[WIPZBETARELZ] Skyrim Creature Alive

Post » Sat May 26, 2012 8:02 pm

I would actually do it myself to help, still learning the CK. Also wanted to bring to your attention that bellyache has an updated lion because the lion I saw in your mod looks like he has stripes so you might want to check it out.

I will work on scale and speed over the next few release's..Has the bigger variants needs to be slowed down a little bit in my view...

Thanks will check and see what Bellyache update and reflect in my mod..

Daily mod check in done, now I have to tend to some RL stuff..
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Mr. Allen
 
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Post » Sat May 26, 2012 3:02 pm

I will work on scale and speed over the next few release's..Has the bigger variants needs to be slowed down a little bit in my view... Thanks will check and see what Bellyache update and reflect in my mod.. Daily mod check in done, now I have to tend to some RL stuff..

Ok found out how to spawn them via console command. All you have to do is type help "anything" 4. So if you wanted to pull up an ID for your tigers type "help tiger 4" and you should see their Id's. then just do player.placeatme "ID" 1.

Anyways So I seen what you did as far as size for each off your variants, I think you have 3 of each? Those are actually good numbers you have for lion and tigers being that tigers are bigger. And you are right in some sense as far as being bigger means that you are slower. But I did a little research and not only is the siberian tigers the biggest cat but they can run up to 50mph where as a lion is only 30-35. In any case to not complicate things you should do the bigger the slower unless you want that extra attention to detail.

So while I spawned them to compare sizes I ran to a nearby wolf to see if they would attack the wolf. Well they didnt ignored the wolf and came after me and vice versa. Is this because they all belong to the creature faction?
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Stu Clarke
 
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Post » Sun May 27, 2012 2:55 am

Busy with RL stuff at the moment had to take break from that..

4Skyrim you posted this over on nexus forum in bellyache thread, I thought I would repost it over here has well..

http://forums.nexusmods.com/index.php?/topic/496651-bellyaches-animal-pack/page__st__490#entry4567856


Why does the Lion still have stripes? Could you change it to an even tone?

read below

If you are using the default normal map and not the one I added recently (1.5.5), it may appear striped when it is not.

I asked because the lion appeared to have stripes on cores creature alive mod. Maybe he didnt update the textures with the new one that you speak of.

I will talk to Corepc about the tiger texture.

The problem is on my side not yours..
I did not include seperated normal's map for each variant, Lion, Tiger, Leopard they are currently sharing the SabreCat normal map. So that would be the cause of Creature ALive Big Cat having the apperance of stripes when they should not..
Will get that fixed for next release . I need to rename the normal map and then edit each mesh variation to use that normal map. I will also have to do it for the Skeevers has well..
By the way I did use 1.5.5 to build
keep up the good work. Your Spiders and Chaurus will be in next SCA for sure. I do not want to work into too many creatures without getting ai worked out.
I will also repost this converstation on beth forums has well.


Corepc

===============
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Taylor Tifany
 
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Post » Sat May 26, 2012 2:15 pm

Just wanted to show you this core, is this true?

http://www.gamesas.com/topic/1346368-creating-new-animations/
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Rachael Williams
 
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Post » Sun May 27, 2012 12:30 am

Hello!

I've been playing with SCA in my modlist for a while now, and it's been a blast! Thank you for all the time you've put in to making Skyrim more enjoyable for everyone.

I read about how you are working with the author of "http://www.gamesas.com/topic/1348768-rel-real-wildlife-skyrim-10/" to make it possible for both mods to work together without clashing, and was wondering if there were any plans to do the same with Dogtown1's "http://skyrim.nexusmods.com/downloads/file.php?id=9694."
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Anna Beattie
 
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Post » Sat May 26, 2012 1:36 pm

Hello!

I've been playing with SCA in my modlist for a while now, and it's been a blast! Thank you for all the time you've put in to making Skyrim more enjoyable for everyone.

I read about how you are working with the author of "http://www.gamesas.com/topic/1348768-rel-real-wildlife-skyrim-10/" to make it possible for both mods to work together without clashing, and was wondering if there were any plans to do the same with Dogtown1's "http://skyrim.nexusmods.com/downloads/file.php?id=9694."

Thanks,

Correct I should have a RWS patch for SCA sometime in the future. RWS is done really well but has a bug we are trying to figure out.

I will look at it Skyrim Monster Mod but can't promise anything.

With all these New Creatures Mod out since CK is released..

I may have to make a Compatible SCA when it comes to leveled creatures list..
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Taylah Haines
 
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Post » Sun May 27, 2012 4:19 am

Working through Creatures Races I noticed these things

Bears without slight frost resistance (oblivion)
Brown Bear no chance of any diseases while black and snow does
Horkers without water breathing how they forget that
Mudcrab no diseases
Spiders without resist poison how they forget that
Skeever without chance for diseases ..really starting see a pattern here..creatures did not get much attention..
Snow Skeever without frost resistance and diseases
Sabrecat no chance of diseases
SnowSabrecat no chance of diseases
Wolf no slight frost resistance or chance of diseases

All Fixed in Next Release..
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Quick Draw III
 
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Post » Sat May 26, 2012 3:36 pm

Yeah thats pretty lame man, but its good that you checked that stuff out and changed them. So what are you planning on next release aside from this?
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Jon O
 
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Post » Sat May 26, 2012 2:28 pm

I made a couple of http://tesalliance.org/forums/uploads/1329358110/gallery_114_64_1057553.jpg as I found them a bit boring ingame. Let me know if you're interrested! :biggrin:
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Lovingly
 
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Post » Sun May 27, 2012 12:49 am

I made a couple of http://tesalliance.org/forums/uploads/1329358110/gallery_114_64_1057553.jpg as I found them a bit boring ingame. Let me know if you're interrested! :biggrin:

at some point yes, I need to finish Bellyache first..

Then I can move onto Monster and Creature Npc Types Varation's

I like the bearded One's

Clan Falmer is my first thought done MMM style opposing faction's

Also going to playing around and see if I can get a Giant Shaman to work..

had to hack some of these race changes in for next version, has they are not sticking with ck..
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Darren Chandler
 
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Post » Sat May 26, 2012 10:30 pm

Good, I'll make a package for you soon. I'll split them into the 3 main colors and will number the variants with a reference picture to make things easier for you. Hope it's ready sometime next week!
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chinadoll
 
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Post » Sat May 26, 2012 5:30 pm

Working through Creatures Races I noticed these things

Spoiler

Bears without slight frost resistance (oblivion)
Brown Bear no chance of any diseases while black and snow does
Horkers without water breathing how they forget that
Mudcrab no diseases
Spiders without resist poison how they forget that
Skeever without chance for diseases ..really starting see a pattern here..creatures did not get much attention..
Snow Skeever without frost resistance and diseases
Sabrecat no chance of diseases
SnowSabrecat no chance of diseases
Wolf no slight frost resistance or chance of diseases

All Fixed in Next Release..
Nice finds! Looking forward to that. :smile:
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John N
 
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Post » Sat May 26, 2012 6:43 pm

Will there be any conflict with the Skyrim Monster Mod? http://skyrim.nexusmods.com/downloads/file.php?id=9694 As this also modifies level lists.
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Carys
 
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Post » Sat May 26, 2012 9:23 pm

CorePC I just download and install your Creatures Alive Passive Animals and I getting http://i140.photobucket.com/albums/r11/Gerza71/WryeSmash.jpg over your mod in Wrye Bash. Should I worry? What should I do?

I posted this in Wrye Bash post as well.
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BethanyRhain
 
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Post » Sun May 27, 2012 3:06 am

Run BOSS or change the dates of the plugins so that they are not the same.
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John Moore
 
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Post » Sat May 26, 2012 6:40 pm

Spider - Was Friend with Chaurus now Enemies, Friend with Spriggan, Enemies - Bears, Sabrecat, Trolls, Wolves, Neutral with Skeevers

I was curious about the relationship between Spider and Skeever, In the vanilla game, spider dwellings are haunted with tons of Skeever and human corpses, shouldn't they be enemies?
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Siidney
 
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Post » Sat May 26, 2012 4:40 pm

Run BOSS or change the dates of the plugins so that they are not the same.
I changed date with one of them but cannot on the other. I just boss it. Thanks
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Kayleigh Mcneil
 
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Post » Sat May 26, 2012 3:28 pm

Loving your mod. I'm excited for the possibilities. It just keeps improving.

I don't have a few things to report though. I've been using mods since Morrowind so I'm pretty sure I've installed everything correctly and the regular lioness is invisible for me. The plains and marsh trolls are cool but should be rarer IMO. They plains troll especially kill EVERYTHING on the plains leaving a trail of dead deer, wolves and foxes until they run into a bear or something which kills them.
The bears and sabrecats often seem happy to hang out together,.

Personal preference, I would prefer the roads remain safer and larger groups of passive wildlife.

Any plans to add werewolves into your lists?
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priscillaaa
 
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Post » Sat May 26, 2012 7:38 pm

oops wrong thread
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Andrew
 
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Post » Sat May 26, 2012 2:44 pm

Has anyone tried combining this mod with this mod? http://skyrim.nexusmods.com/downloads/file.php?id=9694
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Jinx Sykes
 
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Post » Sat May 26, 2012 6:06 pm

Corepc, are the bugs of the CK slowing you down a lot?
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maria Dwyer
 
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Post » Sat May 26, 2012 3:01 pm

Been away on vacation

Spider - Was Friend with Chaurus now Enemies, Friend with Spriggan, Enemies - Bears, Sabrecat, Trolls, Wolves, Neutral with Skeevers

I was curious about the relationship between Spider and Skeever, In the vanilla game, spider dwellings are haunted with tons of Skeever and human corpses, shouldn't they be enemies?

Perhaps the spider do not like the taste of diseased skeever's. Well maybe that depends on the spider. So they can stand them up to a point and if skeever pisses them off the spider attack them..

the regular lioness is invisible for me.

The plains and marsh trolls are cool but should be rarer IMO. They plains troll especially kill EVERYTHING on the plains leaving a trail of dead deer, wolves and foxes until they run into a bear or something which kills them.

The bears and sabrecats often seem happy to hang out together,.
Any plans to add werewolves into your lists?


Did you install bellyache ..? Else try reinstalling SCA ..

Hopefully the next release fixes that issue of the plains trolls everywhere, I increased chance's of other creatures to appear more than trolls,

has more variants types have been added exist and better compatiblity with other mods.

Has anyone tried combining this mod with this mod? http://skyrim.nexusmods.com/downloads/file.php?id=9694

You have to use Wrye Smash and Bashed Patch. In order for it work with SCA.

And then the problem is that since SCA unleveled all the list most of the SCA stuff gets blocked or other mods content are getting blocked.

I have fixed this problem with next release has I have built my list to better be compatbile with these mods..I just added same vanilla lvl check to my Main list so that SCA content would be seen at higher levels when using with other mods.

The Unleveled Random Encounter Anything approach..did not change with SCA that still in effect.

The next version is even more compatile if you using PISE, Unleveled World, Skyrim Monster Mod, Real Wildlife,

Corepc, are the bugs of the CK slowing you down a lot?

I love the cell crashes when trying to move from cell to cell, I have to use top down view most of the time. that will make making skyrim travellers kinda hard..

I love the broken leveled list editing, if you remove items or npc or creature from list and add new ones, and add level to those it will go to top, when it should be other way around. It will fix itself once you save and reload..not good for overhaul makers..

Quest are too tied to things..

and the fact that some things are just plain broken

but on the other hand

Some of new features are great, like in faction's you can select npc directly from a faction window and remove them..

I have been able to get races to work. So I have seperated the Frost Giant, Lions, Tiger, Leopards, into New Creature Races that no longer share with Vanilla Counterpart and tweaking and customizing them.
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Benjamin Holz
 
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Post » Sat May 26, 2012 6:31 pm

Ooh, I can't wait for the next update - I'll be able to start using both this and Real Widlife (currently I am only using SCA)! :)
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Yvonne Gruening
 
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Post » Sat May 26, 2012 11:18 pm

Has anyone tried combining this mod with this mod? http://skyrim.nexusmods.com/downloads/file.php?id=9694

I imagine they would conflict like crazy. Bashed patch may reduce conflicts but i dont think you would get thw full experiemce from both
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Natalie J Webster
 
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Post » Sat May 26, 2012 5:56 pm

Here is something for everyone to play with until I get the next release up..

Skyrim Creature Alive More Wilderness Spawns -

http://www.4shared.com/archive/HwizEV4L/SCAMWS.html

Add Various New Spawn Points throught the world, Regional Based

Skyrim Creature Alive More Wilderness Spawn

- Tired of Travling through Skyrim and seeing nothing but foxes , hares, goats, etc. Wishing their was more encounters at various location or places that you travel through.

- This will attempt to fill in that void. Has their are many spots in the game where you can run for a long time without a encounter. For example the Northern Coast or the Marsh Just South of Solitude or the Canyon north of Riften or the Mountain forest north of WhiteRun.

- I examined the world cell by cell and used these rules to place things out

- If a Prey Spawn point was present but no Creature Spawn Point within a 8 Cell Radius I added a New Spawn Point for Creature has needed.
and avoided cell with these condition's
1) Cells that where Named avoided in some cases
2) Cell with Radiant Quest
3) Quest Related
4) Cell that Already had Npc or Creatures
5) Avoided Roads has much has possible or cells close to them maybe a few new spots but not many..

I only used Vanilla Creature Leveled ACtors. I did not place any new spawn points for Npcs in world like Bandits, Forsworn etc. I did not place any new prey either.

Some Areas are not done like the Plains and Forest Areas and Mountain Areas.

Marsh South of Solitude is really dangerous Now - about 24 New spawn ponts added nearly doubled the amount that was present in that region

Canyon Area North of Riften - around 15 new spawn points in this region

Northern Coast - some 28 new spawn points to make the coast from Dawnstar to little past Mage Guilds.

Count for other region still in work

ForestPredator - 5
ForestSnowPredator - 15
HillsPredator - 20
MountainSnowPredator - 12
PlainsPredator - 20

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A Lo RIkIton'ton
 
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