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Posted

chrigel - What Ralof quest are you doing?

 

Wyvern65 - Thanks for the report. Unfortunately, I can't replicate the problem with SLEN. I have Animal Mansion below SLEN in my load order. For me at least, LOOT wants to put AM above SLEN so you might want to try changing the load order and see if the problem persists. As for gender-neutrality, you're right.

 

Content Consumer - That would be a definitive solution.

 

Nickolos1818 - Thanks for checking into that.

Posted

chrigel - What Ralof quest are you doing?

 

 

This is actually with me always the first quest where you will be sent to someone to solve a problem.

 

Usually there is always a Camera title and a quest marker. Here with me, nothing happens.

 

As I said the Quest has never started with me (also previous). I could immediately respond again to a new Quest Thaena well, usually it then the one with the dog dealer.

Posted

What? Do I get this correct, you are actually working on this mod, mybrainhurts (unrelated: always wanted to give a thumbs up for that profile-pic :D )

 

I saw the thread bump up now and then, but was under the false (!?) impression it merely the usual bugfixing-help-stuff of a dead mod's thread?! Haven't tried the new updates by now (currently re-installing Skyrim with Mod Organizer for a change...hope it pays off later)

 

Not wan't to get my hopes high though (I hate to be dissapointed ^^), but if you could keep up the good work of sky_mds and improve upon it, and even add content? Call me interested then. Intrigued even. :dodgy:

 

As far as the Troll is concerned way back I tossed some ideas at sky_mds, so

 

Toll for the Troll or How to train your Troll

 

So how to recruit a Troll? They are savage, vicious and quite dangerous. Well, first you ask the experts on Troll-Hunting at the Companions for further info. But they mostly advise against even trying to tame a troll. And in regards to the companion-party they might tell you to stick to wolves, which is a lot easier? But if you insist they'll tell you about something that recently came up:

 

The people of Dragonbridge have asked the companions for help to hunt a band of trolls, but the Warriors turned the contract down as they think its a joke. The citizens claim that these trolls are actually ambushing caravans or even demanding tribute to let them pass, and their hideout seems to be close to one of the bridges in that area.

 

So you travel to Dragonbridge to get some more clues, but the story only gets more absurd. The people there really insist that the Troll-leader can speak! And that the trolls favorite tribute seems to demand sex from female caravaneers, and recently began to stalk girls even close to Dragonbridge! So its time to get to the bottom of things and pay these trolls a visit. And indeed they are not initially hostile, and you learn a bit more about them.

 

Eventually, after a peaceful negotiation (do I have to explain this?) you can make a deal: The trolls will send some of them to the Mansion which will quench their sex-drive without harassing the female population of Dragon Bridge any longer.

 

I think this would be quite do-able without too much complicated stuff and would be in tone with the overall mod. I could even think of some more additions to this quest, like one of the Dragonbridge-girls accompanying the hero as represantative, or some women being held in the cave (not all against their will ^^). Of course it doesn't need to be Dragonbridge, I only choose that one because of the actual name and becaue there are a couple of bridges in the area, to keep the Troll-cliche. Riften might work as well when I think about it... :dodgy:

 

And though some people might not like the talking troll idea I kinda like it. After all you already initiate dialogue to have sex, so why not have some basic feedback from the slightly humanoid trolls? Could be fun?! :D  And damn, I want to see a whole troll-gangbang!

 

Posted

jxm - Yeah, I'm working on this. I think I'm within a few days of putting this on its own thread. As of now, I've made quests for the troll and sabre cat (the two animals sky_mds hadn't done yet). Also added is a quick skeever quest. I rewrote the bear quest so that the player doesn't have to kill anything, and I rewrote the chaurus quest so the player doesn't have to speak to a Falmer (which never worked for me). There are a lot of other changes I've made as well, but the quests are the major/noticeable additions.

Posted

 

(currently re-installing Skyrim with Mod Organizer for a change...hope it pays off later)

 

Don't you worry. The odds are very good that it will. :D

 

 

@mybrainhurts

 

I asked sky_mds (and jmathers, who has since split his version to the Redux one) the same:

is it possible to make a toggle in the MCM menu for people like me that don't like critters with more than 4 legs (insecto- and arachnophobes) that either disables the spider and chaurus stuff completely or switches them to other animals?

 

 

For example, I suggested swapping the spiders with deathhounds from the Dawnguard expansion, as that would fit the theme of decay the quest has with the spiders, so rewriting would be kept minimal. The chaurus quest, on the other hand woould be changed so Abelone wants to go live with a Forsworn shaman and her pride of valecats instead of Falmer and Chaurus, also keeping the reworking somewhat limited.

 

Posted

What to do with you bug haters has been on my mind for a while now, Twycross448. Short answer: yes, an MCM toggle is certainly possible. There are other possibilities as well but one way or another there will be a way to block them.

Posted

I think you should just be able to turn down the bug quests. No loss of immersion, no need for MCM cruft. There's actually no need for the creature quests to stack at all, so far as I can see.

 

So far as dogs go... I don't think you need permission to make a mod a dependency, just to modify it. But if you feel constrained by a lack of dogs, give me a poke. 

Posted

What to do with you bug haters has been on my mind for a while now, Twycross448. Short answer: yes, an MCM toggle is certainly possible. There are other possibilities as well but one way or another there will be a way to block them.

 

Nice to hear. And thank you, mbh. :)

Posted

Hi MBH,

Thank you for your continuous update and effort. Can we know what your next plan or priority will be in near future?

I second on the dog bitch idea as similar as Oblivion, but with more story driven. I hope that you have any strategy to work on this kind of project.

Posted

Can talk to the people who did LoversBitch and the updated version, see if you can at least aquire their data to see if you can incorporate any of the meshes into your ideas.

 

LoversHorseRider has a few people trying to port that into Skyrim, could talk to them as well to see about maybe using content from that for an expanded Horse story quest as well.  What better way to advertise the Mansion in Skyrim then like the way that mod does in Oblivion? hah

Posted

Hi MBH,

Thank you for your continuous update and effort. Can we know what your next plan or priority will be in near future?

I second on the dog bitch idea as similar as Oblivion, but with more story driven. I hope that you have any strategy to work on this kind of project.

 

"Strategy"? I'm unfamiliar with that word. :P I just kind of wander around bumping into walls until an idea pops in my head.

 

That said ...

 

Can talk to the people who did LoversBitch and the updated version, see if you can at least aquire their data to see if you can incorporate any of the meshes into your ideas.

 

LoversHorseRider has a few people trying to port that into Skyrim, could talk to them as well to see about maybe using content from that for an expanded Horse story quest as well.  What better way to advertise the Mansion in Skyrim then like the way that mod does in Oblivion? hah

 

Using a dog mod from Nexus solves the only problem I had with doing expanded dog content. My next question is: how many people would squawk about having a dog mod dependency? If that number is very low, then I'll do it. If the number is high then I'd have to weigh the feasibility of a dog patch. But I can't keep making new patches. If I do the dog stuff, that's going to come with dependencies for Dawnguard and ZAP for example. One patch to cover every contingency. But I can't imagine many people would be okay with that. So I'm not sure what to do or how to do it patch-wise.

 

That aside, my immediate goals (and progress) before I upload the next version are:

 

1) Finish the basis for an extended Sordid quest. (Almost done - I'll probably be done with it today.)

2) Make bugs optional. (Done, just need to finish testing it. It's a lot more involved than one might imagine.)

3) One final play-through to make sure everything works after extended usage.

 

And that's it. I've accomplished everything I wanted to do with regard to "completing" the original version 0.6e by sky_mds. After this next release I will be forced immediately to decide what to do with patches and dependencies so I can start on new stuff.

 

I'm not sure if I should publish the next version here or on a new thread. According to TES5Edit I deleted a navmesh that can't be undeleted (it's the cell where the sabre cat cave is). Although I don't remember deleting anything, I went ahead and fixed it (I hope) but I'm still worried about it. Before I expose this to the largest audience maybe I'll do the release here just for a quick check to make sure people aren't CTD'ing all over the place.

Posted

I will test it out if you wish.  Also you can do the dog expansion with the dog mod as a dependency, set it out for testing get a response if most of the people that actually bother to test it gives a negative feedback then maybe think of a way to do it without that mod.  If people are worried about their load limits being reached cause your mod needs another dependency then maybe they should clean out some unused mods lol.

 

Last time I did sabre cat there was no problem.

Posted

Well, considering dogs, *if* you were to make Dawnguard (honestly, how many Skyrim players do not have the expansions by now? 10%?) and MoreNastyCritters (dito, everybody interested in beast stuff likely has it) a requirement, you'd have Huskies, Deathhounds and Judas (german shepherds) on top of the standard Skyrim dog. And 4 different breeds is better than 1, no?

 

What dog mod from the Nexus are you talking about, btw.?

Posted

MBH,

 

Haven't you decided yet whether you open new Post or stick on this post with your new mod?

 

As I said earlier, I'm within a few days of completing the next version. At that point I'm going to send it to somebody who will test it out. If that testing goes well I'll start a new thread. My main concern being the navmesh I mentioned previously, although I am happy to report that over the past couple days I've concluded that it's fixed and fixed correctly. Still, I need to have it tested to be certain.

 

Right now I'm testing a complete play-through of the mod, fixing stuff, improving stuff, and doing a lot of other things that users will probably never notice but that make all the difference to a stable mod which is priority #1 for me.

 

It's all just very time-consuming. :lol:

  • 7 months later...
Posted

i tried animal mansion plus yesterday and experienced a lot of crashes. they always occurred during the final stages of quest related animal-loving or shortly after that. 75% of the crashes occurred exactly when the quest was updated after finishing mating (Talk to ... instant crash). i remembered i had similar crashes (during or at the end of quest-related sex scenes) when playing captured dreams shop quests half a year ago. i have no other crashes at all. no sandbox-like mating defeat/aroused/approach etc. crashes - all sexlab scenes work perfectly with those mods and animations always play nicely. there are no crashes at all when finishing non-sex quests (for example like recruiting the bard for animal mansion - which i loved, was pretty funny dialog there). maybe someone knows what could be wrong/incompatible when crashes like this occur.

  • 4 weeks later...
Posted

Hey there Everyone, I wanted to ask has anyone been able to get the animations through? I am at the part when my MC meets her in the back but the animation of the dog and her aren't showing the animation? 

  • 2 weeks later...
Posted

Love this Mod so far. But now I have some trouble with the horses. I am at the quest to get a horse in Solitude and this horse is there, and it says "fuck me", but nothing happens then. The people around react, clap and shout, but the horse and PC just stand around, doing nothing. Any ideas?

  • 8 months later...
Posted

Im having an issue where after I had sex with the dog near the start I keep getting line when I talk to any NPC of Yes! this is great keep fucking that dog or something similar, I've tried resetting sexlab and cleaning and rebuilding along with stopping. Not sure how to stop everyone thinking im during sex with a dog.

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