Reesewow Posted July 12, 2015 Posted July 12, 2015 [snip} And with that information overload, I'll call it a day and thanks again to anyone with the nerve to test this. AnimalMansion_11072015A.zip I have some free time tonight, so I'll give it test run through the main quest chain and let you know how it turns out.
Zatchy Posted July 12, 2015 Posted July 12, 2015 Pleasing Paarthurnax still won't start for me. The quest is broken; it's not just that the quest doesn't start when Thaena gives it to me, I tried using the console to start it manually and it doesn't change the stage. Someone needs to fix that one, I thinks. There seems to be a problem with the quest "Jala's Training", which is causing some of the other quests to break, including the party quests and maybe also Paarthurnax. I managed to fix it (at least for me) by resetting Jala's quest to stage 0, advancing it to stage 120 right away and then talk to Thaena to finish the quest normally. Now my party quests work again, I don't know if it works for the Paarthurnax quest, as i haven't played the main story far enough. Maybe it can also be fixed this way. Same here, doesn't work for me either How do i go about using console? What's the quest ID for it?
mozarella89 Posted July 12, 2015 Posted July 12, 2015 Pleasing Paarthurnax still won't start for me. The quest is broken; it's not just that the quest doesn't start when Thaena gives it to me, I tried using the console to start it manually and it doesn't change the stage. Someone needs to fix that one, I thinks. There seems to be a problem with the quest "Jala's Training", which is causing some of the other quests to break, including the party quests and maybe also Paarthurnax. I managed to fix it (at least for me) by resetting Jala's quest to stage 0, advancing it to stage 120 right away and then talk to Thaena to finish the quest normally. Now my party quests work again, I don't know if it works for the Paarthurnax quest, as i haven't played the main story far enough. Maybe it can also be fixed this way. Same here, doesn't work for me either How do i go about using console? What's the quest ID for it? To get the quest ID, type "help JalaTraining" (without quotation marks) in the console. You will get a list with one line starting with QUST, this is the line with the quest ID. Then enter "setstage <ID> 0", close sonsole, open again, enter "setstage <ID> 120" and from there on finish the quest normally. As I have said, this did not fix the Paarthurnax quest for me, however yesterday I finished the main quest line and now the Paarthurnax quest also works. I have no idea what is going on there, but I am happy .
aqqh Posted July 12, 2015 Posted July 12, 2015 Events here and elsewhere over the last several weeks notwithstanding, I decided to go ahead with my own version of the continuation of Animal Mansion. Changes from the last version by sky_mds (0.6e) include: Cool that you decided to work on this main quests are progressing to fast Its these lines you got attached at the end of each main quest NA_MQAvailable.SetValue(1) the way Sky made it is that variable is supposed to be set at 0 each time you pick a main quest (so another main quest wont be given) and after you complete x private shows it is set to 1 (and another main quest becomes available) this function is supposed to be handling that Function CheckJobCount() UpdateCurrentInstanceGlobal(NA_NumJobs) UpdateCurrentInstanceGlobal(NA_JobCounter) if( NA_JobCounter.GetValue() > NA_NumJobs.GetValue()) NA_MQAvailable.SetValue(1) ;Make next Main Quest available NA_JobCounter.SetValue(1) ;Reset Job Counter endif endFunction For relationship thing - this could be changed in starting quest when you have the scene that you catch Thaena with Bailey player scene could be removed. player would just say that this was some truely amazing sight and this hotel could be turned into a mansion then Thaena would go to perform for the Jarl - player would accompany her as "encouragement". Once you will be back at the mansion there could be that dialogue of "have you ever tried this" and then Thaena could give player a couple of lessons. this could serve for both forming a little bit of friendship right from the start and that player wont be jumping into deep water right away.
mybrainhurts Posted July 12, 2015 Posted July 12, 2015 Events here and elsewhere over the last several weeks notwithstanding, I decided to go ahead with my own version of the continuation of Animal Mansion. Changes from the last version by sky_mds (0.6e) include: Cool that you decided to work on this main quests are progressing to fast Its these lines you got attached at the end of each main quest NA_MQAvailable.SetValue(1) the way Sky made it is that variable is supposed to be set at 0 each time you pick a main quest (so another main quest wont be given) and after you complete x private shows it is set to 1 (and another main quest becomes available) this function is supposed to be handling that Function CheckJobCount() UpdateCurrentInstanceGlobal(NA_NumJobs) UpdateCurrentInstanceGlobal(NA_JobCounter) if( NA_JobCounter.GetValue() > NA_NumJobs.GetValue()) NA_MQAvailable.SetValue(1) ;Make next Main Quest available NA_JobCounter.SetValue(1) ;Reset Job Counter endif endFunction For relationship thing - this could be changed in starting quest when you have the scene that you catch Thaena with Bailey player scene could be removed. player would just say that this was some truely amazing sight and this hotel could be turned into a mansion then Thaena would go to perform for the Jarl - player would accompany her as "encouragement". Once you will be back at the mansion there could be that dialogue of "have you ever tried this" and then Thaena could give player a couple of lessons. this could serve for both forming a little bit of friendship right from the start and that player wont be jumping into deep water right away. Thanks for the input. I appreciate it. I added that line in the main quests because at every quest that variable failed to set properly. Since I couldn't see anything wrong with the function, or anything else sky_mds did, adding that line was the only solution I could think of. It's a hack to be sure, but I had no better ideas. Isn't my "solution" functionally equivalent to the original setup by sky_mds? I mean, the variable gets set when I need it to be set. Also, setting that variable to zero is handled by the functions sky_mds made. For whatever reason I had only trouble when it was supposed to be set to one. After that happened to me twice, I just went ahead and did it to all of the main quests. Also, what do you mean the main quests are progressing too fast? When playing I always set the required number of quests to zero, just because I'm impatient like that, and I power through the main quests. EDIT: In fact I've been thinking about removing the need to do x jobs entirely. Concerning the relationship - I like that idea. Thank you.
aqqh Posted July 12, 2015 Posted July 12, 2015 Also, what do you mean the main quests are progressing too fast? That new main quest is available right away after finishing previous one... EDIT: In fact I've been thinking about removing the need to do x jobs entirely. ...but if this is intended then nvm
mybrainhurts Posted July 12, 2015 Posted July 12, 2015 Also, what do you mean the main quests are progressing too fast? That new main quest is available right away after finishing previous one... EDIT: In fact I've been thinking about removing the need to do x jobs entirely. ...but if this is intended then nvm Ah, okay. I was afraid there was a performance issue at stake with me doing it this way. Anyway, thanks again, I know you're busy with your own pursuits and I appreciate it.
malenfant Posted July 13, 2015 Posted July 13, 2015 Normally just a lurker, but I just wanted to thank mybrainhurts for picking this up. And I did a test run from a fresh start last night. I run a pretty heavily scripted game so I expect hiccups even when a mod is running perfectly. My only issue so far is on the Sabrecat quest. I have the good old problem of not being able to interact with the thing once I get in to the cave. I press 'e' and no options pop up (worked for absolutely everything else up to that point). I haven't done Jala's sidequest yet, just the main story chain on a fresh character starting at the beginning. Right now I'm seeing if it is a load-order thing, a mod conflict, or possibly just some kind of script lag. I've tried reloading a handful of times to no avail. I just can't interact with the durn thing. I don't know what it is about animals in caves, but they always seem to be the odd sticking point in this mod (same issue with the old version of the bear quest, same issue with interacting with the Falmer). Probably just an odd coincidence. Either way, good luck and keep up the great work. [resumes lurking]
mybrainhurts Posted July 13, 2015 Posted July 13, 2015 Normally just a lurker, but I just wanted to thank mybrainhurts for picking this up. And I did a test run from a fresh start last night. I run a pretty heavily scripted game so I expect hiccups even when a mod is running perfectly. My only issue so far is on the Sabrecat quest. I have the good old problem of not being able to interact with the thing once I get in to the cave. I press 'e' and no options pop up (worked for absolutely everything else up to that point). I haven't done Jala's sidequest yet, just the main story chain on a fresh character starting at the beginning. Right now I'm seeing if it is a load-order thing, a mod conflict, or possibly just some kind of script lag. I've tried reloading a handful of times to no avail. I just can't interact with the durn thing. I don't know what it is about animals in caves, but they always seem to be the odd sticking point in this mod (same issue with the old version of the bear quest, same issue with interacting with the Falmer). Probably just an odd coincidence. Either way, good luck and keep up the great work. [resumes lurking] Surrounding the cat is a very large trigger box which should start a dialogue scene with the sabre cat when you enter it. You shouldn't have to interact with the cat at all, and the box is enormous so that if you're simply near the cat it should start. You're the second person to report this problem so it could be something I've done wrong, although it works for me every time. The other person also mentioned they have a heavily-modded/scripted game as well so perhaps that's a factor. (My load order is extremely light since I started working on this.) If you want to push through to the next stage just type "setstage na_mq_sabrecat 30" in the console. Trigger boxes are also used in the bear and chaurus quests. If the bear quest worked smoothly for you then that trigger box functioned correctly. I also used a trigger box in the chaurus quest, so hopefully that one will also work. EDIT: Actually, I have an idea as to why the boxes might fail in the sabre cat and chaurus quests but work in the bear quest. I'll try a solution in the next update.
malenfant Posted July 13, 2015 Posted July 13, 2015 Normally just a lurker, but I just wanted to thank mybrainhurts for picking this up. And I did a test run from a fresh start last night. I run a pretty heavily scripted game so I expect hiccups even when a mod is running perfectly. My only issue so far is on the Sabrecat quest. I have the good old problem of not being able to interact with the thing once I get in to the cave. I press 'e' and no options pop up (worked for absolutely everything else up to that point). I haven't done Jala's sidequest yet, just the main story chain on a fresh character starting at the beginning. Right now I'm seeing if it is a load-order thing, a mod conflict, or possibly just some kind of script lag. I've tried reloading a handful of times to no avail. I just can't interact with the durn thing. I don't know what it is about animals in caves, but they always seem to be the odd sticking point in this mod (same issue with the old version of the bear quest, same issue with interacting with the Falmer). Probably just an odd coincidence. Either way, good luck and keep up the great work. [resumes lurking] Surrounding the cat is a very large trigger box which should start a dialogue scene with the sabre cat when you enter it. You shouldn't have to interact with the cat at all, and the box is enormous so that if you're simply near the cat it should start. You're the second person to report this problem so it could be something I've done wrong, although it works for me every time. The other person also mentioned they have a heavily-modded/scripted game as well so perhaps that's a factor. (My load order is extremely light since I started working on this.) If you want to push through to the next stage just type "setstage na_mq_sabrecat 30" in the console. Trigger boxes are also used in the bear and chaurus quests. If the bear quest worked smoothly for you then that trigger box functioned correctly. I also used a trigger box in the chaurus quest, so hopefully that one will also work. EDIT: Actually, I have an idea as to why the boxes might fail in the sabre cat and chaurus quests but work in the bear quest. I'll try a solution in the next update. Good to hear, because the trigger box failed me in the Chaurus quest as well. I entered the area and nothing happened, so if it is using the same method as the Sabrecat quest then you are probably correct in your hunch since the bear quest went off without a hitch.
mybrainhurts Posted July 13, 2015 Posted July 13, 2015 malenfant, For the chaurus quest you can use "setstage na_mq_chaurus 25". The quest should proceed normally from there.
mybrainhurts Posted July 13, 2015 Posted July 13, 2015 Okay. The trigger boxes weren't working because I didn't include in the download the scripts needed for them to work. So the good news is it was just a stupid clerical error, not some technical deficiency on my part. The attached version has these scripts so you can now enjoy the sabre cat and chaurus quests in their full glory. If you uninstalled the previous version by hand searching for scripts with the NA_ prefix, you'll need to check your scripts directories to make sure the pex and psc files for "SabreCatStage20TriggerBoxScript" and "ChaurusStage20TriggerBoxScript" aren't still there. Basically I forgot to give those two scripts the NA_ prefix. This is now corrected in this download. If you installed/uninstalled with a mod manager this will not be an issue for you. Last but not least, I had something resembling an "idea" for the troll quest and that should be done in a day or two. In the meantime I'd love to hear some ideas for a Jarl party. Please? AnimalMansion_13072015_A.zip
Twycross448 Posted July 13, 2015 Posted July 13, 2015 You do realize a quest involving a troll invariably also has to have something to do with a bridge, yes?
mybrainhurts Posted July 13, 2015 Posted July 13, 2015 You do realize a quest involving a troll invariably also has to have something to do with a bridge, yes? Exactly! That's as far as my train of thought took me before it derailed and I hit on another idea that isn't very troll-like at all. But did you have thoughts about a quest involving a bridge?
Twycross448 Posted July 13, 2015 Posted July 13, 2015 You do realize a quest involving a troll invariably also has to have something to do with a bridge, yes? Exactly! That's as far as my train of thought took me before it derailed and I hit on another idea that isn't very troll-like at all. But did you have thoughts about a quest involving a bridge? Not at the moment. But let me ask this: what is more troll than the troll trolling the troll? So something not involving a bridge may actually be better than feeding the troll.
BogBrush82 Posted July 14, 2015 Posted July 14, 2015 You do realize a quest involving a troll invariably also has to have something to do with a bridge, yes? Exactly! That's as far as my train of thought took me before it derailed and I hit on another idea that isn't very troll-like at all. But did you have thoughts about a quest involving a bridge? Something tells me that's going to be a bit of a red herring. *Disclaimer* Anybody who has played Monkey Island will hopefully get the reference. *Disclaimer*
Bad Dog Posted July 14, 2015 Posted July 14, 2015 No particular reason there has to be just one troll quest, ya? Hey, I'd be happy to do dialog for you, I"m good at that. I'll think about a jarl party script. A number of those guys/gals are decadent enough for such a party. But they'd probably want you to set it up, find, um, paid help, and so forth. Also Elenwen. I bet her private life is nasty.
mybrainhurts Posted July 14, 2015 Posted July 14, 2015 I'll gladly take any ideas/scripts tossed my way. I can't guarantee I'll use them but if I do contributors will be duly acknowledged.
Teruke Posted July 14, 2015 Posted July 14, 2015 i have a question regarding the creatures 101 college quest. I think there's some dialogue in there that's not being used, the cause may be it was rigged to trigger for a stage that the quest never reaches since it is marked as complete at a previous stage. If it can be restored or remade to work as intended that would be nice.
mybrainhurts Posted July 14, 2015 Posted July 14, 2015 i have a question regarding the creatures 101 college quest. I think there's some dialogue in there that's not being used, the cause may be it was rigged to trigger for a stage that the quest never reaches since it is marked as complete at a previous stage. If it can be restored or remade to work as intended that would be nice. I haven't gotten to the college quest yet but in general getting unused dialogue into play is the plan.
0neus3only Posted July 15, 2015 Posted July 15, 2015 Pleasing Paarthurnax still won't start for me. The quest is broken; it's not just that the quest doesn't start when Thaena gives it to me, I tried using the console to start it manually and it doesn't change the stage. Someone needs to fix that one, I thinks. There seems to be a problem with the quest "Jala's Training", which is causing some of the other quests to break, including the party quests and maybe also Paarthurnax. I managed to fix it (at least for me) by resetting Jala's quest to stage 0, advancing it to stage 120 right away and then talk to Thaena to finish the quest normally. Now my party quests work again, I don't know if it works for the Paarthurnax quest, as i haven't played the main story far enough. Maybe it can also be fixed this way. Same here, doesn't work for me either How do i go about using console? What's the quest ID for it? I looked it up through the Creation Kit. It's a pain to do, but it got me to where I am now--nowhere.
Reesewow Posted July 15, 2015 Posted July 15, 2015 Pleasing Paarthurnax still won't start for me. The quest is broken; it's not just that the quest doesn't start when Thaena gives it to me, I tried using the console to start it manually and it doesn't change the stage. Someone needs to fix that one, I thinks. There seems to be a problem with the quest "Jala's Training", which is causing some of the other quests to break, including the party quests and maybe also Paarthurnax. I managed to fix it (at least for me) by resetting Jala's quest to stage 0, advancing it to stage 120 right away and then talk to Thaena to finish the quest normally. Now my party quests work again, I don't know if it works for the Paarthurnax quest, as i haven't played the main story far enough. Maybe it can also be fixed this way. Same here, doesn't work for me either How do i go about using console? What's the quest ID for it? I looked it up through the Creation Kit. It's a pain to do, but it got me to where I am now--nowhere. All of the data for AM has the prefix NA_. Typing Help NA_ in console will probably give you all the quest IDs right at the bottom.
mybrainhurts Posted July 17, 2015 Posted July 17, 2015 For now, don't train Jala or have her do private shows. There is something wrong with it and it breaks quests for me as well. As for the rest of the mod: I made a couple mistakes with what I've done so far. It's playable and stable and it won't break your game, but it's internally "ugly" so to speak. Now that I have a better understanding of this mod I'm re-doing the quests I've done so far. There have been no real bug reports about the second release so hopefully that means it works for people. If that's the case in about a week this mod will be up in its own thread.
sfeile Posted July 17, 2015 Posted July 17, 2015 @mybrainhurts I am happy to see you picked this up. I was going to give it a run through and give you a report, but I am currently having a random ctd issue I am trying to figure out. Thanks for taking the time and effort to keep it going!
johnny2by4 Posted July 29, 2015 Posted July 29, 2015 building a merge patch and i'm meticulously going over a bunch of conflicts and i've consistently noticed an odd one from this mod that i have no understanding of. its OBND - object bounds, its set for 0 for many npc and i just have no idea what it does. i guess i'm mostly just curious since i carry over the change to my merge patch.
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