[WIPZBETARELZ] Skyrim Creature Alive

Post » Sun May 27, 2012 3:10 am

Sorry if this has already been mentioned, but I've encountered an invisible lion? I'd seen normal lions and lionesses just minutes before, so it should be installed correctly. What's more, it was shimmering as it moved, like it was under a spell effect (high chameleon or invisibility I assume, never got good enough at illusion to use it myself)
Any idea why this is?
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Jessica Lloyd
 
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Post » Sun May 27, 2012 4:37 am

Sorry if this has already been mentioned, but I've encountered an invisible lion? I'd seen normal lions and lionesses just minutes before, so it should be installed correctly. What's more, it was shimmering as it moved, like it was under a spell effect (high chameleon or invisibility I assume, never got good enough at illusion to use it myself)
Any idea why this is?
I get problems like that sometimes and it's just my computer. I had that exact problem with a Chaurus the other day. For me, I have to just save, exit to desktop, and load the save and it's fine for another hour or so.
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james tait
 
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Post » Sat May 26, 2012 7:01 pm

How strange. I didn't experience any other glitches like that, and I played a good hour or two more afterwards... I assumed it was the mod as it was a lion.
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Enny Labinjo
 
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Post » Sat May 26, 2012 12:40 pm

Sorry if this has already been mentioned, but I've encountered an invisible lion? I'd seen normal lions and lionesses just minutes before, so it should be installed correctly. What's more, it was shimmering as it moved, like it was under a spell effect (high chameleon or invisibility I assume, never got good enough at illusion to use it myself)
Any idea why this is?

Yes it has, and the issue should be fixed in next release. Not sure what is causing the problem yet. Thinking it was something with race settings itself.

Next version have seperated the lion into a new creature race.

But you are using Bellyache and replacing the sabrecat with lion texture's?
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Robert
 
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Post » Sat May 26, 2012 8:15 pm

Uhhh, not sure I know what you mean by that. I'm just using your mod, in it's form on Nexus.
Actually, I'm using 0.25 still, not 0.25ck, I assumed they were the same, just rebuilt. Is that likely to be the cause? (sorry)
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Jordan Moreno
 
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Post » Sun May 27, 2012 4:01 am

Uhhh, not sure I know what you mean by that. I'm just using your mod, in it's form on Nexus.
Actually, I'm using 0.25 still, not 0.25ck, I assumed they were the same, just rebuilt. Is that likely to be the cause? (sorry)

Okay, thought that maybe you where using Bellyache vanilla replace, ignore that question.

0.25ck is current version, so you should be up to date.

I have not released 0.30 yet which should fix the issue with female big cat variants..Still have a few more spider to program in..and chaurus to go..

Been busy working on More Wilderness Spawn plugin from above and dealing with ck issue has well..
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~Amy~
 
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Post » Sun May 27, 2012 3:11 am

So is this planned to be fully compatible with skyrim monster mod and real wildlife, or just partially. Sorry if this has been answered, om on my phone which is making browsing a pain
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Lil Miss
 
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Post » Sat May 26, 2012 8:36 pm

An status Update..

So is this planned to be fully compatible with skyrim monster mod and real wildlife, or just partially. Sorry if this has been answered,

om on my phone which is making browsing a pain

Since SCA is a Vanilla Creature Overhaul some things are going to overlap until we get better tools to make them work.

Skyrim Monster Mod does not make any changes to Vanilla Creatures. It just adding it's new Content into leveledlist pretty much..Only Leveledlist Issue really with Monster Mod and Bashed Patch will Solve that.

Real Wildlife make some changes to Vanilla Creatures AI etc. But I have set Vanilla Creatures AI in SCA to be the same has well. Leveled Issue can be solved with Bash.

But really the overlap that exist is just the creatures AI which is minimal . Nedius author of Real Wildlife avoid changing vanilla that much to keep compatiblity with SCA which does.

Next SCA Version almost every aspect related to creatures has been tweaked in some way or another.

======

Hopefully soon the next Version will be done..Down to last few elements..

Spiders and Chaurus have been added..Spiders I added a few new effects to their poison attacks and made them to level with player ..One of them even has a spammy paralyze that is may use ..If you played MMM Oblivion with Slof Spiders you know the spammy paralyze..Charus attacks are similiar has well..

And last on my list are the WereWolves

are listed like this in game and we have 7 choices of Color..I was thinking of giving each Vanilla Version it own Texture and include the Two Npcs types has well with own Skin..


So need your help deciding on which ranks below get which colors

http://static.skyrim.nexusmods.com/downloads/images/3621-1-1327134805.jpg

Vanilla WereWolf Ranks

WereWolf
Savage WereWolf
Brute WereWolf
SkinWalker WereWolf
BeastMaster
Vagr

Npc WereWolf

Ambjorn
Sinding



I am in favor of the Orange and Gold on Ambjorn and Sinding..


======

I recently purchased a Windows Phone Focus Flash and I really do not have a problem reading threads on its 3.7 screen when flip it on side even at arms reach. But then again Repying to threads is a different story with a virtual keyboard that takes up most of the room make replying harder. The AMOLED Screen really help has well and having good vision even in my upper 30's..Girlfriend is jealous of my phone and want one now..
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Rob Smith
 
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Post » Sat May 26, 2012 11:01 pm

Have you considered http://www.gamesas.com/topic/1355628-relwip-automatic-variants/, and if so, could that impact how you design future versions of this mod?
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Kit Marsden
 
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Post » Sat May 26, 2012 7:50 pm

Guess nobody has any input on what color WereWolves should be..

Have you considered http://www.gamesas.com/topic/1355628-relwip-automatic-variants/, and if so, could that impact how you design future versions of this mod?

Have not tried it really, but from what I am reading does not have anything to offer Right now that would benefit SCA. In future version yes, what he has planned and Plutoman ASIS..

AV offer is easy way of getting texture variants added into the game which follow whatever mod you are using.

Since SCA put creature into specific region and add new leveled variants for them. If you use AV it could add variants that do not follow SCA scheme and you have a sabrecat running around with name of a lion..or a sabrecat with texture of a lion..etc..

I just do not have time like I used to spend time modding and looking at things like I used too..
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!beef
 
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Post » Sat May 26, 2012 11:23 pm

Guess nobody has any input on what color WereWolves should be..
Sorry, I just thought I should leave the werewolf question for those who are really into them. I know there are lots of those.

I just do not have time like I used to spend time modding and looking at things like I used too..
Finding time for this stuff isn't getting easier. Right now I have a short lull & can fit a few things in. I'm not looking forward to the imminent return of the constant "hurry".
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Rach B
 
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Post » Sat May 26, 2012 6:24 pm

I don't think werewolf rank should be linked to color.
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Thema
 
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Post » Sat May 26, 2012 9:03 pm

Sorry, I just thought I should leave the werewolf question for those who are really into them. I know there are lots of those.

Finding time for this stuff isn't getting easier. Right now I have a short lull & can fit a few things in. I'm not looking forward to the imminent return of the constant "hurry".

Yeah getting older, have less time to mod like I used to, working more ,

burn out can happen with "hurry up and release the mod" - which can lead to this syndrome - crap have to fix this, release, now have to fix this, multiple release's within a few days
apart can lead to burn out not to mention getting frustrated because of CK..

But I plan on keeping release pretty much on a month to month basis..That way I have plenty of time to change things and test to ensure things correct..

I don't think werewolf rank should be linked to color.

Only reason why I am asking is because I was planning on adding a addon module for Wild Werewolves in List and where going to use the default list for them. But I can make a new SCA Werewolf has well and leave vanilla intact..
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Megan Stabler
 
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Post » Sat May 26, 2012 6:05 pm

Guess nobody has any input on what color WereWolves should be..



Have not tried it really, but from what I am reading does not have anything to offer Right now that would benefit SCA. In future version yes, what he has planned and Plutoman ASIS..

AV offer is easy way of getting texture variants added into the game which follow whatever mod you are using.

Since SCA put creature into specific region and add new leveled variants for them. If you use AV it could add variants that do not follow SCA scheme and you have a sabrecat running around with name of a lion..or a sabrecat with texture of a lion..etc..

I just do not have time like I used to spend time modding and looking at things like I used too..

I totally understand the time thing - just to add on, we can do all kinds of things with the AV. Certain restrictions could easily be placed to make sure it follows the SCA scheme. But it's only an alpha, so we've still got dev time.

The SKSE team is adding all the combat style script functions, so I'll be able to do some true randomized AI's after their release. :D
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Breautiful
 
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Post » Sun May 27, 2012 4:29 am

I am still finding the animals too hostile with the new update. Is there a way to make them less hostile? I know I'm hung up on this but I don't like just killing animals for the sake of killing them. It really breaks immersion for me. Just yesterday I was chased down a hillside by a bear and a small Skeever.
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Kayleigh Mcneil
 
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Post » Sat May 26, 2012 2:52 pm



The SKSE team is adding all the combat style script functions, so I'll be able to do some true randomized AI's after their release. :D

That is great hear! Should create tons of possibilities with creature and combat mods.
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Quick Draw III
 
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Post » Sat May 26, 2012 8:54 pm

I am still finding the animals too hostile with the new update. Is there a way to make them less hostile? I know I'm hung up on this but I don't like just killing animals for the sake of killing them. It really breaks immersion for me. Just yesterday I was chased down a hillside by a bear and a small Skeever.

Are they not warning you before they attack you..The perform a warning action before they attack you if get to close to them. May need to adjust this even further and perhaps even tweak the gmst setting itself..

Are you using the Passive Module that only covers the Vanilla Variants and not SCA Variants.

That is great hear! Should create tons of possibilities with creature and combat mods.

I plan on adding in variants with different combat styles instead of certain ones trying to flank you, they may circle you instead. Or may prefer to stalk you from a distance before they ounce on you.

What will be great is whatever Pluto comes up with will make my stuff more Random..
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Sophie Miller
 
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Post » Sat May 26, 2012 6:33 pm


Are they not warning you before they attack you..The perform a warning action before they attack you if get to close to them. May need to adjust this even further and perhaps even tweak the gmst setting itself..

Are you using the Passive Module that only covers the Vanilla Variants and not SCA Variants.



I plan on adding in variants with different combat styles instead of certain ones trying to flank you, they may circle you instead. Or may prefer to stalk you from a distance before they ounce on you.

What will be great is whatever Pluto comes up with will make my stuff more Random..

I'm being attacked on roads and paths. They are coming out of the woods and attacking me when I'm not even directly near them. And the small Skeevers originally were not hostile but now they are. I deleted the Passive module since it didn't seem to work either.
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Samantha Mitchell
 
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Post » Sat May 26, 2012 2:23 pm

Happy Easter everyone

Still fine tuning things for version .30 release..

All Named and Quest Related Creatures have had their template settings removed in next release..I have done this to prevent tweaks that are done to vanilla creature with SCA or other mods. This will keep named and quest related creature settings intact, I have also tweaked some stats on Quest Related Creature to be a little higher. Once again this was done to keep Quest Related and Named Creatures in Check.
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Rachyroo
 
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Post » Sat May 26, 2012 5:35 pm

Hi Corepc, will you add Automatic Variants compatible version?

EDIT: sorry i have read your post above on AV question from lyobovnik
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Miragel Ginza
 
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Post » Sun May 27, 2012 2:24 am

Hello Corepc! I am curious if you plan on continuing the work on this? I just ask, because I would like to start a new skyrim game, and I would like to do so with a new version of your mod. Thanks for the info in advance!
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Lynette Wilson
 
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