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Posted

 

 

 

Well that's not good! On the front page I stated that players could use SL 1.6 in lieu of NSAP provided that it does not change any of the animation names in NSAP. It was my understanding that 1.6 indeed would not rename any animations. (I haven't had a chance to look at 1.6 yet and I am certainly not ready to make it required.)

 

 

That is, sadly, not correct.

NSAP 2.7 and 2.8 have duplicated animations if used with SL 1.6

 

The problem is minor, pretty much all mods will still work.

@rydin is preparing version 3.0 that should solve this problem, and be compatible with both 1.59c and 1.6

 

 

Okay. Thanks for the clues. I wonder why animations were renamed though? That doesn't make any sense to me, although I'm sure Ashal has his reasons.

 

New update and players still have issues?

 

Do you mean issues with AMP? If so, here's my current list of issues and status:

 

1. Problem with female clients not following you - fixed.

 

2. Problem with Jesper scene at end of troll quest - people have the needed NSAP animations disabled.

 

3. Problem talking to Sordid - still a mystery. Fortunately it's not a mod breaker like the female client issue was.

Posted

Mine was with previous version have not tested the new update yet. Like companion quest until farkas showed up later in the mod then the glitch was fixed and the party quests for men and woman night. But i started new char Cassandra and new game so i will see if i have the same issues or any new ones and keep you posted.

Posted

 

 

...

 

 

Okay. Thanks for the clues. I wonder why animations were renamed though? That doesn't make any sense to me, although I'm sure Ashal has his reasons.

 

 

I cannot really answer to this...

For sure the IDs of the animations are 100% the same. And so the HKX files.

The names may be updated.

Posted

It my be that who ever created the mod first did not totally completed the testing phase as far as my little understanding goes with mods correct me if i'm wrong. But in my point of view scripts is code not the same as for instance c++ but it is some kind of code that modders use when they create mods with quests and animations.

Posted

 

Would you mind testing it w/out the custom animation? If it's a hassle don't worry about it - I'm just curious.

 

 

Yes, it's work without sit animation.

I have removed only the male sit anim and it's fine.

 

The 3 skeever work good with nsap installed.

 

;)

 

Ho, a other little thing,

In Jorrvaskr, when it's the werewolf time, the dialog menu appear 2 times, if I did not close it quickly, my character gets stuck after the scene.

The old animal mansion already has this same bug.

Posted

 

 

Would you mind testing it w/out the custom animation? If it's a hassle don't worry about it - I'm just curious.

 

 

Yes, it's work without sit animation.

I have removed only the male sit anim and it's fine.

 

The 3 skeever work good with nsap installed.

 

;)

 

 

That's interesting. Thanks for testing that.

 

 

So ... everybody having problems with Sordid: are you using a custom sit animation by any chance? :D

Posted

i have an idea for a new quest.  maybe some sort of quest to help the grey beards/Parthenax (cant spell)  and get a baby dragon for the mansion.  the dragon would be about the size of a horse or maybe a little smaller.

Posted

@MBH

 

First, to answer your question about the Sordid problem, no, I do not have a custom sit animation. *shakes head* And the problem is not only limited to Sordid. When I throw a party in the mansion and the NPCs are sitting in the chairs watching, some of them (seemingly at random) have the same "you can see me but not interact with me" problem. Funny enough, I do not have the problem anywhere else in the game, just inside the Mansion.

 

Second, a small cosmetic request from me. Would it be possible to restrict the mansion guests to the ground floor, ideally the main hall? I really don't like it seeing them in the service area (kitchen) or even upstairs in the private rooms of Thaena and myself, sitting around, eating, sleeping in our beds... It is bad enough that Jesper and Thaena wander all over the mansion instead of tending to the guests in the main hall, but guests going everyhere is a bit too much, for my tastes at least.

 

Third, a question. Is it already known why Thaena says she placed a shrine to Arkay in your room, but she actually doesn't? (Yes,  got that problem too. ^_^")

Posted

I'm starting to think there are some mod conflicts at work here.

 

I'm putting together a test version that may address these issues. I'm going to post it here on the thread instead of on the front page because this version will be intended for testing only. It should be ready in an hour. (Yes! That's a realistic time estimate!)

Posted

Here is a test version. Don't bother with this unless you're having trouble talking to Sordid and/or the shrine of Arkay doesn't show up for you.

 

1. Install on a new save. You may be able to get away with using a cleaned save.

2. You should see two shrines of Arkay on the bar.

3. Sordid should no longer be sitting. He's going to get in the way of sex scenes, so you'll need to use moveto as necessary to get him out of the way.

 

NPCs shouldn't be upstairs since there is nothing for them to sandbox:

 

4. Furniture in the kitchen and upstairs is set to be ignored by sandbox.

5. Furniture in your room is set to ignored by sandbox and ownership is set to you.

6. Furniture in Thaena's room is owned by her and it is set to ignored by sandbox. NPCs shouldn't be in her room anyway since her door is always locked.

 

 

EDIT: Deleted attachment.

Posted

 

 

 

Would you mind testing it w/out the custom animation? If it's a hassle don't worry about it - I'm just curious.

 

 

Yes, it's work without sit animation.

I have removed only the male sit anim and it's fine.

 

The 3 skeever work good with nsap installed.

 

;)

 

 

That's interesting. Thanks for testing that.

 

 

So ... everybody having problems with Sordid: are you using a custom sit animation by any chance? :D

 

 

 

my solution is "punch him", he will stand up and talk to you :lol:

Posted

 

 

 

 

Would you mind testing it w/out the custom animation? If it's a hassle don't worry about it - I'm just curious.

 

 

Yes, it's work without sit animation.

I have removed only the male sit anim and it's fine.

 

The 3 skeever work good with nsap installed.

 

;)

 

 

That's interesting. Thanks for testing that.

 

 

So ... everybody having problems with Sordid: are you using a custom sit animation by any chance? :D

 

 

 

my solution is "punch him", and he will stand up and talk to you :lol:

 

 

That's a wonderful idea. I'm going to go punch him for a while regardless. Better yet I'll put an orc warhammer in the room. That should really get his attention.

Posted

I'm starting to think there are some mod conflicts at work here.

 

I'm putting together a test version that may address these issues. I'm going to post it here on the thread instead of on the front page because this version will be intended for testing only. It should be ready in an hour. (Yes! That's a realistic time estimate!)

If there is mod conflict i would sugest players run loot first and get their loading order right that may solve some issues.Also if you are using 1.60 go back to 1.59.

Posted

 

NPCs shouldn't be upstairs since there is nothing for them to sandbox:

 

4. Furniture in the kitchen and upstairs is set to be ignored by sandbox.

5. Furniture in your room is set to ignored by sandbox and ownership is set to you.

6. Furniture in Thaena's room is owned by her and it is set to ignored by sandbox. NPCs shouldn't be in her room anyway since her door is always locked.

 

That is strange. I am using the AM+ release from Sep. 8th, and when I open the .esp in the CK, I can clearly see the interaction spots on the furniture all over the mansion, plus the beds appear to not be owned by anybody judging by their properties.

Also, while the doors are locked, the NPCs don't seem care. They just walk through the doors which automatically open for them as if they had the key. :huh: (This behaviour is not limited to AM+, though. NPCs everywhere ignore locked doors and walk through them if their AI determines they should use some object on the other side of the door.)

 

I tried disabling the mod "Multiple Floors Sandboxing" and starting a new game, but that seemingly was not the culprit as far as I can tell.

 

 

Then I started a new game with your test release, and can confirm that there now are 2 Arkay shrines on the counter, and Sordid does indeed stand around. So that is seemingly working. :D

 

Cheers and a virtual toast to your work so far! Thank you!

Posted

Another test version. Bear with me: since I can't replicate these problems in my game I have no idea what's wrong so I'm going step-by-step.

 

1. The shrines should now be in your room. Don't bother talking to Thaena. Just use the console to unlock the door. One shrine should be on the floor in front of you and the other one floating in mid-air by the wall to your left.

 

2. I used a different method to get Sordid to sit down. For time's sake, use the MCM to set quest progress to something greater than 6. Start the quest na_ps_draugr in the console. Use "coc na_animalmansion_basement" to get to Sordid. If Sordid is sitting, try talking to him. You don't need to go through the dialogue so just tab out after you've talked to him. If he isn't sitting, verify you can talk to him. Then open the console, click on Sordid and enter "resetai". Once he's seated, verify you can talk to him.

 

It is imperative that you (or anyone else who wishes to try this) test this on a save that has never had Animal Mansion on it.

 

TBH, I'm concerned about the integrity of your savegame. For example, that sandboxing mod:

 

The only proper way to test its impact on the NPCs in Animal Mansion is to uninstall it and roll back to a save that has never had that mod in it (or start a new game). Disabling it isn't enough.

 

 

EDIT: Deleted attachment.

Posted

First off, I really like this mod. Lots of fun!

 

The only problem I seem to be having with this version is after going into the basement with Thaena. She does the undress animation and the scene fades to black while she's on the floor, but it doesn't light back up. I can still move around and hover the curser over objects but everything remains dark.

Posted

First off, I really like this mod. Lots of fun!

 

The only problem I seem to be having with this version is after going into the basement with Thaena. She does the undress animation and the scene fades to black while she's on the floor, but it doesn't light back up. I can still move around and hover the curser over objects but everything remains dark.

 

Everything will be dark for a few minutes. There is a conversation that occurs between your "voice" and Thaena while the screen is black so make sure you have subtitles enabled. When it's over the black ISM is removed. You still have control over your character while the screen is black but it's best just to kick back and enjoy the brilliant dialogue.  :lol:

Posted

Make sure you have NSAP and that the animations "Leito Doggy Style Anal 1" and "Leito Blowjob 3" are enabled.

 

i have sexlab 1.6, do i still need NSAP?  all the animations are enabled.

 

edit just noticed NSAP was updated will install it and see if that fixes it

Posted

 

Make sure you have NSAP and that the animations "Leito Doggy Style Anal 1" and "Leito Blowjob 3" are enabled.

 

i have sexlab 1.6, do i still need NSAP?  all the animations are enabled.

 

Sadly, yes. For some reason SexLab went ahead and renamed animations in NSAP. I am officially urging people not to use 1.6 yet because of this renaming of NSAP animations until I get around to updating to 1.6.

 

edit just noticed NSAP was updated will install it and see if that fixes it

 

 

Posted

 

 

Make sure you have NSAP and that the animations "Leito Doggy Style Anal 1" and "Leito Blowjob 3" are enabled.

 

i have sexlab 1.6, do i still need NSAP?  all the animations are enabled.

 

Sadly, yes. For some reason SexLab went ahead and renamed animations in NSAP. I am officially urging people not to use 1.6 yet because of this renaming of NSAP animations until I get around to updating to 1.6.

 

edit just noticed NSAP was updated will install it and see if that fixes it

 

 

 

ah ok i know then it first came out i still had the animations but i noticed there were a few missing after the one hotfix.  installed NSAP 2.81 and it worked perfectly

Posted

Another test version. Bear with me: since I can't replicate these problems in my game I have no idea what's wrong so I'm going step-by-step.

 

Okay, I loaded AMP_Test_2 and started a new game.

 

 

1. The shrines should now be in your room. Don't bother talking to Thaena. Just use the console to unlock the door. One shrine should be on the floor in front of you and the other one floating in mid-air by the wall to your left.

 

Yes, in this test version, both shrines are present, one on the floor near the door and another on the shelf/desk on the left wall. (The room is fully decorated, since I talked to Thaena and chose the "I like you too" route prior to entering it.

 

 

2. I used a different method to get Sordid to sit down. For time's sake, use the MCM to set quest progress to something greater than 6. Start the quest na_ps_draugr in the console. Use "coc na_animalmansion_basement" to get to Sordid. If Sordid is sitting, try talking to him. You don't need to go through the dialogue so just tab out after you've talked to him. If he isn't sitting, verify you can talk to him. Then open the console, click on Sordid and enter "resetai". Once he's seated, verify you can talk to him.

 

Sordid was sitting from the get go, and yes, he was "present" and I could talk to him no problem.

 

 

It is imperative that you (or anyone else who wishes to try this) test this on a save that has never had Animal Mansion on it.

 

I *always* start a new game when testing stuff. Assume that I never use an existing savegame except when I explicitely say so.

 

 

 

TBH, I'm concerned about the integrity of your savegame. For example, that sandboxing mod:

 

The only proper way to test its impact on the NPCs in Animal Mansion is to uninstall it and roll back to a save that has never had that mod in it (or start a new game). Disabling it isn't enough.

 

Well, I did start a new game, though I was under the impression that disabling the mod in Mod Organizer would be enough (since MO creates a virtual directory with all active mods when launching Skyrim, so I figured mods that are inactive aren't actually loaded by MO). But alright, I will completely uninstall it.

Posted

Twycross448 -

 

If I understand correctly, everything is fine with Sordid? That's interesting because it seems that a "sit" AI package can nuke dialogue while an "activate" (throne, in this case) doesn't. I didn't see that one coming.

 

If Sordid is okay then the only thing left to test is enabling shrines. I'm in the middle of installing the current version of SexLab so it will take me a while to make the next (and hopefully the last) test version.

 

Thanks for helping me with this testing.

 

 

P.S. I don't know anything about MO. So maybe just disabling a mod is sufficient.

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