[RELz] Skyrim Immersive Creatures

Post » Thu Apr 04, 2013 3:58 am

i use the esm so i can patch it with my something-needs-shock-resist-ffs plugin more easily.
sometimes i just like to run around with the skeletons chasing me, for hours.
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Wayne W
 
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Post » Thu Apr 04, 2013 4:43 am

I have a problem
I choose the esm version for both
but the dlc becomes an esp version


is that suppose to happen
do I leave it at the top?
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Ronald
 
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Post » Wed Apr 03, 2013 9:22 pm

Looks good!
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Daddy Cool!
 
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Post » Thu Apr 04, 2013 3:45 am

I have a problem
I choose the esm version for both
but the dlc becomes an esp version


is that suppose to happen
do I leave it at the top?
If you chose to use the .esm version of Skyrim Immersive Creatures choose the .esp inside the DLC2 for ESM folder; if you chose to use the .esp version of Skyrim Immersive Creatures use the .esp inside the DLC2 for ESP folder.

As to load order, I placed mine directly below the main .esp in my load order (I use the .esp version of the mod). BOSS does not recognize this new .esp yet, but it places the main .esp surprisingly high in my load order. So I have to assume the Skyrim Immersive Creatures - DLC2.esp can also go fairly high in a load order too.
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Vicki Blondie
 
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Post » Wed Apr 03, 2013 6:35 pm

There's issues with the Cliffracers that get the vanilla Hawk bug where they can't be shot down after respawning once. Is it possible to attach the UKSP patch for Hawks on to the Cliffracers?
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Richard
 
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Post » Thu Apr 04, 2013 3:05 am

I'll never shoot them. Thanks for mentioning. Will take a look at it.
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casey macmillan
 
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Post » Thu Apr 04, 2013 8:23 am

Purist lore-friendly version of Skyrim Immersive Creatures (http://skyrim.nexusmods.com/mods/31256) updated to incorporate balance changes at lower levels by lifestorock from v5.1.1 of the main mod - also now renames "Sabre Cat Pup" as "Sabre Cat Cub", and removes mecha dragon misc items that were missed before.
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Eddie Howe
 
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Post » Thu Apr 04, 2013 5:33 am

Short Update:

I'm currently working on the next update for SIC. I would really appreciate it if some users are willing to pre-test the next version. Simply send me a PM and I provide the link for the test version.

Current Changelog for v5.1.2
Spoiler

Dwemer Spectres:
  • removed most perks from low level variants
  • Spectres now begin to spawn at level 8
  • overall chance to spawn a Spectre lowered to 2/5
  • 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
Cliffracer:
  • fixed a bug that prevents the fake container to spawn
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
  • changed bear & wolf subtype death items
Armored Skeleteons:
  • new walking sounds for heavy armored skeletons
Falmer:
  • fixed clipping issues on models with boots
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luis dejesus
 
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Post » Thu Apr 04, 2013 5:55 am

what is needed for this next version?
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sam
 
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Post » Wed Apr 03, 2013 7:32 pm

Same requirements as the normal release. The test version contains of the ESP + DLC2 ESP.
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OTTO
 
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Post » Thu Apr 04, 2013 7:03 am

Some of the animal's death items should probably be updated. Skyrim.esm has 3 types of bear loot (DeathItemBear, DeathItemBearCave, DeathItemBearSnow), 2 types of sabrecat loot (DeathItemSabrecat, DeathItemSabrecatSnow), and 2 types of wolf loot (DeathItemWolf, DeathItemWolfIce). SIC, however, only uses DeathItemBear, DeathItemSabrecat, and DeathItemWolf, regardless of the animal subtype.
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Darren Chandler
 
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Post » Thu Apr 04, 2013 3:21 am

Some of the animal's death items should probably be updated. Skyrim.esm has 3 types of bear loot (DeathItemBear, DeathItemBearCave, DeathItemBearSnow), 2 types of sabrecat loot (DeathItemSabrecat, DeathItemSabrecatSnow), and 2 types of wolf loot (DeathItemWolf, DeathItemWolfIce). SIC, however, only uses DeathItemBear, DeathItemSabrecat, and DeathItemWolf, regardless of the animal subtype.

Updated, thanks for mentioning.
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Alexandra Louise Taylor
 
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Post » Thu Apr 04, 2013 12:09 am

when is the new update coming?
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claire ley
 
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Post » Thu Apr 04, 2013 12:31 am

I don't want to give any release dates for this version. The reason for this is that I want to streamline the lore friendly replacer & the German translation.
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Roberta Obrien
 
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Post » Wed Apr 03, 2013 11:33 pm

Any chance we could get Hybrid cultists where if we can kill them before they transform, then they don't transform?
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Louise Andrew
 
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Post » Thu Apr 04, 2013 7:42 am

Yep, changed the script a few hours ago, but haven't got the time to test it ingame yet.
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Clea Jamerson
 
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Post » Thu Apr 04, 2013 2:57 am

Great mod! :goodjob: Added a lot to longevity of the game for me. Thanks.

Just wanted to ask if you can reduce the spawn chance of those unbeatable non skeleton Dramans on the surface cells, and let them roams the depths of the dungeons.

They are wreaking havoc on a lot of scripted events on the wilds, and killing a lot of people out there, before I can help them.

My character is a level 35 robed sneaky Khajiit arcane archer.

Thanks.

P.S. By the way the dragon battle music is a great touch with them. :)
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CSar L
 
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Post » Wed Apr 03, 2013 11:43 pm

I like your mod a lot!
Made a few changes myself though - removed the dramans but kept the mecha dragons and hybrids & cultists.
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megan gleeson
 
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Post » Thu Apr 04, 2013 7:30 am

Great mod! :goodjob: Added a lot to longevity of the game for me. Thanks.

Just wanted to ask if you can reduce the spawn chance of those unbeatable non skeleton Dramans on the surface cells, and let them roams the depths of the dungeons.

They are wreaking havoc on a lot of scripted events on the wilds, and killing a lot of people out there, before I can help them.

My character is a level 35 robed sneaky Khajiit arcane archer.

Thanks.

P.S. By the way the dragon battle music is a great touch with them. :smile:

Thanks! Yep, I already lowered the chance to spawn them for forest and canyon regions. I also reworked their armor & damage perks. They also got a new fear power which lets npcs & other wildlife run away.
Should be online in 1-2 hors. The link will stay the same.

I like your mod a lot!
Made a few changes myself though - removed the dramans but kept the mecha dragons and hybrids & cultists.
Thanks!
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Guy Pearce
 
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Post » Thu Apr 04, 2013 1:28 am

New Test Version uploaded. Link stays the same. If you also want to help improving SIC just send me a PM.

Current Changelog v5.1.2:
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
Wildlife:
  • fixed strange naming of sabre cat kitten
  • fixed some wrong death items
  • 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
  • some racial tweaks to come a little bit back to vanilla stats
  • fixed some minor faction issues
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Susan
 
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Post » Wed Apr 03, 2013 8:34 pm

Would you be interested in implementing custom sounds/voices to some of the creatures? Lately I've been looking into investing in professional libraries for audio production, and I'd be happy to contribute to your mod.
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Mistress trades Melissa
 
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Post » Wed Apr 03, 2013 11:27 pm

Would you be interested in implementing custom sounds/voices to some of the creatures? Lately I've been looking into investing in professional libraries for audio production, and I'd be happy to contribute to your mod.

Sure, I want to expand audio diversity as well and your offer sounds great! After reaching a point where I can leave the mod a few months untouched, I planned to take a look for some voice actors for the Daedric npcs.
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Christine Pane
 
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Post » Thu Apr 04, 2013 2:15 am

Thanks! Yep, I already lowered the chance to spawn them for forest and canyon regions. I also reworked their armor & damage perks. They also got a new fear power which lets npcs & other wildlife run away.
Should be online in 1-2 hors. The link will stay the same.
Thanks for the changes, and don't get me wrong, I love to encounter some initially unbeatable creatures out there even on lower levels, to come back and beat them when I get stronger, but I want them mostly on some out of the way places, not where they can kill a lot of probably important NPCs, and the fear aura would help, but those demons run really fast and have a nasty temper. :wink_smile:

But sometimes, I love to encounter an opponent that could easily hand me my backside in a silver plate, because we need some occasional set backs in order to enjoy the nice taste of triumph even better, after that.

Without occasional failure the triumphs would lose their meaning.

So all these philosophical gibberish was to appreciate the chance of occasional random encounter of opponents way beyond our character status, but hopefully in some out of the way places.

And I hope those reworks on their armor & damage perks, would not nerf them a lot, or maybe we could have some weaker versions of them in the wilds, and some stronger versions in the corners of the world, hand placed at some specific sites, as boss encounters, and at some high level dungeon random lists, maybe.

As for those hand placed boss encounters, I hope you really think about them. :wink: :wink:

Diablo series had a really great system for random encounters, as from time to time, you could encounter a group of similar opponents with a buffed, named version in the middle as their boss, and this happened all randomly.

So maybe you could have some uniquely named and buffed version of some types of creatures, in separate random lists.

A new random list for each type of creature, I mean, and you could place them in some specific places where those types of creatures would normally spawn, to create some occasional boss/miniboss encounters, and give some additional flavors to the encounters.
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Jose ordaz
 
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Post » Thu Apr 04, 2013 1:30 am

Yep, I'm playing with the idea for a long time (came to me during working on "Deleveled Skyrim". I had created a plugin with unique lvl characters and usesd the ASIS random spawn feature to work only with this characters on specific npcs / creatures. The result was that in exteriors could spawn high level random enemies, but with a chance of 2-3 %.
I'm looking for several solutions of present issues. One is to create a SkyProc patcher for SIC to let the user take control of the level list. This patcher can also provide some kind of random spawner just for some special placed creatures. This would increase the random factor immensely. But at the moment this are just rough ideas on my project paper.
Before starting to work on this properly I must settle some other things for example further balancing and possible bug hunting. x)
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R.I.p MOmmy
 
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Post » Thu Apr 04, 2013 7:39 am

thanx for the great mod :smile:

High Level Enemies recommends adding Relev tag to SIC, is this correct or should one use the current Delev tag instead ( maybe both ? )
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Tiffany Holmes
 
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