats before each instance of potential follower interaction (in case, you dismissed a follower, or picked up a new one, in between). So, if you have multiple followers bouncing around, it's basically going to be random.

Ohh... good to now :D

Posted
7 hours ago, Soulvexx said:

I'm experiencing the same issue sadly. Try de-active and activate again, saving in between, trying older saves, but to no afail.

Can you find the quest with 'help AMR_Start' in console?

 

Posted (edited)
17 minutes ago, killer905 said:

He mean CCF so horse/horse/female. I think Billyy pack have some 

Billyys has some, Certainly seen them too many times, Dragonbridge has a lot of horses in JK's Skyrim and just can't walk past there if auto-engage in aroused creatures is turned on.

Edited by eflat01
Posted

There seems to be an invisible wall at the border (Dragon's Tail Border) blocking the way in and out. I don't know how to fix it. Do I need to start a new game?

Posted
26 minutes ago, w9369 said:

There seems to be an invisible wall at the border (Dragon's Tail Border) blocking the way in and out. I don't know how to fix it. Do I need to start a new game?

Guard have to talk with you or try talk with him.

Posted
26 minutes ago, killer905 said:

Guard have to talk with you or try talk with him.

I talked to him, but the quest dialogue option didn't show up. Instead, all the available options were from the 'Shadowmans NPCs 4 - Simping Female Guards' mod. I suspect that this guard overhaul mod might be causing a conflict or a bug

Posted
4 minutes ago, w9369 said:

I talked to him, but the quest dialogue option didn't show up. Instead, all the available options were from the 'Shadowmans NPCs 4 - Simping Female Guards' mod. I suspect that this guard overhaul mod might be causing a conflict or a bug

There are only male guards but hmm can be a conflict with this mod.

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