Real Wildlife - Skyrim - Thread 2

Post » Sat May 26, 2012 8:05 pm

REAL WILDLIFE – SKYRIM

Version: 1.34
Skyrim Nexus: http://skyrim.nexusmods.com/downloads/file.php?id=9778
Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=12112

by Nedius

Over 490 new variants of the natural wildlife of Skyrim! Revised AI and wildlife faction interaction, 16 new lore friendly diseases, 45 new ingredients, 21 new foods and 21 new recipes!

Animals don’t only come as advlts! When travelling the wilderness of Skyrim, you can now animals of all sizes and ages, healthy and diseased. With hundreds of additional variants of creature, with Real Wildlife – Skyrim feels more alive than ever.


1. Instillation
2. Note on Merging Leveled Lists
3. Features
4. Known Bugs
5. Known mod conflicts & Patches
6. Change Log
7. Plans for Future
8. Requests
9. Thanks
10. Translations
11. SPOILERS



1. Instillation

Extract the .esp into your Skyrim datafolder (probably located at
C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data) or some similar location.

Select the plugin via the plugin menu on the load menu, or via the Mod Manager of your choice.

Please ignore the ‘0.1’ at the end of the mod. This will not be changed so that people using systems such as NMM, BOSS will be unaffected.


2. Leveled Lists

Real Wildlife - Skyrim edits the leveled lists for the basic Skyrim game. If you are concerned that this will affect other mods, I recommend creating a merged mod using a tool such as Wrye Bash (http://skyrim.nexusmods.com/downloads/file.php?id=1840).


3. Features

This mod includes:
  • Over 490 age and disease based variants of the following:
    • Bears (normal, cave and snow)
    • Cows
    • Chaurus / Charus Reaper
    • Chickens
    • Deer
    • Dogs
    • Elk
    • Foxes / Arctic Foxes
    • Frostbite spiders (over 50 additional variations of these...)
    • Giants
    • Goats
    • Horkers
    • Horses (all types)
    • Ice Wraith
    • Mudcrabs
    • Rabbits
    • Sabre Cats (normal and snow)
    • Skeevers (multiple variations including many new diseased variants)
    • Spriggans / Spriggan Matrons
    • Trolls / Frost Trolls (including a new ‘Demented’ variant)
    • Wolves (Normal, Red and Ice)
  • The lore-friendly diseases added in this mod now include:
    • Bloodlung
    • Collywobbles
    • Dampworm
    • Droops
    • Feeble Limb
    • Greenspore
    • Helljoint
    • Red Rage
    • Rust chancre
    • Serpiginous Dementia
    • Shakes
    • Swamp Fever
    • Ticklebritch
    • Wither
    • Witless Pox
    • Yellow Tick

For list of effects they give, please see the very bottom of this file (in case of spoilers!)

  • Enhanced difficulty - Juvenile, advlt and Mature creatures are more challenging than Skyrim's base wildlife.
  • 29 new ingredient variants (e.g. eyes, hearts, claws and meat for appropriate creatures)
  • 20+ new foods (creature meats)
  • 11 new food recipes
  • New additions to existing leveled lists are few, but include:
    • Wild dogs to the 'prey' / ambient creatures
    • stray cows to the 'prey' lists in appropriate areas
    • Tiny, non-aggressive spiders to ambient creatures.
    • Small, non-agressive Skeevers to take the place of common ‘rats’.
    • Wild horses and Wild cows to plains 'prey' lists.
    • 'Demented Trolls' - They act a little unpredictably. Basically, I needed a creature to carry 'Serpiginous Dementia'...

This means you can now encounter hundreds of variations on the existing wildlife - a bit more natural. Oh, and in response to requests, the creatures I've decided are 'fast' have had their speed increased by 25%. And a number of wildlife have had they basic AI altered - Many variants will be more passive, give warnings, run away etc. But not too much - I may make a specific 'Passive Real Wildlife - Skyrim' version of the mod for those who want the wildlife to all but ignore the PC.


4. Known Bugs
  • Reanimated horses do not animate. This is a feature of the basic Horse Race from the vanilla game, which I’m hesitant to alter to reduce the risk of conflicts.
  • Cows – They’re filled with helium. Why this is, I’m not sure. I’m pretty sure this is a bug with cows as they are in the vanilla game, not due to RWS.
5. Known Conflicst
  • Wars In Skyrim and the ‘Hunter.esp’ from Monster mod have caused a few users to experience CTDs. I’m not sure why, as there are no obvious direct conflicts. Will continue to try to work it out, but I’m afraid it may be a bit beyond me...
  • Any mod that adds scripts to food, to introduce hunger etc – the food from this mod will not affect hunger. Currently working on compatibility with Darwin’s Nightmare.
    • TR-Basic Needs & RWS Patch by Shiek200: http://skyrim.nexusmods.com/downloads/file.php?id=10873
  • Skyrim Creatures Alive – Not a REAL conflict, but my creatures continue to spawn on a levelled basis, where as the SCA creatures are not levelled and all variants will spawn from level 1. A conflict of philosophy rather than anything else.
6. Change Log

1.34
  • Brought RWS up to date with Skyrim 1.5
  • Fixed issue with some cells accidentally edited (Labyrinthine, for example).
  • Ongoing tweaks to behaviour and AI packages.
  • Added Animal Lungs, Intestines, Liver, Fox eye, Goat eye, Spider eye, Skeever Eye, Slaughterfish Eye and Fish guts as new ingredients. Also added ‘Gallbladder’ to bears specifically, which can be crafted into ‘bear bile’ at a tanning station.
  • Added new food/recipe; Tripe stew.
  • Added the ability to make flutes from animal bones.
  • Added new ingredients & food to levelled lists.
  • Revised several creature death item lists.
  • All wild horses dropped in health to bring them closer into line with other wild creatures.
  • Added Elk calves and Sabrecat kittens (by Shingouki)
  • Addressed an issue with Giants being very slow to respawn.

1.33
  • Added several wandering herds of cows, goat, horse, elk and deer.
  • Fixed a duplicate Stamina effect on Fox Hearts.
  • Fixed an issue with Mudcrabs trying to use warning animations they didn’t have.
  • Fixed some issues with items not appearing in some creature death lists.
  • Added Tiny Crabs as ambient coastal wildlife. Around 100 spawns spread across the coast. And one ‘crab fishing’ spot with crabbing cages!
  • Significant AI Package work – herds of each animal type will herd together on their routes, as will hunting packs. Predators will stay near a kill for longer, assuming there isn’t another to be had nearby!
  • Several basic AI revisions – on going tweaks to get wildlife to work naturally.
  • Significant alterations to wolf factions – split into Red, Grey and Ice, none of whom like each other and will fight for territory and kills.
  • Several additional ambient wildlife spawns (tiny spiders, charus, common skeevers etc)
  • Began adding some load screens adding info about some of the altered creatures.
  • Updated the eye textures to look a bit more red.
  • Added ‘Crushed Chaurus Chitin’ as a craftable ingredient, and ‘Crushed Ant Charus’ as a death item ingredient on Ant Chaurus.
  • Added a new ambient creature (two varieties) by retexturing an existing one! Keep an eye out for the Red Grouse and Black Grouse!

1.32
  • Significant AI and faction revision – predators will now target juvenile and young prey creatures, unless in a large pack. Young predators are now ‘cowardly’, but have a large ‘attack’ radius, meaning if you get close they will initiate combat and their allies (older variants) will attack you.
  • Cleaned up several unedited references that said they had been edited.
  • Added new texture for ingredient Spriggan Cutting
  • Added Bellyache’s non-shaggy goat texture to the juvenile goats.
  • Removed tiny spiders and tiny chaurus – then figured out how to make them work silently, so then added some back in...
  • Reduced the range at which wolves will attack – most will now not attack unless directly approached – diseased and Ice wolves will still attack as normal (however, see the above point about ‘young’).
  • Added additional spawns for wild dogs
  • Added a couple of new creature variants – Wild cow ‘Bull’ a larger and aggressive cow, and a mother goat, who will protect young.
  • Info: New count shows the number of animal variations now stands at over 490.

1.31
  • Fixed ‘Cow Eye’ name to Cow Eye, not Bear Eye.
  • Fixed Spriggan Cutting name to ‘Spriggan Cutting’
  • Fixed wolf AI relation with werewolves. I think – I don’t have a werewolf character to test!
  • Removed species unique bones to replace with generic ‘animal bone’ and ‘animal skull’ as it was a bit cluttered having each species with a unique bone item. Troll Skulls remain as uniquely craftable ingredient.
  • Fixed issues with horses appearing as enemies.
  • Revised factions for Horses, wild cows and mammoths
  • Added new ingredients to normal ingredient levelled lists

1.3
  • Added Bear and Sabre Cat bones, Mammoth Bone shard, Deer and Elk Skulls as misc items, and added to death lists.
  • Added Powdered Mammoth Tusk and Ground Troll Skull as craftable ingredients at the Tanning Rack.
  • Added bones as part of Death Items, which can be converted to bonemeal at the tanning rack.
  • Adjusted weight and sounds, stats and attack data of the ambient tiny Spiders and Chaurus.
  • Fixed the ability to turn Large Pelts into leather if you didn’t have a small pelt too.
  • Revised AI of wild horses and wild cows.
  • Added a couple of additional herds of wild horse and cows to the plains around Whiterun, with patrol routes for them to wander around.
1.2
  • Added additional spawn points for levelled creatures, including over 100 new slaughterfish levelled spawns, as well as additional spawns for horkers and other ambient wildlife.
  • Added Wild Cattle to some levelled lists and placed a number of direct spawn locations.
  • Added new Factions and revised how RWS creatures will interact with each other and other creatures in game.
  • Revised death items – larger variants now drop more loot.
  • Added new items: Larger pelts, new recipes to take advantage of them, new ingredients, new misc items (mammoth hide pelt).
  • Added passive ‘Common Skeever’ and ‘Water Skeever’ to ambient wildlife selection (each comes in 4 varieties – young to old).
1.1
  • Fixed bug causing animations to fail.

7. Plans for the Future
  • Add in creatures suffering from Brown Rot and Tunnel Cough Diseases (two lore friendly diseases not yet added to a creature, although they are in the disease effects)
  • Release a RWS – Events optional extra, adding little wildlife events
  • Release a RWS – No Food – so it won’t conflict with hunger mods (temporary fix)
  • Release a RWS – Greater Chance version, in which RWS creatures will appear twice as often as normal creatures, rather than at a roughly 50/50 rate from levelled spawns.

8. Requests:

Things I need (requests for anyone skilled enough to do it!):
  • new animated baby creature models (specifically Slaughterfish, mammoths, cows, goats, Sabre cats, horses)
  • A working, textured version of the 'small bird' model in the Moving Static section of the CS.
  • Script to make animals slow as they are more injured.
  • Script causing a chance of catching a disease if you eat a diseased food
  • New ingredient models (internal organs, 'splodge' for me to retexture)
  • Any lore-friendly new creatures (I'd especially love some Vvardenfell wildlife - Nixhound, Scribs, Netches, Kagouti, Alit and Guar etc)
  • A way to stop cows floating about like balloons.
  • Ideas - What would you like to see in a more natural wildlife?

9. Thanks

Thanks to Corepc, who has agreed to work to try and avoid clashes with SCA, and offered to help make a patched version of RWS that will work together more effectively with SCA for anyone who wants to use both.

Even BIGGER thanks to Corepc who identified the glitch causing the animations bug. I owe him big time!!

Bellyache – For the use of the textures for the Arctic Hare and Non Shaggy Goat (and some textures seen in screenshots)

HarveyVats – For the use of his Hare textures in RWS – Rabbits Plus

Imp Of The Perverse – For making the IMCN patch!

Shingouki – Elk Calf and Sabrecat kitten models

Etayorius – For on-going advice and good will when working with his Skytest mod.

Coldlady - RWS Alchemy Guide, edited by Nedius

The Skyrim Community for their support and feedback.


10. Translations

Japanese Translation Patch: http://skup.dip.jp/up/up01612.7z
German: http://skyrim.nexusmods.com/downloads/file.php?id=10873
Turkish: http://skyrim.nexusmods.com/downloads/file.php?id=13669
Italian: http://skyrim.nexusmods.com/downloads/file.php?id=13593
Czech: http://skyrim.nexusmods.com/downloads/file.php?id=13328


11. SPOILERS
  • The lore-friendly diseases added in this mod are made to reflect the past effect and severity of the diseases included in past Elder Scrolls games:
    • Bloodlung – Reduced Stamina
    • Collywobbles – Reduced Speed, Carry Weight and Stamina
    • Dampworm – Reduced Speed
    • Droops – Reduced Jump and Speed
    • Feeble Limb – Reduced Carry Weight and Melee Damage
    • Greenspore – Reduced Speechcraft
    • Helljoint – Reduced Speed and Melee Damage
    • Red Rage – Reduced Carry Weight and Magic Resistance
    • Rust chancre – Reduced Speed and Speechcraft
    • Serpiginous Dementia – Reduced Magica, Magica Resistance and Speechcraft
    • Shakes – Reduced Sneak and Speed
    • Swamp Fever – Reduced Carry Weight and Stamina
    • Ticklebritch – Reduced Stamina and Speechcraft
    • Wither – Reduced Carry Weight and Stamina
    • Witless Pox – Reduced Magica
    • Yellow Tick – Reduced Speed and Carry Weight
  • For full details of the Alchemical effects of the new ingredients, see the ‘Real Wildlife Skyrim Alchemy List’.
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jesse villaneda
 
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Post » Sun May 27, 2012 4:39 am

Ok, I'm getting close to releasing 1.34.

For the main changes, see the change log in the 1st post.

However, though some people might be interested in some screens:

Sabrecat Kittens (by Shingouki, permission of Etayorius)
http://img.photobucket.com/albums/v611/nedius/SabreCatKittens.jpg

Elk Calves (by Shingouki, permission of Etayorius)
http://img.photobucket.com/albums/v611/nedius/ElkCalves.jpg

New Ingredients - internal organs
http://img.photobucket.com/albums/v611/nedius/LungsIntestinesLiver.jpg

New food! Tripe!!
http://img.photobucket.com/albums/v611/nedius/TripeStew.jpg



There is still some work to do, but should be released in the next couple of days.
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djimi
 
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Post » Sun May 27, 2012 9:39 am

Great work man can't wait for the update!
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Genevieve
 
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Post » Sat May 26, 2012 11:10 pm

Ok! 1.34 is FINALLY up!

Version: 1.34
Skyrim Nexus: http://skyrim.nexusmods.com/downloads/file.php?id=9778
Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=12112

Change Log

1.34
  • Brought RWS up to date with Skyrim 1.5
  • Fixed issue with some cells accidentally edited (Labyrinthine, for example).
  • Ongoing tweaks to behaviour and AI packages.
  • Added Animal Lungs, Intestines, Liver, Fox eye, Goat eye, Spider eye, Skeever Eye, Slaughterfish Eye and Fish guts as new ingredients. Also added ‘Gallbladder’ to bears specifically, which can be crafted into ‘bear bile’ at a tanning station.
  • Added new food/recipe; Tripe stew.
  • Added the ability to make flutes from animal bones.
  • Added new ingredients & food to levelled lists.
  • Revised several creature death item lists.
  • All wild horses dropped in health to bring them closer into line with other wild creatures.
  • Added Elk calves and Sabrecat kittens (by Shingouki)
  • Addressed an issue with Giants being very slow to respawn.

Am keen for feedback on the new ingredients (lungs, livers, etc), and suggestions on where to go next. The 'Boars' from Monster Mod didn't make the cut in the end. I like them, but just didn't feel they looked sufficiently 'real'. Am investigating alternatives!


Future possibilities now include:
  • Removing my creatures from the default leveled lists and adding them back in ENTIRELY from new spawns. Long, and somewhat tedius job that may reduce conflicts with things like Monster Mod.
  • Actually get on and add in some more craftable items - give people something to use the new death list items for other than just alchemy. Oh, and add in horn/bone/antler handled versions of some weapons, for that 'custom' look!
  • Trying my hand at adding scripts. I want diseased meat that can give you diseases if you eat it raw, things like that.

Requests:

I'd love some help with RWS, to take it to a better level. If you feel you can help with any of the following, PLEASE get in touch!
  • new animated baby creature models (specifically Slaughterfish, mammoths, cows, goats, horses)
  • A cow model with no udders
  • A working 'real' boar model. I have a free .max file, but I can't do a thing with it...
  • Script to make animals slow as they are more injured.
  • Script causing a chance of catching a disease if you eat a diseased food
  • New ingredient models (REALLY need a 'horn' model, and internal organs would be cool)
  • New craftable models (bone comb, tooth necklace, etc)
  • Any lore-friendly new creatures (BOARS! I'd especially love some Vvardenfell wildlife - Nixhound, Scribs, Netches, Kagouti and Alit etc)
  • A way to stop cows floating about like balloons.
  • Retextured 'bone' items
  • Ideas - What would you like to see in a more natural wildlife?
Thanks all!
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biiibi
 
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Post » Sun May 27, 2012 3:21 am

Is this compatible with "improved AI - realistic animals and predators behavior"?
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Jimmie Allen
 
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Post » Sun May 27, 2012 2:22 am

Where is the alchemy list?
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Karl harris
 
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Post » Sun May 27, 2012 4:00 am

It's in the zip file on Skyrim Nexus. Hmm... Tell you what, will upload it as an optional file now.
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Causon-Chambers
 
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Post » Sun May 27, 2012 5:11 am

Is this compatible with "improved AI - realistic animals and predators behavior"?

Yes, I use both and they haven't had any problems.
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Gen Daley
 
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Post » Sat May 26, 2012 11:56 pm

I've uploaded a 'patch' to Nexus: http://skyrim.nexusmods.com/downloads/file.php?id=9778

It adds just the two textures for the lungs that I missed from the main download (which has also been updated). Thanks to HongKongJack for spotting it!
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OnlyDumazzapplyhere
 
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Post » Sat May 26, 2012 11:41 pm

COMPLETELY narcissistic of me, but RWS has just broke the Top Ten "Animals, Creatures, Mounts & Horses" Endorsemant chart over at Nexus!

Thanks to everyone who endorsed my mod, all those who have supported it with feedback and bug reports, identified conflicts etc. :)
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Quick Draw III
 
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Post » Sun May 27, 2012 1:10 am

Hi Nedius.

I just wanted to offer an update to my earlier tesing results.

For some reason, RWS developed a problem out of nowhere and I had to take it out. I posted extensively about this in the AV thread because I originally thought that it had something to do with AV (or perhaps ASIS) but it turns out it doesn't, or at least it isn't only AV. The problem was very consistent (well, still is, if I activate the mod). It always crashes or freezes on the way down to Riverwood when Ralof and I meet the wolf pack. Again, details are in the AV thread posts.

I spent two full days trying to get my game running again after the problem first appeared. Eventually, I tracked it down to taking our RWS and SkyMoMod and leaving everything else that worked before active, including SkyTest - RAP and SCA. I finally got down to Riverwood, then decided to find out if I could reactivate at least RWS. I thought that it was more likely that SkyMoMod had caused the sudden problem (even though it was working before). However, I used the same load order + RWS (no food version), remade the patches from scratch (Bashed, ASIS, AV) and the game froze at the same place.

I don't have time to try to determine the exact interaction problem that causes this, but I wanted to let you know, at least.

Again, it is really odd because everything was fine before, and you can even see me playing with all four mods active in the demos for my mod (linked in the [WIP] thread in my sig).
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Robert Garcia
 
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Post » Sun May 27, 2012 6:21 am

I also share the same problem as Tenshi and I made a video showing where it happens. Can you get this fixed ASAP?

Video on Problem
http://www.youtube.com/watch?v=C82beLxepFY
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Adrian Powers
 
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Post » Sun May 27, 2012 9:26 am

I also share the same problem as Tenshi and I made a video showing where it happens. Can you get this fixed ASAP?

Video on Problem
http://www.youtube.com/watch?v=C82beLxepFY

Yep, that seems to be it, although in my case, I have it from the start heading down to RW with Ralof. I don't fast travel, though. :)

Thanks for the confirmation!
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Annika Marziniak
 
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Post » Sun May 27, 2012 2:26 am

Just like to say that I love this mod and appreciate all the work going into to it
Cheers!
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jessica robson
 
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Post » Sun May 27, 2012 12:19 am

Yep, that seems to be it, although in my case, I have it from the start heading down to RW with Ralof. I don't fast travel, though. :smile:

Thanks for the confirmation!

Me neither, I even forget sometimes that fast travel is in the game because I'm so immersed lol. You most likely will run into the same problem as me in the same area if he doesnt fix the issue.
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Tania Bunic
 
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Post » Sun May 27, 2012 10:56 am

Me neither, I even forget sometimes that fast travel is in the game because I'm so immersed lol. You most likely will run into the same problem as me in the same area if he doesnt fix the issue.

Well, yes, I already reported it and you confirmed it, right? :P

I had to leave it deactivated for now, or I couldn't get any further into the game (without cheating such as coc which I don't do when I play, as I said).

I'm sure he'll take a look, at least. Leviathan is also looking into it to see if it is some type of interaction with AV.

(Do you use Automatic Variants, too?)
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Jinx Sykes
 
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Post » Sat May 26, 2012 11:15 pm

Well, yes, I already reported it and you confirmed it, right? :tongue:

I had to leave it deactivated for now, or I couldn't get any further into the game (without cheating such as coc which I don't do when I play, as I said).

I'm sure he'll take a look, at least. Leviathan is also looking into it to see if it is some type of interaction with AV.

(Do you use Automatic Variants, too?)

No I use Skytest. I wonder with the combination of those brings forth that problem. I'll load wild life by itself and see what happens

Edit: So my thoughts were true I deactivated skytest and only had wildlife installed and the game was fine and vice versa Skytest ran fine without wildlife. So something may be happening in that area with the mods conflict.
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Alyce Argabright
 
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Post » Sun May 27, 2012 1:02 am

I cant reproduce the crash you guys are having, i went all the way where the crashed is in the video close to the waterfall in riverwood but did not encounter any crashes, just using SkyTest and RWS enabled... i even tried checking in the CK to see if i had placed something in there that could conflict and the only thing i placed was a BirdFlock but just outside riverwood but not that far in the waterfall, and checked RWS in the CK and found few changes outside riverwood but not in that exact spot close to the waterfall where you crashed, so i am clueless... using Beta v1.16 of SkyTest and 1.341 of RWS.

Could you both try applying the LAA (4Gb patch) to your game (just backup skyrim.exe) and try again, i know "supposedly" 4Gb patch is not needed, but i think Bethesda disabled using 4Gb of Ram in 1.5, i was experiencing crashes each time i click "Quit to Main Menu" and then applied the patch and the crashed just dissappeared...
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Andrea P
 
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Post » Sun May 27, 2012 8:41 am

To my knowledge the 4gb patch mod is useless due to official bethesda updates. I've actually tried testing and it continued to occur. Perhaps it may have something to do with load order? Where do you have the two mods loaded on the list?
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kirsty williams
 
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Post » Sun May 27, 2012 6:41 am

Thats what Bethesda claims, but like i said... i was having a CTD each time i quit to Main Menu, after the patch i havent encountered a single CTD when going back to Main Menu while in game, my load order was just RWS and SkyTest last, only those 2 mods enabled, by the way i dont use any sorting tool, main launcher does the job quite awsome for me, if you need a video let me know ill upload one.
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Janette Segura
 
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Post » Sun May 27, 2012 4:30 am

Hi guys.

Sorry Ive been quiet, but work has git me really busy atm and have little mod time available!! I'll look into this too as soon as I can.
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Amanda Furtado
 
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Post » Sun May 27, 2012 2:38 am

In my game, everything was fine initially, but then the crash occurred for no apparent reason. In other words, it is not necessarily easy to reproduce. It was being consistent for me so I had to disable RWS and that fixed it. Obviously, that doesn't make sense, but at least I can continue working on my mod and playing. I may try more testing in the future when I have time.

I won't put the 4GB patch in, though, as I don't need it and don't like third party tools messing with my exe. Besides, Bethesda already put it in, anyway. Also, a 4GB memory issue would not be an issue only for one specific area. The problems would occur all over the place. That area isn't even heavily populated, and it doesn't have a huge amount of stuff happening that requires lots of memory. I have never had crashes at the main menu in any Bethesda game, but I have read that some people have for some reason.

However, just fyi, Leviathan (author of Automatic Variants) stated that he tests using an old save from an earlier version of the game (much eaelier, I believe) and he also saw the crashes at that spot. He thought that it was simply a bug in his save, but it no longer appears that that is the case. He was also going to look into whether or not it was some sort of interactiion with AV.
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Latino HeaT
 
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Post » Sat May 26, 2012 7:54 pm

I've been looking into these crashes, and I'm more and more convinced it's an issue related to duplicated Form IDs. The game seems to add them to new items made by a mod. If two mods have the same form ID used, then it might cause crashes if the purpose of those IDs conflict - say a sword attempting to spawn as a leveled list NPC, for example.

There may be some duplicated 'accidental' edits - a bit of mist accidentally moved by two mods - but I figure load order should sort that... Still, looking into it.
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Sweets Sweets
 
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Post » Sun May 27, 2012 12:38 am

I really want to use this mod with skytest so I'm glad you are working on it.
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katsomaya Sanchez
 
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