[RELz] Skyrim Immersive Creatures

Post » Thu Apr 04, 2013 8:21 am

High Level Enemies recommends adding Relev tag to SIC, is this correct or should one use the current Delev tag instead ( maybe both ? )
From the Skyrim Immersive Creatures v5.1.1 readme:


Bash Tags:
------------------------------

Skyrim Immersive Creatures.esp {Delev, Relev}
Skyrim Immersive Creatures - DLC2.esp {Delev, Relev}
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kirsty williams
 
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Post » Thu Apr 04, 2013 6:46 am

yeah, noticed those in wrye bash after I posted :)
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yermom
 
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Post » Wed Apr 03, 2013 10:10 pm

any ETA on the skyTEST compatible upcoming release? ;)
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Rowena
 
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Post » Thu Apr 04, 2013 8:52 am

any ETA on the skyTEST compatible upcoming release? ;)
Are SIC and SkyTEST incompatible? Where did you get that info?
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gemma king
 
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Post » Thu Apr 04, 2013 10:04 am

Are SIC and SkyTEST incompatible? Where did you get that info?

It's already "compatible" in the sense that it won't crash your game or cause any major issues.

Like any mod which edits vanilla leveled lists you need to use Wrye Bash to create a bashed patch in order to get all the changes to those lists from both mods (in this case, changes to lists with animals).

Without a bashed patch you'd only see the changes from whichever mod loads later in your load order.

With a bashed patch and the current version of SIC you see both the new SIC animals and the new SkyTEST animals. However, the SIC animals won't have SkyTEST behaviour, and faction alignment may be slightly off.

Factions etc. haven't been aligned in the current version for optimum compatibility. The upcoming version will use SkyTEST faction and AI settings for the SIC animals.
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saharen beauty
 
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Post » Wed Apr 03, 2013 6:00 pm

Are SIC and SkyTEST incompatible? Where did you get that info?
Current Changelog v5.1.2 Beta:

Spoiler

Dwemer Spectres:
  • removed most perks from low level variants
  • Spectres now begin to spawn at level 8
  • all Spectres turn into a new ashpile after death
  • added crossbow variants with lowered damage / variants from v5.1.1 begin to spawn at level 26
  • nerfed spells (halfed duration) & added really low damage variant
  • altered Dwemer Spectres spawn chances
  • changed Mzark death item list
Cliffracer:
  • fixed a bug that prevents the fake container to spawn
  • added new texture made from scratch - http://www.abload.de/img/cr_newhvuoy.jpg vs. http://www.abload.de/img/cr_old9fuun.jpg
  • some UV fixes of the food meshes
Wildlife:
  • fixed strange naming of sabre cat kitten
  • added lower level variant of pup & cub variants
  • fixed level range for most wolves & bears
  • tweaked level list to prevent to high level spawns of wolves & bears
Armored Skeleteons:
  • new walking sounds for heavy armored skeletons
Falmer:
  • fixed clipping issues on models with boots
Non Skeletal Draman:
  • rebalanced non skeletal Dramans
  • also lowered their spawn chance in forest and canyon regions
  • added invisible fear aura to them
Misc:
  • added missing unsummon effect to summonable creatures
  • fixed a naming issue regarding trolls
  • fixed some minor faction issues
  • fixed some UV issues on Dwarven Dragon & Draman
  • fixed an issue causing invisible giant weapons
  • changed transformation effects to appear more local
  • templated wildlife animals on vanilla counterparts -> faction & AI compatibility with other mods (for example SkyTEST)
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sexy zara
 
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Post » Thu Apr 04, 2013 4:03 am

A little bit of Update Info:

Introducing new MCM Menu:

http://www.abload.de/image.php?img=tesv2013-03-0719-44-5yzjfx.jpg -- http://www.abload.de/image.php?img=tesv2013-03-0719-44-5p3joo.jpg -- http://www.abload.de/image.php?img=tesv2013-03-0719-44-51bj1h.jpg -- http://www.abload.de/image.php?img=tesv2013-03-0719-45-073j6p.jpg


Current Test Version Changelog:

Spoiler

Dwemer Spectres:
  • removed most perks from low level variants
  • Spectres now begin to spawn at level 8
  • all Spectres turn into a new ashpile after death
  • added crossbow variants with lowered damage / variants from v5.1.1 begin to spawn at level 26
  • nerfed spells (halfed duration) & added really low damage variant
  • nerfed spell force impact (push effect)
  • lowered Dwemer Spectres spawn chances
  • changed Mzark death item list
Cliffracer:
  • fixed a bug that prevents the fake container to spawn
  • added new texture made from scratch - http://www.abload.de/img/cr_newhvuoy.jpg vs. http://www.abload.de/img/cr_old9fuun.jpg
  • some UV fixes of the food meshes
Wildlife:
  • fixed strange naming of sabre cat kitten
  • added lower level variant of pup & cub variants
  • fixed level range for most wolves & bears
  • tweaked level list to prevent to high level spawns of wolves & bears
Armored Skeleteons:
  • new walking sounds for heavy armored skeletons
  • changed resurrection feature -> skeletons utilized by other mods like ASIS or DFB Random Encounter will use it too now
  • several mesh fixes & improvements
  • several mesh fixes to ensure compatibility with Automatic Variants
Falmer:
  • fixed clipping issues on models with boots
Non Skeletal Draman:
  • rebalanced non skeletal Dramans
  • also lowered their spawn chance in forest and canyon regions
  • added invisible fear aura to them
Misc:
  • added missing unsummon effect to summonable creatures
  • fixed a naming issue regarding trolls
  • fixed some minor faction issues
  • fixed some UV issues on Dwarven Dragon & Draman
  • fixed an issue causing invisible giant weapons
  • templated wildlife animals on vanilla counterparts -> faction & AI compatibility with other mods (for example SkyTEST)
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Miss Hayley
 
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Post » Thu Apr 04, 2013 12:59 am

looking great, can't wait :)
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Alba Casas
 
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Post » Thu Apr 04, 2013 4:52 am

looking great, can't wait :smile:

Indeed. :)
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Marie
 
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Post » Thu Apr 04, 2013 8:51 am

when will the next version be release?
also I never ran into any vlords enemies
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Red Sauce
 
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Post » Wed Apr 03, 2013 8:55 pm

Speaking of skeleton resurrections, I walked past a little gravesite in an area between Falkreath and Lake Ilinalta and to my amazement a skeleton clawed its way out of one of the graves. I fought it off and another one popped out, then another. I thought it was really cool. It reminded me of the legendary climatctic battle in the film Jason and the Argonauts. :tops:
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Mel E
 
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Post » Wed Apr 03, 2013 6:50 pm

looking great, can't wait :smile:
Indeed. :smile:

Thanks! Due the fact I never got a hang on scripting, I'm amazed myself for getting it working. x)
when will the next version be release?
also I never ran into any vlords enemies
Within the next two day I'll send the test version to the testers. Depending on the feedback and bugs that may occur ... I really have no clue. The transformable vampires are quite rare. But normally near common vampires.
Speaking of skeleton resurrections, I walked past a little gravesite in an area between Falkreath and Lake Ilinalta and to my amazement a skeleton clawed its way out of one of the graves. I fought it off and another one popped out, then another. I thought it was really cool. It reminded me of the legendary climatctic battle in the film Jason and the Argonauts. :tops:
:D I don't know how often I visited the place after finishing the ambushes, but I like them very much, too.
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Brooks Hardison
 
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Post » Thu Apr 04, 2013 12:23 am

Great work!
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Ebou Suso
 
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Post » Thu Apr 04, 2013 8:30 am

This mod is awesome and also Jackstar's purest add on.
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DeeD
 
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Post » Wed Apr 03, 2013 9:49 pm

If anyone is interested in testing the new MCM version, simply send a PM and I deliver the Download - Link!
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Harry Leon
 
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Post » Thu Apr 04, 2013 3:14 am

I downloaded manually and installed it but I still get invisible creatures I also have skyre not sure if it's changing things I dropped the files into data and one of each ESP not the esm
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Rachie Stout
 
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Post » Thu Apr 04, 2013 4:32 am

I dropped the files into data and one of each ESP not the esm
Make sure you copy.paste the .bsa file into your Data folder as well.
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Chris Guerin
 
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Post » Wed Apr 03, 2013 6:27 pm

the only things left after i unpacked it is the esm files i use the esp the images and the fomod file
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Chenae Butler
 
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Post » Wed Apr 03, 2013 7:50 pm

the only things left after i unpacked it is the esm files i use the esp the images and the fomod file
Then my suggestion is to try downloading the mod again. You may have gotten a corrupt download. There should be a folder called '00 Ressource.' Inside this folder you should find a Docs folder with the readme and the 'Skyrim Immersive Creatures.bsa,' which is what you're missing.

Your download should contain all of these folders if your download worked properly:

00 Ressource
10 Main
20 DLC2 for ESM
21 DLC2 for ESP
Fomod
images
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Pat RiMsey
 
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Post » Wed Apr 03, 2013 10:36 pm

yes i droped the 00 into my data the only thing i don't have is a bashed patch so what is a bashed patch is it similar to tes5 edit merge patch
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Isaac Saetern
 
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Post » Thu Apr 04, 2013 8:21 am

yes i droped the 00 into my data
No no no. Don't drop 00 Ressource into your Data folder. I think that may be the cause of your problem. Drop the Skyrim Immersive Creatures.bsa file that's inside the 00 Ressource into your Data folder. When you're finished you should have a Skyrim Immersive Creatures.esp and a Skyrim Immersive Creatures.bsa in your Data folder. You need both.

The Bashed Patch mainly merges leveled lists. It is not the source of your problem. The lack of that .bsa file is the source of your problem.
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Silvia Gil
 
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Post » Thu Apr 04, 2013 5:30 am

right then will fix that tomorrow after work thank you for your help
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Nuno Castro
 
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Post » Wed Apr 03, 2013 11:02 pm

Is it intentional that Dwemer spectres are not undead and are immune to magic?

I mainly ask because Dwemer spectres (dwarven spectres) in Morrowind were immune to normal weapons and quite clearly undead.
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Ann Church
 
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Post » Wed Apr 03, 2013 6:43 pm

You are right, adding them to actor type undead makes sense. But the resistance of normal weapons in Morrowind prevented the player to harm them with normal weapons. Only enchanted or silver weapons dealt damage to them. This whole mechanic was removed in Skyrim. Now using silver weapons simply does more damage.
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Charlie Ramsden
 
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Post » Thu Apr 04, 2013 6:05 am

Thanks much.

I wasn't really suggesting that they have be immune to normal weapons, just contrasting.

The reason I asked about the immunity is because in the CK they have frost immunity and magic immunity, but in-game I find that spells like incinerate and thunderbolt do not seem to directly affect them.

Also, this is one of my favorite mods right now. :)
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NO suckers In Here
 
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