[WIPZBETARELZ] Skyrim Creature Alive

Post » Sat May 26, 2012 11:52 pm

Version SCA 0.25CK features Bellyache Animal and Creature Pack for some of new Variants, more to come..

http://www.skyrimnexus.com/downloads/file.php?id=3621

=================
Skyrim Creature Alive
=================

Open Beta Version 0.25 Uploaded for Testing

http://tesalliance.org/forums/index.php?/files/file/1090-skyrim-creatures-alive/ TesAlliance
http://skyrim.nexusmods.com/downloads/file.php?id=69 SkyRimNexus


======================

SkyRim Creatures Alive

Version 0.25CK
by Corepc
Rebuilt with CK

Textures by BellyAche - Parts of his Animals and Creature Packs are now intergrated has new variants.
Textures by Starx - Frost Giant's


==You must wait in a safe location for you Respawn Timer and Area Cleared Timer for Changes to take effect this Version. I changed formid for nearly all variants, leveledlist have been redesigned, alot of new features for Version 0.25==Once Again Requires Respawn to Take Effect=====

Welcome to Skyrim Creature Alive this mod is a Creatures Overhaul focusing on Creatures, creature ai, creature factions, new variants at this Time. Creature Leveledlist Redesign has well with a Unleveled Encounter Anything at lvl 1 approach with Vanilla Feel that is balanced yet Random.
This is a start of what will be Very Large Mod Project Similiar to Oblivion Mart's Monster Mod that I manage and maintain.

Section 1: Leveledlist Spawn System
Section 2: Faction Changes
Section 3: Vanilla Creatures and Monster Variant List

=============================================
Section 1: Leveled Creatures List Changes
=============================================


Only Creature Leveledlist are changed. Did not touch Npc or Dragon or Skeleton or Draugh List. So you may use PISE for it Npc Changes Etc.
All Creatures or Monsters have chance to Spawn at Level 1, regardless of player levels. each vanilla type has a Variant that is weaker or stronger and a chance of spawning so beware.

I have designed the unleveled system very carefully using custom leveledlist for everything. And also ensured that list still followed lowest to highest level creatures. With skeever and wolves being listed 3 times, bear and sabrecat listed 2 times, monster's listed 1. This is very balanced because it still has a Vanilla Feel to it. But at the same time, is unleveled and random.

Also all creature are more regional based. For example in Vanilla almost all the Snow Creatures can be found in Snowy Areas only this make sense. But in some list NOrmal Wolves would spawn instead of Snow Wolves. In other Region list like the Plains or Marsh The Wolves could have been spread out to be more regional or only certain types of Bears. So you will not Artic Animals in Warm AReas, and Vice Versa. No plains or marsh animals in Snowy Areas.

This will make the game more challenging has many creatures that did not spawn until higher levels. Will now spawn at lvl 1 (ice wolf) or eariler then they should (Cave Bear / Snow Bear), Trolls, Giants. And this really does not unbalance things too much. Has some of these creatures can be found in world even at lvl 1 has some are placed in world itself.

=============================================
section 2: Creature Faction Changes
=============================================


I have changed many of creature faction to be friends, neutral or enemy with each other. In and effort for creature to fight with each other More. So that player is no longer center of attention per say.

Bears - Friend with Spriggan, Neutral toward Skeevers, Enemies - Spider, Wolf, Chaurus, Troll, SabreCat
Chaurus - Was Friend with Spider they are now enemies, was friends with Skeever now Neutral, Spriggan Friend, Enemy - Bear, Sabrecat, Wolf, Troll
SabreCat - Friend with Spriggan, enemies - Bear, Wolf, Skeever, Spider, Chaurus,
Skeever - Neutral toward Bears and Chaurus, Friends with Spriggan, Enemies - Bears, Sabrecat, Trolls, Wolves,
Spider - Was Friend with Chaurus now Enemies, Friend with Spriggan, Enemies - Bears, Sabrecat, Trolls, Wolves, Neutral with Skeevers
Spriggan - Friend to All Creature Faction expect Troll which are enemies
Troll - hostile toward everything
Wolf - Friend of Spriggans, enemies - Bear, Spiders, Chaurus, Skeever, Trolls,
Giant - Added Frost Giant has Enemy
New Frost Giant Faction - Enemies are Normal Giant and Mammoth's.

Needs Feedback please, hopefully it does not break anything

=============================================
Section 3: Vanilla Creatures and Monster
=============================================


===================
Wolf Family
===================

- Names for Wolves have been renamed to Grey Wolves, Red Wolves, Black Wolf, Snow Wolf.
- Normal Wolves - Grey Wolves - I Adjusted or Corrected the WNAM Model to point to ARMO (SkinWolf) and not ARMO (SkinWolfBlack) which is used by Wolf_Indoor/Bandit Wolf aka Black Wolf..
- Ajdusted or Corrected template settings on Red Wolves, Black Wolves, to use own stats, aisettings, etc. Where using default Grey Wolf. This will allow me to make future changes once again. When Creation Kit is released.
- Added DefaultMasterCreaturePackage to All Wolves
- Normal(Grey) Wolves decreased size from 1.0 to .85,
added 3 New Grey Variants Level (6,10,14) and scaled them up (.95,1.05,1.1).
- Red Wolves, decreased size from 1.0 to .80,
- added 3 New Red variants (6, 10, 14) and scaled (.9, 1, 1.1)
- Black Wolves decreased from 1.0 to .9,
- added 3 New Black variant (6,10,14) and scaled them up (1.0, 1.1, 1.2)
- Ice Wolves created lower lvl varaint (lvl 2) and scaled them down to normal size. Normal Ice Wolf is quite large already. But the Higher Level Variants are even Bigger at lvl 10 and 14 Scaled (1.2, 1.25) Beware
Leveledlist Changes for Wolves
Grey Wolves are the most common Can be found all over the place.
Red Wolves can be found inn Plains/Canyon Areas (Markath),
Black Wolves will spawn in Marsh/Hills (Riften), or often can be found around Bandits has well
Snow Wolves will can only be found in Snowy Areas

===================
Bear Family
===================

Bears
- Added DefaultMasterCreaturePackage to All Bears
- Removed all template settings like wolves above
Black Bear this is most common types found Forest / Hills
- I changed the scale on Vanilla to be smaller .85
- Added 2 New Variants (Lvl 16, lvl 20) and (scaled .95, 1.1)
Cave Bear these can only be found in Plains / Canyon Areas
- Changed the scale on Vanilla to be smaller .90
- Added 2 New Variants (Lvl 20, 24) and (scaled 1.0, 1.1)
Snow Bear will be found in Snowy Areas
- Changed the scale on vanilla to be smaller .95
- Added 2 New Variants (lvl 24, 28) and (Scaled 1.0, 1.2)
Black Bear are the most Common and Found in Marsh,Hills, Forest Regions
Cave Bear can be found in Canyon/Plains
Snow Bears in Snow Areas Only

===================
SabreCats Family
===================

- Added DefaultMasterCreaturePackage to All
- Removed all template settings from All
Sabre Cat
- Changed the scale on vanilla to be smaller .90
- Added 2 New Variants (lvl 12, 18) and (scaled 1.0, 1.2)
Female Sabre Catress without a Mane has been Added
- 3 Variants at (lvl 6, 10, 14) and scaled (.80, .90, 1.0)
Snow Sabre Cat
- Left Vanilla Scale Alone, smaller version is lvl 6 variant listed below
- Added 2 New Variants (lvl 6, 18) and (Scaled .80, 1.2)
Female Snow sabre Catress without Mane has not been Seen yet..LOL..Missed Adding it this version..

All SabreCat Variants listed from BellyAche Animals and Creatures Pack are Below
===========

All SabreCat Variants share the long tooth this is a common trait among them until I can remove the long tooth from the Lions, Leopard, Tiger's or make them shorter etc. All Male have Mane, all Female Varations do not..
Lion Family
The Lion has a Mane.
- 3 Variants at (lvl 5,10,15) and (scaled .70, .80, .90)
Lioness Does not have Mane
- 3 Variants at (lvl 4, 8, 12) and (Scaled .65, .70, .80)
Tiger Family - most noticeble by stripes themselves
Tiger
- 3 Variants at (lvl 8,12, 16) and (Scaled .85, .95, 1.05)
Tigeress no Mane
- 3 Variants at (lvl 6, 8, 10) and (Scaled .70, .80, .90)
Arctic Cat Variants
Snow Tigers - White with Stripes
Snow Tiger
- 3 Variants at (lvl 8, 12, 16) and (Scaled .80, .90, 1.0)
Snow Tigeress
- 3 Variants at (lvl 6, 10, 14) and (Scaled .70, .80, .90)

Snow Leopard - White with Spots
Snow Leopard - Has Mane
- 3 Variants at (lvl 7, 11, 15) and (Scaled .70, .90, 1.0)
Snow Leopardess - No Mane
- 3 Variants at (lvl 5, 9, 13) and (Scaled .65, .75, .90)

=======
Mudcrabs
=======


- Added DefaultMasterCreaturePackage to All
- Removed all template settings from All
Texture by me Corepc
Normal, Large, Giant - Stats are the Same Has Vanilla Variants for Now..
* New Texture Variant - Stone Crab -
* New Texture Variant - Black Crab -
* New Texture Variant - Marsh Crab -
* New Texture Variant - Snow Crabs can only be found in Snowy Areas where Horkers are Found in particular.

====================
Skeever Familly
====================


- Added DefaultMasterCreaturePackage to All
- Removed all template settings from All
Normal Skeever
3 New Variants - lvl 3, 6, 9
Snow Skeever
4 Variants - lvl 1, 4, 8 , 12

Skeever from BellyAche Animals and Creatures Pack Below
====================

9 New Skeever Types
Brown
- 3 Variants at (lvl 3, 6, 9) and (scaled .85, .95, 1.1)
Mangy Brown
- 3 Variants at (lvl 2, 4, 5) and (scaled .60, .70, 1.1)
Brown White - Plains Skeever
- 3 Variants at (lvl 3, 6, 9) and (scaled .90, 1.0, 1.1)
Brown Mangy White - Greater Mangy's
- 3 Variants at (lvl 5, 9, 13) and (scaled 1.1, 1.2, 1.3)
Dark Grey - Cave Skeever
- 3 Variants at (lvl 5, 10, 15) and (scaled .70, .90, 1.1)
Grey
- 3 Variants at (lvl 2, 4, 6) and (Scaled .70, .80, 1.0)
Dark Mangy Grey - Mangy Grey
- 3 Variants at (lvl 6, 9, 12) and (scaled 1, 1.1, 1.2)
Grey White - Greater Grey Skeever
- 3 Variants at (lvl 6, 12, 18) and (scaled 1.1, 1.2, 1.3)
White Grey - Mangy Snow Skeever
- 3 Variants at (lvl 3, 6, 9) and (scaled .70, .90, 1.1)

====================
Giants
====================


- I have lowered level on
Giant01- Loin Cloth Only from 30 to lvl 24, scaled to .90
Giant02- Partial Outfit - Kept at 30 scaled to .95
Giant03- Full Outfit from 32 to 38..scaled to 1.0

Frost Giants by StarX - The Frost Giant is a close relative of Normal Giants, but, has a more Frost Look and Red Beards. The Frost Giant is a Enemy to Normal Giants has sometime Frost Giant can bee seen killing Mammoth. A Frost Giant has 50 resistance to frost based spells beside normal Giant Magicial Abiliites. But are slighty slower than Normal Giants. 3 Varations at lvl 24, 32, 40..The bigger they are tougher they are.

====================
Troll Family
====================


Marsh and Plains by Corepc
- Added DefaultMasterCreaturePackage to All
- Removed all template settings from All
Cave
- 2 Variants at (lvl 7, 21) and (scaled .85, 1.0, 1.2)
Frost
- 2 Variants at (lvl 11, 33) and (Scaled .85, 1.0, 1.2)
Marsh Troll - can be found in swamp - green/gold with fiery eyes..
- 3 Variants at (lvl 9, 18, 27) and (Scaled .90, 1.0, 1.2)
Plains Troll - can be found in Plains Areas - gold/white in color
- 3 Variants at (lvl 6, 12, 18) and (scaled .85, 1.0, 1.1)

====================
Spriggan and Spriggan Kin
====================


Texture Varations by Corepc
Spriggan- 2 New Texture Variants stats same has Vanilla
Spriggan Swarm -
- 2 Variants at (lvl 3, 6) scale unchanged
Spriggan Matron
- 2 Variants at (lvl

====================
Wisp Family
====================


Wisp
- 2 New Variants at (lvl 3, 6)
Wisp Shade
- 2 New VAriants at (lvl 10, 15)
Wisp Mother
- 2 New Variants at (lvl 20, 36)

====================
Chaurus Family
====================


Chaurus
- 2 New Variants at (lvl 6, 9) and (Scaled .80, .90)
Chaurus Reaper
- 2 New VAriants at (15, 30) and (Scaled .90, 1.2)

====================
Atronach Family
====================


Flame
- Scaled Vanilla version down to .85
- 2 New Variants at (lvl 10, 15) and (Scaled 1.0, 1.2)
Frost
- Did not scale, smaller version is lvl 8 variant
- 2 New Variant at (lvl 8, 24) and (Scaled .85, 1.2)
Storm
- 2 New Variant at (lvl 10, 20) and (Scaled .80, .90)

======================================
Install
======================================

Unzip Skyrim Creatures Alive.7zip to Steam\SteamApps\Common\Skyrim\Data Directory
From the Skyrim Launcher or Select Skyrim Creatures Alive in data Files.
Load Order, Please load SCA after Unleveled World, PISE, War2Skyrim, or other Mods that change Creatures, Creatures Leveledlist, Etc for changes to take effect Properly.
Best to Use Wrye Smash for Best Results when using with these Mods.
You will need to wait out your respawn timer usually 10 days for changes to take effect / 31 days for area's cleared to respawn.

=====================================
If you have problem or comment's or suggestion please find the Skyrim Creatures Alive thread here ..
http://www.gamesas.com/forum/183-skyrim-mods/
=====================================

Version History

Version.20
Released Via 4shared and TesAlliance
New Unleveled Spawn System
New MudCrab
New Trolls

V.11 -
New Wolf and Bear Lvl Varaints created, Tweaks to Wolves to flesh them out to differ.
New MudCrab Variants (Black, Red, Green and Snow Crab Created and Added)
New Plains and Marsh Trolls
Leveledlist Redesigned with for Future Compatiblity.
- 0.10 -
Normal Wolves removed and replaced in all Snow List with Ice Wolf. should no longer appear in Snowy Areas,
Red Wolves replace normal wolves in Plains and Canyon Areas (Markath Areas), should not really be found elsewhere.
Ice Wolves Snowy and Mountain Areas only
Normal Bear - removed and replaced with Snow Bear or Cave Bear depending on Leveledlist Region.
Cave Bear - Plains and Canyon Areas
Snow Bear- Snowy and Mountain Areas Only

==================

Enjoy

Corepc
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Madeleine Rose Walsh
 
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Post » Sat May 26, 2012 6:18 pm

From Last Thread

You are writing War2Skyrim ... do you mean this mod: War In Skyrim and if so have you checked the version released today which is version 3 apparently?
Will the faction changes in that mod affect the creatures in this mod?
thanks

From what I am looking at their are no faction changes..

Just Mixed Creatures and Npcs in Same Leveledlist.

No actual changes to factions. That I see..

Wars in Skyrim 3 has been out for a while now, but it would be nice if core makes his mod compatible. If not then I'll just stick with alive.

version 3 just came out, 2 had some problems..

I could add chance for Npcs to Spawn from Creatures LIst like it does. But that is not something that I want t do after all..

Most Npcs Spawn close to forts, camps, dungeons etc

While most creatures do not..

Hey core have you seen this mod before? http://www.skyrimnexus.com/downloads/file.php?id=3621

If so I think that person can help you with variations possibly.

I have not talked to bellyache yet..but he does alot of variety after all that perhaps I could use..

-----

Should have version 0.25 out soon..

I am going to add a chance for hostile creatures to spawn from Prey list the foxes are just too many..I see them more than anything else .
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R.I.P
 
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Post » Sat May 26, 2012 9:24 pm

Downloading when I get home.
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Alexx Peace
 
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Post » Sat May 26, 2012 9:32 pm

Does this mod by any chance make the wolves and bears less...well...less mean and hostile?

Breaks my immersion when I have to kill every bear and wolf I see. svcks to have to kill them and not use their pelts.
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NAkeshIa BENNETT
 
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Post » Sun May 27, 2012 4:27 am

Downloading when I get home.

use the link that posted at the top of the thread, has I have not posted version .20 to skyrimnexus yet


Does this mod by any chance make the wolves and bears less...well...less mean and hostile?

Breaks my immersion when I have to kill every bear and wolf I see. svcks to have to kill them and not use their pelts.


I have a beta plugin that changes all the behavior to be like this for all vanilla creatures pretty much..

http://www.4shared.com/archive/0CoNinkc/Skyrim_Creatures_Alive_Passive.html

Affect all Vanilla Creatures that not quest related or under spriggan control

- Skeever, Bears, Wolves, Mudcrabs, Horkers, SabreCat's -

Behavior should be this

- If Creature is greater than you will attack you, once you are higher than them goes to below
- If Equal In level to you should challenge you
- If weaker than you should flee or avoid you

====

If going to use with SCA itself, passive has to load after and it only affect Vanilla does not affect the variants that I added..

or you can use passive just by itself..will only affect creatures and nothing else
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Reven Lord
 
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Post » Sat May 26, 2012 5:53 pm

Thanks mate, quick question regarding the mod PISE, compatible? Loading order?
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Marion Geneste
 
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Post » Sat May 26, 2012 12:21 pm

Compatible with PISE ,

SCA needs to load after PISE Modules for it changes to work correctly

and best to use Wrye Smash and use a bashed patch
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Chloe Yarnall
 
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Post » Sat May 26, 2012 9:50 pm

Thanks, you have probably answered that a few times...

MMM was one of my favourite mods in Oblivion - will the features of SCA be heading in that direction?
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vicki kitterman
 
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Post » Sat May 26, 2012 10:54 pm

use the link that posted at the top of the thread, has I have not posted version .20 to skyrimnexus yet





I have a beta plugin that changes all the behavior to be like this for all vanilla creatures pretty much..

http://www.4shared.com/archive/0CoNinkc/Skyrim_Creatures_Alive_Passive.html

Affect all Vanilla Creatures that not quest related or under spriggan control

- Skeever, Bears, Wolves, Mudcrabs, Horkers, SabreCat's -

Behavior should be this

- If Creature is greater than you will attack you, once you are higher than them goes to below
- If Equal In level to you should challenge you
- If weaker than you should flee or avoid you

====

If going to use with SCA itself, passive has to load after and it only affect Vanilla does not affect the variants that I added..

or you can use passive just by itself..will only affect creatures and nothing else

AWESOME SAUCE!!!!

Thanks. Downloaded and installed.
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Natalie J Webster
 
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Post » Sat May 26, 2012 7:50 pm

Hey you planning on making any creatures bigger in scale? I seen a mod that made a slaughterfish as big as a great white. Maybe those can be rare or static?
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katie TWAVA
 
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Post » Sat May 26, 2012 8:56 pm

Good New Everyone

BellyAche is allowing me to use his Animal and Creatures Pack for Skyrim Creature Alive Variants..In exhange for my knowledge when it comes to modding.

His Mod can be found here. Which are really great and much more better than mine. Plenty of Colors, I love the Non Hairy Goats..

http://www.skyrimnexus.com/downloads/file.php?id=3621

I am dropping my textures in favor of his..



Hello Corepc,

Of course you are welcome to use my textures. This works out, because I have no prior experience with creating variants. I was going to play around with the CK when it came out, but I only just started modding recently (since Skyrim came out). I'd love for you to make variants in the game, and I think people would love it, too.

Maybe you could teach me a thing or two about creating variants? I would like to learn the very basics.

But yes, feel free to use my textures. Do you mind providing my name somewhere with a link to my mod?

Bellyache


This Means next Version 0.25 will feature his textures. Has I am swapping mine out for his..

And a Skyrim Nexus Release..
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AnDres MeZa
 
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Post » Sun May 27, 2012 3:06 am

So, I installed your passive creatures mod and I'm still being attacked. In fact, it seems like I'm being attacked more with the mod than without. I was attacked by a bear who jumped off a cliff to get to me. So, I wasn't even in his field of view or whatever it is.
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SHAWNNA-KAY
 
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Post » Sat May 26, 2012 6:39 pm

So, I installed your passive creatures mod and I'm still being attacked. In fact, it seems like I'm being attacked more with the mod than without. I was attacked by a bear who jumped off a cliff to get to me. So, I wasn't even in his field of view or whatever it is.

and what is your level ?
Using any other Mod ?
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Prisca Lacour
 
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Post » Sat May 26, 2012 7:03 pm

Fantastic!

Corepc, you might be interested to note that Leviathan and I are considering using the power of java to dynamically create new variants in a patch. While you may want to do more fine-tuned changes, you could specifically define lists of changes in a JSON file (including textures, and JSON is similar to XML but imports to java easier), and have the program create a patch plugin with all those changes from the NPC's. It'd also create a nested leveled list, so any reference to that NPC in the leveled lists would then be replaced by a reference to the nested list of variants.

In the end-result, it'd basically allow you to define sets of changes, and have it be compatible with other mods.

I'll let you know how progress goes. Most of the patching process is complete for the leveled NPC lists, perks, spells, but texture variants will need some more code to work - we're not finished, but it's certainly a ways into the project. The only issue would be in the future leveled lists changes - in which your mod for leveled lists would have to be entirely excluded, to 'force' those changes onto the game without getting modified by other mods, or to use Wrye Bash to merge and then run the patch onto the Bashed Patch. And if you wanted your own plugin, you could define changes in the file, run it through and have it create a plugin, and modify that instead of starting from scratch.
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Bambi
 
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Post » Sat May 26, 2012 1:07 pm

and what is your level ?
Using any other Mod ?

40. No other mods other than one that cleans up the signs. I haven't downloaded anything because I'm waiting for the CK before I start DLing mods like crazy.
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Syaza Ramali
 
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Post » Sat May 26, 2012 10:35 pm

I think you and bellyache should partner up. Maybe he can be your texture artist. You guys could accomplish things at a faster rate.
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Rinceoir
 
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Post » Sun May 27, 2012 3:18 am

Fantastic!

SNIP


I have been reading in PISE thread about it..Can't wait..

Has for leveled list compatiblity with other mods, because of how mine redirect's, delevel, relevel list . All my creatures have sca in the name and leveled list are like this LCHARSCA(Number)(Creature) with variants already placed in those list. So perhaps we can exclude list with name SCA when times comes for it.

40. No other mods other than one that cleans up the signs. I haven't downloaded anything because I'm waiting for the CK before I start DLing mods like crazy.

Hmmm, Agro Radius maybe,

I think you and bellyache should partner up. Maybe he can be your texture artist. You guys could accomplish things at a faster rate.

He is allowing me to use his stuff in exchange for my knowledge. It works for me.
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D IV
 
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Post » Sat May 26, 2012 1:30 pm

Nice work! Great to see some talented modders collaborating! Can't wait to see what you all can do with the CK.
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Miragel Ginza
 
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Post » Sat May 26, 2012 3:56 pm

You think you could have creatures drinking water at lakes and rivers? It would be a nice random encounter seeing a drinking animal being ambushed by a predator.
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Dragonz Dancer
 
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Post » Sat May 26, 2012 5:33 pm

Nice work! Great to see some talented modders collaborating! Can't wait to see what you all can do with the CK.

BellyAche stuff is great once again and plenty of variety for What I need.

You think you could have creatures drinking water at lakes and rivers? It would be a nice random encounter seeing a drinking animal being ambushed by a predator.

I Should be able to give them appearance at least of drinking water via aipackages that send to certain points or look for certain objects that are close to water. And once close got into a idle animation..I was able to do it in Oblivion. So should not be a problem with skyrim..

Testing Beta 1.4 - it appears they have fixed issue of passive creatures trying to cross in water to soon.

1.3x version you can pretty much chase passive animals into the water..

Beta 1.4 I am having a much harder time chasing passive animals into the water, they are running along shore until they find a shallow water crossing and crossing at that. Much better. Sometimes they are even outrunning me where has before I could keep up with them.So perhaps they adjusted speed of them has well..
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Shiarra Curtis
 
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Post » Sat May 26, 2012 2:13 pm

Question. Did you create the animations for you guar pack mod? Also did the guars have attack animations?
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Ebou Suso
 
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Post » Sat May 26, 2012 8:59 pm

Question. Did you create the animations for you guar pack mod? Also did the guars have attack animations?

The guar comes from http://tes.nexusmods.com/downloads/file.php?id=7471. I think it used the Clannfear skeleton, so it could use the clannfear attack animation.

@Core: I've started working on some creature retexes for my own project, but if you are interrested you can use them for SCA as well. http://tesalliance.org/forums/index.php?/gallery/album/114/64-starx-album/.
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Antonio Gigliotta
 
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Post » Sat May 26, 2012 1:18 pm

Question. Did you create the animations for you guar pack mod? Also did the guars have attack animations?

What StarX posted below. I did not make them, and Wish I had the advanced 3dmodeling skills to redo them Skyrim..

The guar comes from http://tes.nexusmods.com/downloads/file.php?id=7471. I think it used the Clannfear skeleton, so it could use the clannfear attack animation.

@Core: I've started working on some creature retexes for my own project, but if you are interrested you can use them for SCA as well. http://tesalliance.org/forums/index.php?/gallery/album/114/64-starx-album/.

Correct the Guar was based around a Clannfear Skeleton and used it animation's..

I like the Magma Fiend Texture..(But Beth really could have done a better job on Frost & Storm Atronach Model),,The Flame they got right..

======

Hey Look a Plain Trolls and 2 New Mudcrabs in One Spot..okay So I lured the Plains Troll in hope it would kill the Giant that was not at it camp...And there was a stream close by that spawned the mudcrabs..I will have to fix the whole troll being friend with mudcrabs thing..Mudcrabs are food for Trolls after all..

http://s1.bild.me/bilder/060112/9641252sca6.jpg

http://s1.bild.me/bilder/060112/9481180sca7.jpg
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Paula Ramos
 
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Joined: Sun Jul 16, 2006 5:43 am

Post » Sat May 26, 2012 9:11 pm

Oh ok, kinda svcks though. So our only hope is to get a animation from a dlc that could fit with guar? I wonder why animations are so hard to make...
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Pants
 
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Post » Sat May 26, 2012 12:12 pm

Oh and you purposely didnt name this thread 2? Or mistake?
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Annika Marziniak
 
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