Jump to content

Recommended Posts

Posted (edited)
9 hours ago, Amonshinky13 said:

I’ve tried out the latest updates for Ocreatures:

https://www.loverslab.com/files/file/49059-ocreatures-revived/

The animation integration is exceptional; I was wondering if this mod might ever be compatible with Ostim.

If someone else does it, fine, but we won't because we don't use Creatures/OStim.

 

8 hours ago, ItsJustPage said:

Now I might be a moron, but im having issues with AMR_Start Stage: 170
There is no dialogue from the Jarl to continue the quest. 
Forcing it to Stage: 180 exiting and re-entering the building did triggers the next step so I could continue. 

It could be some odd incompatibility I have just shoved this into the Neferam pack. 

Upon entering Jarl's house, you should be Force Greet by a steward—either Nenya or Tekla. After that mini conversation, Thaena should go over to Jarl and speak with him.

4 hours ago, StygianHius said:

With this mod installed NPCs in Riverwood won't walk down the street properly, stopping in front of Alvor's house.

Removing the mod fixes the issue.

(This may also happen in other areas, I just started a new game to play around with this and noticed this happening.)

 

This is without having started any quests.

 

20260724203934_1.jpg

The mod doesn't edit these areas in any way, but I can see a guard from White Ridge and an Imperial—which is already strange. My question is: Do you have any mods that alter the area around Alvor's house or Riverwood itself? Does this apply only to these two NPCs, or to everyone else as well? 

 

Overall, it's hard to say what might be causing it, because I don't have that problem on my end.

1 hour ago, unwashed biomass said:

been testing a bit, in second horse sale (Morrowind Border) horse seller didn't had any dialouge, couldn't interact with him at all. He was just doing usual uninteractive npc comments.

Also i assume payment for work isn't yet implemented, hence suggestion, instead taking it from Thaena, maybe strongbox in Player Room?

At the border, you should be stopped by a guard (MALE), just like at the Falkreath Border. Once you're close enough, a conversation between the merchant and the commander should begin.

 

There is currently no payment system for PC after completing quests or jobs.

Edited by killer905
Posted (edited)

I must say  overall test was without any major hickups, maybe navmeshes in AM area isn't yet completed (had issues with orcs bandits, npcs assigned to the task could follow me so i often had to moveto player them). Also sugestion: thou it is mountainous, maybe make it kinda warmer microclimate, as mostly its snowing there which is not good weather for AM activities that one and would feel better if it would be sunny, also is there a plan to make it Lux compatibile?

 

 

Edit: also: is dog/wolf-male/female/creature and horse-male/female/creature be utilized?

Edited by unwashed biomass
Posted
50 minutes ago, killer905 said:

The mod doesn't edit these areas in any way, but I can see a guard from White Ridge and an Imperial—which is already strange. My question is: Do you have any mods that alter the area around Alvor's house or Riverwood itself? Does this apply only to these two NPCs, or to everyone else as well? 

 

Overall, it's hard to say what might be causing it, because I don't have that problem on my end.

Strange, I also thought it was odd that this mod would be causing the issue. The Whiterun guard is there after telling the Jarl about the dragon attack in Helgen, and the Imperial is my companion (Faendal) just wearing the armor I looted during the escape from Helgen, all NPCs that enter that spot stop moving as if there is wall there. I have no other mods that modify the area, aside from texture mods which shouldn't cause that problem, Nor did the problem stop once I turned those mods off. Tomorrow I'll just start a new save again and see if the problem reappears, maybe something else is causing it. (Maybe a mod that shouldn't be editing the worldspace but for some reason is.) I hadn't encountered this problem before installing this mod, and removing it did resolve the issue. Almost tempted to install the creation kit to try and figure out what happened myself lol.

 

That being said, so far what I've played of the mod beyond this point has been very well done. It seems you guys put a lot of effort into it (not surprising considering the other mods). And I appreciate the hard work you all have done. 

Posted
3 hours ago, unwashed biomass said:

I must say  overall test was without any major hickups, maybe navmeshes in AM area isn't yet completed (had issues with orcs bandits, npcs assigned to the task could follow me so i often had to moveto player them). Also sugestion: thou it is mountainous, maybe make it kinda warmer microclimate, as mostly its snowing there which is not good weather for AM activities that one and would feel better if it would be sunny, also is there a plan to make it Lux compatibile?

The area around the Mansion and its interior should have a NAVMesh... Please specify exactly where you're having trouble, and ideally provide a screenshot.

 

I don't know which route you took, but without the watchtower, you'll head straight to the courtyard behind the Mansion, and by walking across that courtyard to the other side, you should be able to go up. If you took a completely different route, it's no wonder you ended up in an area without a NAVMesh.

 

There was a suggestion to make it sunnier rather than snowy, but that would likely conflict with weather mods, etc.

 

Another issue is that (at least I) don’t know how to change the climate in those specific regions of Tamriel.

 

If someone creates a patch for LUX, we’ll add it to FOMOD, but it probably won’t be made by us.

 

3 hours ago, unwashed biomass said:

Edit: also: is dog/wolf-male/female/creature and horse-male/female/creature be utilized?

We would add such options, but in practice there are no (or very few) animations for female wolves/dogs, etc., with male NPCs.

Unless you know of a animations package that adds at least 3 animations per creature for female creatures/male NPCs

 

3 hours ago, StygianHius said:

Strange, I also thought it was odd that this mod would be causing the issue. The Whiterun guard is there after telling the Jarl about the dragon attack in Helgen, and the Imperial is my companion (Faendal) just wearing the armor I looted during the escape from Helgen, all NPCs that enter that spot stop moving as if there is wall there. I have no other mods that modify the area, aside from texture mods which shouldn't cause that problem, Nor did the problem stop once I turned those mods off. Tomorrow I'll just start a new save again and see if the problem reappears, maybe something else is causing it. (Maybe a mod that shouldn't be editing the worldspace but for some reason is.) I hadn't encountered this problem before installing this mod, and removing it did resolve the issue. Almost tempted to install the creation kit to try and figure out what happened myself lol.

 

That being said, so far what I've played of the mod beyond this point has been very well done. It seems you guys put a lot of effort into it (not surprising considering the other mods). And I appreciate the hard work you all have done. 

I checked in CK and didn't see anything obvious near Alvor's house. I don't know—maybe the guard is having a stroke or something? It's hard to pinpoint the problem.

Posted
8 hours ago, killer905 said:

Upon entering Jarl's house, you should be Force Greet by a steward—either Nenya or Tekla. After that mini conversation, Thaena should go over to Jarl and speak with him.


Ah that would do it, I have COTN in the pack and I don't seem to be able to find the trigger for it. 

I think the Jarls longhouse is moved over to the left as the sex scene is in the void with COTN. 

Posted (edited)
32 minutes ago, ItsJustPage said:


Ah that would do it, I have COTN in the pack and I don't seem to be able to find the trigger for it. 

I think the Jarls longhouse is moved over to the left as the sex scene is in the void with COTN. 

Lil Li Ly created a patch for Cities of the North - Falkreath. However, I now see that the patch has just been updated with Jarl Longhouse.

https://www.loverslab.com/topic/268522-animal-mansion-reborn/page/7/#findComment-7348749

 

So patch for Cities of the North - Falkreath included in FOMOD is outdated. Pls use latest patch from Lil Li Ly BUT FIRST remove old patch (have has a different ESP name than the one by Lil Li Ly).

 

@Lil Li Ly Next time, please let us know when you've updated the patch so we can quickly update it in our FOMOD too. Or send a PM  ;3

Edited by killer905
Posted

After testing it several times, I haven't noticed any major issues. 99 percent of the problems were conflicts with landscape mods, but those were easily fixed.

 

Could someone check if the first three quest prompts for "Building the Business" are correct? After translating them into my language, the entries matched the actual events, but they only appeared—and were marked as "open"—after the task was already completed; since I knew what to do next, it wasn't a problem. As I said, this only applied to the first three notifications.

 

I don't know if this can be changed—I assume it's a sandbox mechanic—but at the Raven Rest Inn, the girls have sex with guests in the rooms. Could the radius be reduced a bit? It's a shame that simply walking past the rooms interrupts their trysts.

 

So now I’m going to thoroughly test the client system; I haven’t figured out yet why it keeps kicking me out of the private Wolf Show, but perhaps after repeated testing I’ll manage to get a crash log.

Posted (edited)
4 hours ago, killer905 said:

We would add such options, but in practice there are no (or very few) animations for female wolves/dogs, etc., with male NPCs.

Unless you know of a animations package that adds at least 3 animations per creature for female creatures/male NPCs

No no no i meant 1 Male creature, 1 male humanlike + 1 female - there is atleast animations for canines and horses, dunno bout rest, spent my skyrim days in vr which those anims were (still are) unobtainable immersivelly.

Like male patron would like to share sex with player/other worker with creature which result usually with DP or spitroast

Edited by unwashed biomass
Posted
35 minutes ago, Unicom1981 said:

Could someone check if the first three quest prompts for "Building the Business" are correct? After translating them into my language, the entries matched the actual events, but they only appeared—and were marked as "open"—after the task was already completed; since I knew what to do next, it wasn't a problem. As I said, this only applied to the first three notifications.

Personally, I haven't had that problem, but maybe Gristle will be able to say something about it.

36 minutes ago, Unicom1981 said:

I don't know if this can be changed—I assume it's a sandbox mechanic—but at the Raven Rest Inn, the girls have sex with guests in the rooms. Could the radius be reduced a bit? It's a shame that simply walking past the rooms interrupts their trysts.

As far as I remember, nothing like that was added to the inns—where NPCs randomly initiate sex with customers. Only the PC can initiate sex with Leni and Callia after talking to them.

In short, it sounds like another mod that removes or alters those scenes, or maybe there’s something I don’t know about.

39 minutes ago, Unicom1981 said:

So now I’m going to thoroughly test the client system; I haven’t figured out yet why it keeps kicking me out of the private Wolf Show, but perhaps after repeated testing I’ll manage to get a crash log.

Hmm, the Wolf Show can take place outside (before 6 p.m.) or inside the Mansion (after 6 p.m.). If you're experiencing a CTD in both cases, that sounds like a serious problem, but without more details, it'll be hard to pinpoint the issue.

 

37 minutes ago, unwashed biomass said:

No no no i meant 1 Male creature, 1 male humanlike + 1 female - there is atleast animations for canines and horses, dunno bout rest, spent my skyrim days in vr which those anims were (still are) unobtainable immersivelly.

Like male patron would like to share sex with player/other worker with creature which result usually with DP or spitroast

Ahh... you meant the FMC animaton... we'll take that into consideration, but it wasn't a priority in this version.

Posted
9 hours ago, unwashed biomass said:

I must say  overall test was without any major hickups, maybe navmeshes in AM area isn't yet completed (had issues with orcs bandits, npcs assigned to the task could follow me so i often had to moveto player them). Also sugestion: thou it is mountainous, maybe make it kinda warmer microclimate, as mostly its snowing there which is not good weather for AM activities that one and would feel better if it would be sunny, also is there a plan to make it Lux compatibile?

 

On an alpha the first time I ran nearly a straight through the woods over the hills which could get them stuck but when I followed the trail on the right side of the mansion up the mountain they follow and have no issues - every time. 

Posted (edited)
14 hours ago, StygianHius said:

With this mod installed NPCs in Riverwood won't walk down the street properly, stopping in front of Alvor's house.

Removing the mod fixes the issue.

(This may also happen in other areas, I just started a new game to play around with this and noticed this happening.)

 

I don't see any navmesh alteration there in Riverwood.  I use JK's Skyrim and had no issues there but will double check. 

 

 

Edited by eflat01
Posted
43 minutes ago, killer905 said:

Ahh... you meant the FMC animaton... we'll take that into consideration, but it wasn't a priority in this version.

 

I did not find a CMF set in Billyys but really don't know if it's under something else? 

 

In other news I found a CF with SlaughterFish which has me curious... I suppose it really does smell like fish in this case, lol.

 

 "tags": "Billyy,Creature,SlaughterFish,Bestiality,CF,Dirty,Missionary,Laying,Vaginal"

Posted
14 minutes ago, eflat01 said:

 

I don't see any navmesh alteration there in riverwood. 


I found quite a few conflicts in the navmesh in xedit between this mod and USSEP, Though in most cases the numbers match exactly, there were a few spaces where the records were missing entirely.


I Just copied all the entries over from the USSEP and that fixed my issue. I'm not sure why no one else would encounter this unless somehow my file was corrupted when I downloaded it. Either way problem sorted for me.

 

xedit-navmesh.png

Posted

Wondering how I get payed for doing jobs in this mod. I've done several and my gold count doesn't go up. When doing the repeatable away quests I'm told to ask Theana but there is no options for that. Running on LE version.

Posted (edited)
10 minutes ago, StygianHius said:


I found quite a few conflicts in the navmesh in xedit between this mod and USSEP, Though in most cases the numbers match exactly, there were a few spaces where the records were missing entirely.


I Just copied all the entries over from the USSEP and that fixed my issue. I'm not sure why no one else would encounter this unless somehow my file was corrupted when I downloaded it. Either way problem sorted for me.

 

xedit-navmesh.png

 

Oh so it's a USSEP fix for the navmesh there... explains why I do not have the issue because I use JK's Skyrim and it's patch for USSEP so it would be after this in load order. @killer905 probably need a patch there or need a clean?

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

 

I did not find a CMF set in Billyys but really don't know if it's under something else? 

 

In other news I found a CF with SlaughterFish which has me curious... I suppose it really does smell like fish in this case, lol.

 

 "tags": "Billyy,Creature,SlaughterFish,Bestiality,CF,Dirty,Missionary,Laying,Vaginal"

It's most likelly from Anubs, thats why i dont like paywalling for really long time mods, especially as crucial to lewd modding as animations, ehhhh.
It stiffles development and ideas along the line

Edited by unwashed biomass
Posted
1 hour ago, killer905 said:

As far as I remember, nothing like that was added to the inns—where NPCs randomly initiate sex with customers. Only the PC can initiate sex with Leni and Callia after talking to them.

In short, it sounds like another mod that removes or alters those scenes, or maybe there’s something I don’t know about.

 

Sorry, my mistake. SexLab Nightlife triggers these scenes. It’s also fun to see how the NPCs in the villa or the inn lend a hand. 😁

 

1 hour ago, killer905 said:

Hmm, the Wolf Show can take place outside (before 6 p.m.) or inside the Mansion (after 6 p.m.). If you're experiencing a CTD in both cases, that sounds like a serious problem, but without more details, it'll be hard to pinpoint the issue.

 

Tests are still running, but the issue doesn't seem to be occurring anymore since the switch from version 1.0 to 1.2. It used to happen consistently after 6 PM in the private room. The single crash log I got back in version 1.0 was related to a piece of furniture. I don't know exactly what was changed in the "Added a couple .nif fixes" update, but after an hour of testing and several wolf scenes in the room, there haven't been any more crashes.

Posted
15 minutes ago, metanight78 said:

Wondering how I get payed for doing jobs in this mod. I've done several and my gold count doesn't go up. When doing the repeatable away quests I'm told to ask Theana but there is no options for that. Running on LE version.

A payment system for the PC has not been added in any form. To be honest, the dog/horse seller should pay the PC for completing the job, but it wasn't designed that way.

 

6 minutes ago, eflat01 said:

 

Oh so it's a USSEP fix for the navmesh there... explains why I do not have the issue because I use JK's Skyrim and it's patch for USSEP so it would be after this in load order. @killer905 probably need a patch there or need a clean?

 

24 minutes ago, StygianHius said:


I found quite a few conflicts in the navmesh in xedit between this mod and USSEP, Though in most cases the numbers match exactly, there were a few spaces where the records were missing entirely.


I Just copied all the entries over from the USSEP and that fixed my issue. I'm not sure why no one else would encounter this unless somehow my file was corrupted when I downloaded it. Either way problem sorted for me.

 

xedit-navmesh.png

Are you using the SE or AE version? Because in my case, I have better coverage with the SE and don't have that problem.

Interestingly, in the LE version, I only have Riverwood02, while in the SE (latest) I have Riverwood 02 and 04. In your case, Riverwood01 even appears.

 

15 minutes ago, eflat01 said:

 

Oh so it's a USSEP fix for the navmesh there... explains why I do not have the issue because I use JK's Skyrim and it's patch for USSEP so it would be after this in load order. @killer905 probably need a patch there or need a clean?

I think Gristle used AutoClean SSEEDIT. 

 

From what i see we can manually remove edits for Riverwood01, Riverwood 04 and RiverwoodBridge. Riverwood02 are used for Dog Sale in Riverwood

Posted
14 minutes ago, Unicom1981 said:

Tests are still running, but the issue doesn't seem to be occurring anymore since the switch from version 1.0 to 1.2. It used to happen consistently after 6 PM in the private room. The single crash log I got back in version 1.0 was related to a piece of furniture. I don't know exactly what was changed in the "Added a couple .nif fixes" update, but after an hour of testing and several wolf scenes in the room, there haven't been any more crashes.

A Furniture? The only thing that could cause this is a chair that an NPC is supposed to sit on. Huh, weird stuff... The FIX for NIFs did not apply to furniture at Mansion.

 

The important thing is that the problem is gone :3

Posted
5 minutes ago, killer905 said:

Are you using the SE or AE version? Because in my case, I have better coverage with the SE and don't have that problem.

Interestingly, in the LE version, I only have Riverwood02, while in the SE (latest) I have Riverwood 02 and 04. In your case, Riverwood01 even appears.

I'm running AE.

Posted
1 hour ago, eflat01 said:

In other news I found a CF with SlaughterFish which has me curious... I suppose it really does smell like fish in this case, lol.

i also have a couple of fish animations: on land with male on fish, and in water with fish on female.

Posted (edited)
2 hours ago, killer905 said:

I think Gristle used AutoClean SSEEDIT. 

 

From what i see we can manually remove edits for Riverwood01, Riverwood 04 and RiverwoodBridge. Riverwood02 are used for Dog Sale in Riverwood

 

Maybe @Gristle had another mod beside the AMR dependencies in his SeEdit load when cleaning? 

 

Yes, CK likes to add cells and worldspace when you're poking around just looking sometimes. RiverwoodBridge. Riverwood02 have to stay for Dog Sale in Riverwood.

 

I did not catch this because of JK's Skyrim and even though that loads earlier than AMR does I've a JK's Skyrim USSEP patch which loads later.

 

@killer905 If I'm correct the mod does not  need the Navmesh Record form id 0005C3B1 at all - It's is in Riverwood02. @Gristle The mod is only placing down some xMarkerheadings and moving some npcs to them. SeEdit shows no navmesh records for Riverwood01 and Riverwood04, Riverwoodbridge also looks redundant and may not be needed all I see is form 000096F3 for it and there's no changes or objects place there by AMR.

 

Spoiler

 

image.png.8f848f5eac32cd2d7373d2e90548c71b.png

 

 

Edited by eflat01
Posted (edited)
2 hours ago, killer905 said:

A payment system for the PC has not been added in any form. To be honest, the dog/horse seller should pay the PC for completing the job, but it wasn't designed that way.

 

Is not a pressing thing but toss it in ideas posts as a reminder. Maybe have something like a payday where Thaena pays the staff and the player, If the player is not there then Thaena would force greet them with the PC's share?

Edited by eflat01
Posted (edited)
2 hours ago, killer905 said:

A Furniture? The only thing that could cause this is a chair that an NPC is supposed to sit on. Huh, weird stuff... The FIX for NIFs did not apply to furniture at Mansion.

 

The important thing is that the problem is gone :3

 

Strange nor bad issue in 1.1 and 1.2 in the back rooms where the staff sleeps and in the PC's room - basically either side of the hall. npcs will kind of flicker in and out kind of as if disabled/enabled for me it happens on staff and followers like Tirwin ... I'd been thinking it's just me and may be slave tat overlays or something of the ilk? Strange thing is it's only in those rooms.

 

Yes, I have slave tats put a couple beast overlays on them... i.e. Tirwin - no blatant words, just dog/wolf paws (pubic)  and a horseshoe (butt).

Edited by eflat01

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...