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Posted

 

depressing that i'd need to start over again for the new version, but good to see anyway.

 

While I'm actively playing around with properties, factions, aliases, etc., on old quests a new save will always be safest for testing. I've never done this but you could try uninstalling the old version and installing the new version directly and carrying on with your current save game. If it works let me know! If it doesn't work tell me what problem you encountered and it may be possible to fix it for future versions.

 

But note that the MCM lets you skip ahead to any point in the main quest so you don't have to go through all of that again. The only additional playable content in this version is the troll quest (step 7) and the skeever quest (step 9). Honestly, both quests are short so maybe you won't want to start over just for 2 quick quests.

 

 

i think i'll give it a try then, well once i get around to actually starting the animal mansion questline. 

 

Posted

Here is the next version of Animal Mansion and only a couple weeks late! All creatures (dog, horse, wolf, bear, sabre cat, spider, troll, and chaurus) now have quests so this version completes the original Animal Mansion.

 

I also made a skeever quest, but the skeever itself still needs to be integrated into the show and party systems. If you want skeever animations then you'll need More Nasty Critters 8.33. Sorry.

 

There are many changes in this version all with an eye towards future development. Some small, some big. Most noticeable: 1) Jala no longer does private shows nor will you see any dialogue about her doing so. 2) I'm slowly turning Thaena into a facsimile of a real human being which means, amongst other things, she isn't standing behind the counter 24/7. :lol:

 

I'd appreciate bug reports and general feedback.

 

Enjoy.

 

 

EDIT: Make sure you try this on a save that has never had any version of Animal Mansion on it.

 

attachicon.gifAnimalMansionNS_08082015_B.zip

 

Thank you!

 

What are your future plans for the mod?

 

Posted

 

Here is the next version of Animal Mansion and only a couple weeks late! All creatures (dog, horse, wolf, bear, sabre cat, spider, troll, and chaurus) now have quests so this version completes the original Animal Mansion.

 

I also made a skeever quest, but the skeever itself still needs to be integrated into the show and party systems. If you want skeever animations then you'll need More Nasty Critters 8.33. Sorry.

 

There are many changes in this version all with an eye towards future development. Some small, some big. Most noticeable: 1) Jala no longer does private shows nor will you see any dialogue about her doing so. 2) I'm slowly turning Thaena into a facsimile of a real human being which means, amongst other things, she isn't standing behind the counter 24/7. :lol:

 

I'd appreciate bug reports and general feedback.

 

Enjoy.

 

EDIT: Make sure you try this on a save that has never had any version of Animal Mansion on it.

 

attachicon.gifAnimalMansionNS_08082015_B.zip

 

Thank you!

 

What are your future plans for the mod?

 

 

 

I honestly don't know at this point. I mean, I have plans of course for future development but they're irrelevant at the moment because MNC 8.33 doesn't work for a fair number of people, including me. So I'm not happy about having to require it (or even recommending it) knowing full well that it's going to cause a lot of headaches. It's so aggravating that it's putting me off creature mods altogether. I tried to ask about getting rid of the Creature Framework requirement in the MNC thread but that inquiry was ignored (unsurprisingly) so ... now what?

 

Nevertheless, I've spent the morning getting this version all nice and tidy for upload to its own thread mostly because I'm not getting the kind of feedback or testing I want from this thread - which is so old hardly anyone is paying attention to it anymore. (And I very much appreciate the handful of brave souls who have tested and given feedback on it.)

 

So yeah, I'm agonizing over what to do next. But in general future planes include: 1. Dumping Jala and making Thaena more interactive. 2. Sordid the necromancer and Jesper the bard will have greatly exanded roles. 3. Incorporate in various ways all remaining creatures not used so far and that have animations. 4. Relocate the mansion. 5. Dawnguard version!

Posted

Here is the next version of Animal Mansion and only a couple weeks late! All creatures (dog, horse, wolf, bear, sabre cat, spider, troll, and chaurus) now have quests so this version completes the original Animal Mansion.

 

I also made a skeever quest, but the skeever itself still needs to be integrated into the show and party systems. If you want skeever animations then you'll need More Nasty Critters 8.33. Sorry.

 

There are many changes in this version all with an eye towards future development. Some small, some big. Most noticeable: 1) Jala no longer does private shows nor will you see any dialogue about her doing so. 2) I'm slowly turning Thaena into a facsimile of a real human being which means, amongst other things, she isn't standing behind the counter 24/7. :lol:

 

I'd appreciate bug reports and general feedback.

 

Enjoy.

 

 

EDIT: Make sure you try this on a save that has never had any version of Animal Mansion on it.

 

attachicon.gifAnimalMansionNS_08082015_B.zip

thank you!!

Posted

 

 

Here is the next version of Animal Mansion and only a couple weeks late! All creatures (dog, horse, wolf, bear, sabre cat, spider, troll, and chaurus) now have quests so this version completes the original Animal Mansion.

 

I also made a skeever quest, but the skeever itself still needs to be integrated into the show and party systems. If you want skeever animations then you'll need More Nasty Critters 8.33. Sorry.

 

There are many changes in this version all with an eye towards future development. Some small, some big. Most noticeable: 1) Jala no longer does private shows nor will you see any dialogue about her doing so. 2) I'm slowly turning Thaena into a facsimile of a real human being which means, amongst other things, she isn't standing behind the counter 24/7. :lol:

 

I'd appreciate bug reports and general feedback.

 

Enjoy.

 

EDIT: Make sure you try this on a save that has never had any version of Animal Mansion on it.

 

attachicon.gifAnimalMansionNS_08082015_B.zip

 

Thank you!

 

What are your future plans for the mod?

 

 

 

I honestly don't know at this point. I mean, I have plans of course for future development but they're irrelevant at the moment because MNC 8.33 doesn't work for a fair number of people, including me. So I'm not happy about having to require it (or even recommending it) knowing full well that it's going to cause a lot of headaches. It's so aggravating that it's putting me off creature mods altogether. I tried to ask about getting rid of the Creature Framework requirement in the MNC thread but that inquiry was ignored (unsurprisingly) so ... now what?

 

Nevertheless, I've spent the morning getting this version all nice and tidy for upload to its own thread mostly because I'm not getting the kind of feedback or testing I want from this thread - which is so old hardly anyone is paying attention to it anymore. (And I very much appreciate the handful of brave souls who have tested and given feedback on it.)

 

So yeah, I'm agonizing over what to do next. But in general future planes include: 1. Dumping Jala and making Thaena more interactive. 2. Sordid the necromancer and Jesper the bard will have greatly exanded roles. 3. Incorporate in various ways all remaining creatures not used so far and that have animations. 4. Relocate the mansion. 5. Dawnguard version!

 

Could keep Jala for a later quest.  Possibly use her as an excuse to " move the mansion. "  I personally didn't like the whole " lets hire Jala to help take care fo the place, oh wait lets get her to join in on pleasing the customers also! "  I liked the idea of her being the help, yet not helping out in the other sense due to her dialogue saying she really needed a job to make some money. 

 

Thaena being more involved then just tossing out the quests, and joining in on a few parties would be great.  Maybe have her give a few quests where she travels with you with her dog to advertise the mansion in other holdes besides Falkreath?

 

Jesper always seemed very eager about the things that happen at the mansion, expanding upon that sounds nice.

 

Relocation:  The Pale always has unused areas.  See very few mods use that world space.

 

Dawnguard version?!  You have my compete attention ( well mostly, also helping test some NV mods atm so split between your AM and those mods).  Dawnguard has to keep their Armored Trolls content being caged up some how right?

Posted

 

 

Here is the next version of Animal Mansion and only a couple weeks late! All creatures (dog, horse, wolf, bear, sabre cat, spider, troll, and chaurus) now have quests so this version completes the original Animal Mansion.

 

I also made a skeever quest, but the skeever itself still needs to be integrated into the show and party systems. If you want skeever animations then you'll need More Nasty Critters 8.33. Sorry.

 

There are many changes in this version all with an eye towards future development. Some small, some big. Most noticeable: 1) Jala no longer does private shows nor will you see any dialogue about her doing so. 2) I'm slowly turning Thaena into a facsimile of a real human being which means, amongst other things, she isn't standing behind the counter 24/7. :lol:

 

I'd appreciate bug reports and general feedback.

 

Enjoy.

 

EDIT: Make sure you try this on a save that has never had any version of Animal Mansion on it.

 

attachicon.gifAnimalMansionNS_08082015_B.zip

 

Thank you!

 

What are your future plans for the mod?

 

 

 

I honestly don't know at this point. I mean, I have plans of course for future development but they're irrelevant at the moment because MNC 8.33 doesn't work for a fair number of people, including me. So I'm not happy about having to require it (or even recommending it) knowing full well that it's going to cause a lot of headaches. It's so aggravating that it's putting me off creature mods altogether. I tried to ask about getting rid of the Creature Framework requirement in the MNC thread but that inquiry was ignored (unsurprisingly) so ... now what?

 

Nevertheless, I've spent the morning getting this version all nice and tidy for upload to its own thread mostly because I'm not getting the kind of feedback or testing I want from this thread - which is so old hardly anyone is paying attention to it anymore. (And I very much appreciate the handful of brave souls who have tested and given feedback on it.)

 

So yeah, I'm agonizing over what to do next. But in general future planes include: 1. Dumping Jala and making Thaena more interactive. 2. Sordid the necromancer and Jesper the bard will have greatly exanded roles. 3. Incorporate in various ways all remaining creatures not used so far and that have animations. 4. Relocate the mansion. 5. Dawnguard version!

 

 

On the assumption that whatever problems exist with the newest version(s) of MNC will eventually be fixed, and on the additional assumption that an in-place or clean save upgrade will work once said issues have been resolved, you could just start your plans now.

 

I mean, for example, let's say that you're wanting to add a quest to get an Arch Demon (requires Hentai I believe)... the Arch Demon has been around in MNC for a while, and the v7.11 is still available for download. You could just base the mod off of v7.11.

That is, if your future plans include stuff that was in 7.11 or earlier but not in the later version(s).

 

Re feedback and testing - I really wish I could help. I don't have much time to play Skyrim any more, maybe 1-3 hours a night at best, and some of that is spent developing my own stuff. :( Too bad, I'm really looking forward to playing Animal Mansion through, but it looks like I might not have a great deal of free time until December. :( :( :(

 

Re relocating the mansion: To where? I like it in Falkreath because it's handy for other things (bestial essence, Captured Dreams, etc) but at the same time, there's already a lot of stuff there in Falkreath, namely Bestial Essence and Captured Dreams. :) Have you a spot picked out?

 

Re Dawnguard version: Interesting idea. Death Hounds, Gargoyles, and (possibly) Vampire Lords, oh my! They're more of an evil sort, which led me to wonder if you're planning on splitting it in two - like, say that the Animal Mansion does dogs, wolves, bears, foxes, etc. and a new, darker side has sprung up somewhere else, taking on those animals rejected, like werewolves, skeevers, death hounds, chaurus...

 

Anyway, whatever you do, I'll be sure to check it out when I get some time!

Posted

 

 

What are your future plans for the mod?

 

I honestly don't know at this point. I mean, I have plans of course for future development but they're irrelevant at the moment because MNC 8.33 doesn't work for a fair number of people, including me. So I'm not happy about having to require it (or even recommending it) knowing full well that it's going to cause a lot of headaches. It's so aggravating that it's putting me off creature mods altogether. I tried to ask about getting rid of the Creature Framework requirement in the MNC thread but that inquiry was ignored (unsurprisingly) so ... now what?

 

Nevertheless, I've spent the morning getting this version all nice and tidy for upload to its own thread mostly because I'm not getting the kind of feedback or testing I want from this thread - which is so old hardly anyone is paying attention to it anymore. (And I very much appreciate the handful of brave souls who have tested and given feedback on it.)

 

So yeah, I'm agonizing over what to do next. But in general future planes include: 1. Dumping Jala and making Thaena more interactive. 2. Sordid the necromancer and Jesper the bard will have greatly exanded roles. 3. Incorporate in various ways all remaining creatures not used so far and that have animations. 4. Relocate the mansion. 5. Dawnguard version!

 

Heres something i proposed to Sky_mds long time ago if you're interested

 

 

Another idea - there could be a Jarl party with na_mainqueststate at least 6 required.

Male Jarl would expect that all 3 of PC, Thaena and Jala would preform for him and then serve him and few members of his court.

There might be a thing that Jarl would want you to tutor a female member of his court so she would be able to perform private shows for the Jarl (Anuriel, Nenya maybe Faleen)

 

Also for female Jarl there could be an ending if Jarl wishes to give it a try - damn i always had a weak spot for Elisif   :P

 

Maybe even a party for ambassador Elenwenn?

 

...

After convincing a female Jarl to give it a try there could be a followup. Turns out the Jarl enjoyed this more than you expected.

Thaena gets the news that a party is about to take place in Solitude for example - and both you and her (or maybe even Jala as well) are invited.

On place you talk to the Jarl (in private) before party starts - turns out she is thrilled by the idea of having sex with a creature in front of other ppl but she cant do it. Shes a Jarl after all - that would be quite a blow to her authority.

So she invites you and wants both of you to wear masks and preform with animals for the court members.

Idea is - she would be wearing a mask and preforming as well.

 

for the mask - i'm not exactly an expert when it comes to armor mods (i barely use any)

but with few minutes of googling found this for example:

Hood of Stranger (nexus)

as mentioned in the description its free to use for whatever you would want.

basically Dark Brotherhood mask should do just fine as well. 

Sexlab would have to be forbidden to unequip this hood -  this can be done with keywords (SexlabNoStrip keyword)

 

A followup of this could even be that a Jarl outfitted in this mask would sometimes appear at the mansion and ask if she can serve the customers   ;)

 

 

Generally - making various ppl involved in all this always sounded like a great idea to me.

Posted

Everything is going along smoothly, until the spider basement. No dialog. I can see an empty slot for it, but it's empty. Please help. I am running eager NPC's. Would that interfere?

 

You're in the basement, trying to talk to Daighre, but she has no dialogue? But you could speak to her at the start of the quest, before you go with her to the basement?

 

Go to the console and type:

 

sqv na_mq_spider

 

Make a note of the quest stage and also check to see if any aliases are labeled "none." If any are, make a note of them as well. It's strange that you could talk to her at the start of the quest but not after you're in the basement.

 

I don't know about Eager NPCs because I haven't tried it yet. But I imagine that if there was a conflict it would have hit the very first time you tried to talk to her.

Posted

I got a freeze once while in Karthwasten, but I don´t know if it is just skyrim beeing skyrim or actually because of the mod. 

Posted

Hello MyBrain!  :D

 

I am about to install this MOD and will be sure to report any weirdness or thoughts on it as i go for you  :shy:

 

As far as future plans, i love the dog side of skyrim so i not sure if its used much but i love the idea of a breeding kennels. maybe something that gets built and attached to the mansion or.. a kennels for dog breeding at a town like Dragonsbridge or Roriskead? i know the PC goes to help a travelling dog salesman show customers that the dogs mate well by being a stand in bitch, but how about a more established location with cages and dog bowls and nice detail to make it look like a dogs kennel. maybe a paddock ( field) where the dogs exercise their legs and 'stuff' :)

 

Maybe as a bitch there the player can be hired from that spot by NPC?s ( travellers, villagers, Jarls etc)

 

Maybe the bitch is used to lure shy strays to the kennel owners in the wild or to lure a wolf for cross breeding? Thaena could even visit and feed the PC or come spectate or watch over her? This could also maybe be a path for male PC players. Maybe a male PC can bring a slave girl or bring his dog to be bred with a NPC human bitch? just a few ideas that could also have small quests and a story line and maybe someone could make a puppy-girl outfit? ( fluffy paw mitts, tail-buttplug, muzzle and floppy fluffy ears that get attached and obviously a collar?)

Posted

Well this mod isn't the cause of the crashes. Still don't know what exactly causing it. Maybe a Dragonborn script is trying to fire off so will just continue the main storyline some and see if it fixes itself over time.

Posted

Best bet is to at least get to Cloud Ruler Temple in main story line.  If you do parties certain npc's dialogue gets stuck sometimes if you have not done the main story to a certain point.  Not sure if Brain changed that or not yet.

Posted

Best bet is to at least get to Cloud Ruler Temple in main story line.  If you do parties certain npc's dialogue gets stuck sometimes if you have not done the main story to a certain point.  Not sure if Brain changed that or not yet.

 

Sky Haven Temple.

 

Though I'm glad to notice I'm not the only person who does this. ;)

Posted

It's been 100 downloads and a couple of days and with only one bug report (but no follow-up). I'll take that as good news. :D

 

sophiextime - I would like nothing more than to bring something like (well, exactly like) LoversBitch Gone Wild into Skyrim/Animal Mansion. The only sticking point for me is that there is no variety in the appearance of Skyrim's dogs. I'd have to look at a Nexus dog mod and see about getting permission to use it as a dependency. Otherwise I don't have a clue about textures or meshes or whatever is needed to make different looking breeds. Let alone a puppy suit.  (?! :lol:)

 

Nickolos1818 -  I've been doing testing with a level 1 character straight out of LAL with no vanilla quests completed. Who are the NPCs affected prior to Sky Haven?

Posted

Esbern always had a chance to bug out during the party if you had not already found him in Riften.  His dialogue would be stuck at the forced door greet from that quest.  Have not had him in one of my parties with your new version so can't test to see if its fixed or not. 

 

To get the Paarthunax quuest you have to have got to the point to meet him in the main story.

 

There was a Dark Brotherhood npc that would show up for parties a few times, the old guy caster ( can't remember his name ) used to have a bug that he would attack you when party quest said to talk to the guests.  He would do it if you had killed someone and the base game sent DB assassins after you.

 

Those only ones I can remember off the top of my head.

Posted

Esbern always had a chance to bug out during the party if you had not already found him in Riften.  His dialogue would be stuck at the forced door greet from that quest.  Have not had him in one of my parties with your new version so can't test to see if its fixed or not. 

 

To get the Paarthunax quuest you have to have got to the point to meet him in the main story.

 

There was a Dark Brotherhood npc that would show up for parties a few times, the old guy caster ( can't remember his name ) used to have a bug that he would attack you when party quest said to talk to the guests.  He would do it if you had killed someone and the base game sent DB assassins after you.

 

Those only ones I can remember off the top of my head.

 

Thanks for the info. I've also run into a few other NPCs with similar behaviors. Hopefully there's a systematic way of identifying problematic NPCs like that so they can be excluded ... but I don't think there is.

Posted

If I may suggest a possible solution, instead of picking NPCs from the base game, you could just make duplicate NPCs? That is, if you want the possibility of (for whatever reason) Esbern at a party, you just duplicate him, remove the duplicate's AI packages and scripts, and then use the dup instead. It'd require making a big stable of duplicate-blank NPCs, but it would probably solve these problems...

Posted

Finally was able to play through the new version on a new character.

 

Can confirm the Eager NPCs conflict regarding no dialogue being available in the spider quest in the basement.

 

It happens on the dialogue that's supposed to trigger after the first spider sex scene, where you need to speak to the NPC again to get her to have sex with the spiders. Possible dialogue priority conflict? [Random guess as I have zero clue about modding.]

 

[NB - Exact steps: Speak to Dhagaine (wild guess on that name), follow her to basement, speak to her again [she tells her long story about her history] and she asks you to show her spider sex. You have sex with the spider then are supposed to speak with her again. The only option on her menu is the default EagerNPC flirt, not her next Animal Mansion line required to get her to have sex with the spiders.]

 

Removing EagerNPCs and replaying allowed the quest to work as designed. 

 

This mod has always had issues with any mod that alters all dialogues.

 

I did skip quest 8 because no new content and it's one I dislike.

 

Everything else worked great.

 

If I could make suggestions for new content: allowing a MCM toggle to exclude either males or females from 'entertaining customers.' Making the dialogues gender neutral. [There's zero reason this mod can't be made to work for males with a minimal amount of re-writing.]

 

Thanks for continuing to update this.

Posted

First thanks for the work the doing.

The mod works for me really well so far, the only problem I had so far is that the quest did not start with Ralof in Riverwood. This quest now I could still do with any version of the mod to.

Excuse the bad English

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