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Posted

 

Heh, I kinda like these ideas. Or maybe a house call, a spouse is upset with their significant other and while they are away, asks you to bring over a dog and play. Like Nazeem's wife, or the other redguard male and female, the male who wants to find his family sword. They both seem irrate with their spouse. So they go off on a business trip, Thaena tells you the wife is at home and wishes to have fun but doesn't want to be seen entering the mansion. You travel there with the dog (best if its dog or husky version, doubt guards would enjoy you walking into town with a bear or sabercat), you enter their house, or easier way to do it, teleported there like the companions quest. You and the female have fun with it, complete the quest.

 

Or even the dog in Riverwood, Stump. A radiant quest triggers, the boy runs up to you and says Stump has been acting rather weird and is disobeying orders and being unruly. You tell him if you can borrow him for awhile you will get him to settle down. He agrees and you talk to the dog and the dialogue says follow me boy. It follows you, the quest says go around back of the mill or the other houses. Talk to stump again and tell him to have his way with you, be as rough as you want. He does his business with you, several times maybe, then you bring him back to the kid and tell him he should behave for awhile, but if he acts up come talk to you.

 

I personally like the idea of the runaway horse. Someone tells Thaena that his horse ran away and is somewhere near such and such place, go there and find it, dialogue has you talking to it, trying to coax it to follow you, eventually saying "Fine... if I let you ride me once will you follow me?" And it does.

 

Brings up another idea, with the addition of spriggan animations, yes its not technically animal, but animal related. Owner of a Dog says his dog ran away and was last seen by the Spriggan clearing of such and such place. You go there, find the dog and spriggran, both non hostile, talk to the spriggan offering yourself to the spriggan to let the dog go. You bring the dog back, and the owner says, "Thank you for bringing my dog back to me, oh looks like he wants to personally thank you himself." and you get "thanked" by the dog.

 

 

 

I had a couple ideas for radiant quests about a month back. I wrote them down somewhere. Lets see if I can find it.

 

I had the same idea about the companions quests. SexLab Guild was the one that made me think of it, they use a radiant quest system for their job types. A similar system is probably applicable to the mansion, but I wouldn't want them to be divided up between quest givers like SLG, or the thieves guild quest system (Vex and Delvin). I never liked that it lets you avoid the jobs you don't want to do, and being in this line of work... There's some clients you DON'T want to have ANYTHING to do with, but you still have to do the job.

 

I love all of Neo's ideas too. Almost makes me want to make "The Animal Mansion - Expanded".

Posted

 

I have an issue with the animations. Whenever I am doing one of the quests whether it be a quest to retrieve an animal or fucking one at the mansion, i can never get the animations to start. Although the animations wont start, the quest progresses as if it did start. How do I fix this issue?

 

You have all the mods required installed, AND have ENABLE CREATURE ANIMATIONS checked in Sexlab?

 

 

Yes, i have everything required for the mod to work.

Posted

 

 

I have an issue with the animations. Whenever I am doing one of the quests whether it be a quest to retrieve an animal or fucking one at the mansion, i can never get the animations to start. Although the animations wont start, the quest progresses as if it did start. How do I fix this issue?

 

You have all the mods required installed, AND have ENABLE CREATURE ANIMATIONS checked in Sexlab?

 

 

Yes, i have everything required for the mod to work.

 

 

Can you upload your log file and mods list?

Posted

So I got the mod and animations working after a bit of messing around updating various mod versions and disabling other stuff and all very good.  Except...

 

I did the Companions quest and the NPCs were all vanilla.  I use Bijin Warmaidens (very nice follower overhaul) and was looking forward to the wolf party with those lovely beauties but nay, denied, vanilla nastiness. :)  Can anything be done about that?  That the mod uses the updated NPCs?  I tried moving the load order about but it didn't seem to make any diff.

Posted

Thats because mod uses duplicated clones of vanilla NPCs instead normal ones.

To make them look any different mod that changes appearance would have to be added to mansion requirements list.

 

Guess in theory some patch could be made but - there was a discussion like that before. Ended up with whole drama over one haircut.

Posted

So I got the mod and animations working after a bit of messing around updating various mod versions and disabling other stuff and all very good.  Except...

 

I did the Companions quest and the NPCs were all vanilla.  I use Bijin Warmaidens (very nice follower overhaul) and was looking forward to the wolf party with those lovely beauties but nay, denied, vanilla nastiness. :)  Can anything be done about that?  That the mod uses the updated NPCs?  I tried moving the load order about but it didn't seem to make any diff.

 

Yeah, you're stuck with that Aela version in this mod. You could use the CK to edit her, though. Use "Aela the Huntress" as base template and check "use traits." Then she'd look the same with whatever Aela overhaul you're using. You'd have to do that again with future releases unless the author does it himself.

 

Posted

so at this point we should just avoid the companion quest then?

 

No need to avoid companions quest. If the quest doesn't work for someone, it doesn't mean that it is broken.

Posted

so at this point we should just avoid the companion quest then?

 

If you are asking in reference to noobshire's post and the replies to it, then No!, there is no need to avoid the Companions quest - it works fine.  It's just that if you are using an Aela overhaul mod, she will still look like the vanilla Aela during that quest.

Posted

That and sometimes the wolves don't like moving to their starting positions. Some people can't seem to get that part started, works fine for others. I wonder if TC console command works to move the wolf to the desired spot?

Posted

"moveto player" works to get everyone in their spots, they do tend to get in a traffic jam in that close space!

---

There was something else that happens occasionally: after one of the rounds, I've seen it happen that the wolves and the other 3 contestants, along with anything else on the floor (bowls, apples, whatever) start to slide slowly across the floor from left to right (as one faces out towards the firepit). NO idea what could cause that ...

 

 

Posted

"moveto player" works to get everyone in their spots, they do tend to get in a traffic jam in that close space!

---

There was something else that happens occasionally: after one of the rounds, I've seen it happen that the wolves and the other 3 contestants, along with anything else on the floor (bowls, apples, whatever) start to slide slowly across the floor from left to right (as one faces out towards the firepit). NO idea what could cause that ...

 

It is not this mod's error. This is happening to me with matchmaker, romance, RP and some other  mods that just triggers animations.

Posted

 

 

 

 

was not my intention to say modify the quest of the companions. i meant make a similar quest.

 

and i dont mean the quest of this mod. was talking about the original companions quest.

 

just to be sure that you guys understand me. (im not english, and not that good writer also)

 

the quest of the companions (animal extermination) is to kill.

 

the quest of the mansion is to "save".

 

similar quests but also different and independent of which other.

 

dont know if is possible, but if it is, i think would be nice to the mod.

 

That would be a radiant quest, with Thaena and/or a guest as quest-givers: Go to a location, talk to animal, "take care of" (ahem) animal, animal does what he's told, end quest.  It could be quite good, and if nothing else it would get ya out of the mansion for a while.  :blush:  Some examples: A farmer needs help with a wolf bothering his livestock, somebody's horse ran away and you're asked to bring him back, somebody has spiders in their basement, find a dog lost in a draugr-infested dungeon etc etc.  (That last would be a natural way to include incidentally things that are not animals in the mod w/out changing the mod's focus on animals.)

 

 

Heh, I kinda like these ideas. Or maybe a house call, a spouse is upset with their significant other and while they are away, asks you to bring over a dog and play. Like Nazeem's wife, or the other redguard male and female, the male who wants to find his family sword. They both seem irrate with their spouse. So they go off on a business trip, Thaena tells you the wife is at home and wishes to have fun but doesn't want to be seen entering the mansion. You travel there with the dog (best if its dog or husky version, doubt guards would enjoy you walking into town with a bear or sabercat), you enter their house, or easier way to do it, teleported there like the companions quest. You and the female have fun with it, complete the quest.

 

Or even the dog in Riverwood, Stump. A radiant quest triggers, the boy runs up to you and says Stump has been acting rather weird and is disobeying orders and being unruly. You tell him if you can borrow him for awhile you will get him to settle down. He agrees and you talk to the dog and the dialogue says follow me boy. It follows you, the quest says go around back of the mill or the other houses. Talk to stump again and tell him to have his way with you, be as rough as you want. He does his business with you, several times maybe, then you bring him back to the kid and tell him he should behave for awhile, but if he acts up come talk to you.

 

I personally like the idea of the runaway horse. Someone tells Thaena that his horse ran away and is somewhere near such and such place, go there and find it, dialogue has you talking to it, trying to coax it to follow you, eventually saying "Fine... if I let you ride me once will you follow me?" And it does.

 

Brings up another idea, with the addition of spriggan animations, yes its not technically animal, but animal related. Owner of a Dog says his dog ran away and was last seen by the Spriggan clearing of such and such place. You go there, find the dog and spriggran, both non hostile, talk to the spriggan offering yourself to the spriggan to let the dog go. You bring the dog back, and the owner says, "Thank you for bringing my dog back to me, oh looks like he wants to personally thank you himself." and you get "thanked" by the dog.
 

 

 

 

 

Nice, I like them too, however I think more staff might be a good idea.  It can't be easy running an animal mansion with just 2 people.  Perhaps some of the homeless NPC's would be willing to help out? After all, most of them would probably do anything to get 3 squares and a roof over their heads. :)

 

Posted

 

"moveto player" works to get everyone in their spots, they do tend to get in a traffic jam in that close space!

---

There was something else that happens occasionally: after one of the rounds, I've seen it happen that the wolves and the other 3 contestants, along with anything else on the floor (bowls, apples, whatever) start to slide slowly across the floor from left to right (as one faces out towards the firepit). NO idea what could cause that ...

 

It is not this mod's error. This is happening to me with matchmaker, romance, RP and some other  mods that just triggers animations.

 

 

Any idea what causes it?

 

Posted

 

 

"moveto player" works to get everyone in their spots, they do tend to get in a traffic jam in that close space!

---

There was something else that happens occasionally: after one of the rounds, I've seen it happen that the wolves and the other 3 contestants, along with anything else on the floor (bowls, apples, whatever) start to slide slowly across the floor from left to right (as one faces out towards the firepit). NO idea what could cause that ...

 

It is not this mod's error. This is happening to me with matchmaker, romance, RP and some other  mods that just triggers animations.

 

 

Any idea what causes it?

 

 

 

SL and FNIS integrity and compatibility -probably.

 

Now I remember that had even worst situation with FNIS and Animated prostitution mod. So, I guess that it is not only SL's problem, but, as I said, FNIS too.

 

 

Posted

Hi, I'm pretty new to modding and I have a problem with voices. Everything seems to be working fine but I can't hear any dialogue that isn't in the original game, I think it has to do with all mods though because it's happening in dialogue with devious devices.

Posted

Hi, I'm pretty new to modding and I have a problem with voices. Everything seems to be working fine but I can't hear any dialogue that isn't in the original game, I think it has to do with all mods though because it's happening in dialogue with devious devices.

 

Thats because there is no voices for custom made stuff. Its why you need Fus Ro doh mod.

Posted

 

Hi, I'm pretty new to modding and I have a problem with voices. Everything seems to be working fine but I can't hear any dialogue that isn't in the original game, I think it has to do with all mods though because it's happening in dialogue with devious devices.

 

Thats because there is no voices for custom made stuff. Its why you need Fus Ro doh mod.

 

 

Oh I'm dumb, don't know how I overlooked that. Thanks :)

Posted

Thats because mod uses duplicated clones of vanilla NPCs instead normal ones.

To make them look any different mod that changes appearance would have to be added to mansion requirements list.

 

Guess in theory some patch could be made but - there was a discussion like that before. Ended up with whole drama over one haircut.

To get the modded versions of NPCs is simple enough, instead of having them already placed in the mansion as duplicates of their vanilla selves this mod could add a bit of code to its startup function to use the PlaceAtMe function to create clones during that startup using the modded ActorBase. Alternatively (and you can test this with the console) using the resurrect command could also rebuild them form their actorbase in the modded form.

Posted

 

Thats because mod uses duplicated clones of vanilla NPCs instead normal ones.

To make them look any different mod that changes appearance would have to be added to mansion requirements list.

 

Guess in theory some patch could be made but - there was a discussion like that before. Ended up with whole drama over one haircut.

To get the modded versions of NPCs is simple enough, instead of having them already placed in the mansion as duplicates of their vanilla selves this mod could add a bit of code to its startup function to use the PlaceAtMe function to create clones during that startup using the modded ActorBase. Alternatively (and you can test this with the console) using the resurrect command could also rebuild them form their actorbase in the modded form.

 

 

Pointing to the modded actor base would require the NPC overhaul mod(s) to be bundled with Animal Mansion, or else a patch would be needed for every overhaul mods to be supported?

 

Pointing to the vanilla actor base, checking "use traits," and nothing else checked, will result in the clone looking like the modded actor since the vanilla appearance is going to be replaced by the overhaul mod in question, without having to bundle or patch anything.

 

This is a very fast and easy thing to do and if the author does it himself for the various cloned NPCs as part of the next release, for example, users can enjoy their overhauls without noticing a thing.

Posted

...

 

Pointing to the modded actor base would require the NPC overhaul mod(s) to be bundled with Animal Mansion, or else a patch would be needed for every overhaul mods to be supported?

 

Pointing to the vanilla actor base, checking "use traits," and nothing else checked, will result in the clone looking like the modded actor since the vanilla appearance is going to be replaced by the overhaul mod in question, without having to bundle or patch anything.

 

This is a very fast and easy thing to do and if the author does it himself for the various cloned NPCs as part of the next release, for example, users can enjoy their overhauls without noticing a thing.

No, the ActorBase is the same ID for vanilla and modded NPCs. It's when the vanilla actor is copied into a new loaded ID that the vanilla actor apparently shows instead of the modded one (evidently the actor is created in the CK and the base isn't referenced at runtime to create the NPC). By referencing the ActorBase and creating the NPC when the mod loads it should create a clone of the modded version of the NPC instead of having a pre-created vanilla one.

 

One caveat is that an Actor variable will need to be saved (MCM menu script is probably a good choice) with the result of the PlaceActorAtMe call (the call is documented in the ObjectReference.psc file) for any usage by scripts, packages etc. A direct reference to the actor will no longer be available if this route is taken.

 

Possibly a lot of work just to satisfy those who have customized their NPCs (which can be a lot of us).

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