[RELz] Skyrim Immersive Creatures

Post » Thu Apr 04, 2013 7:20 am

A little bit of even more Update Info:
New Requirements: Skyrim 1.9 + latest SKSE & SkyUI 3.4

Introducing MCM Menu:

http://www.abload.de/img/tesv2013-03-1920-44-2uoudd.jpg -- http://www.abload.de/img/tesv2013-03-1920-44-3amu1n.jpg -- http://www.abload.de/img/tesv2013-03-1920-44-30au9i.jpg -- http://www.abload.de/img/tesv2013-03-1920-44-3niu35.jpg -- http://www.abload.de/img/tesv2013-03-1920-44-483ujz.jpg -- http://www.abload.de/img/tesv2013-03-1920-44-44cuyr.jpg

Current Test Version Changelog:

Spoiler

New:
  • MCM menu
  • complete overhaul of all magic effects & spells
  • new random cell respawner (thanks to kuertee)
Scripts:
  • optimized transform, cliffracer, night time & resurrect scripts
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 -&--#62; 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 -&--#62; faction & AI compatibility with other mods (for example SkyTEST)
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Miranda Taylor
 
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Post » Thu Apr 04, 2013 1:04 am

any news on 5.1.2. ? :)
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Javier Borjas
 
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Post » Thu Apr 04, 2013 9:26 am

any news on 5.1.2. ? :smile:

Testing continues...but the improvements are so great and so many that the released version won't be v5.1.2 - but v6 !

I'll let lifestorock fill you in on all the details when he's ready to.
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Taylor Thompson
 
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Post » Thu Apr 04, 2013 7:24 am

the improvements are so great and so many that the released version won't be v5.1.2 - but v6 !
This sounds very exciting! I can't wait.
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Christina Trayler
 
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Post » Thu Apr 04, 2013 2:32 am

Looking forward to it.
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Penny Courture
 
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Post » Thu Apr 04, 2013 8:30 am

For those of you currently using my purist lore-friendly version -

On the downside, it looks like I won't be making a purist esp replacer version of v6.

On the upside, my planned amendments for v6 will be incorporated into v6 via MCM menu thanks to lifestorock - there will be a "default" or "purist" option with the ability to customise additional options. :D
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Sophie Payne
 
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Post » Thu Apr 04, 2013 6:22 am

A little bit of some new Update Info:
New Requirements: Skyrim 1.9 + latest SKSE & SkyUI 3.4

I think it's time to share some more information about the next version. As jackstarr said the amount of changes is huge. The most visible is for sure the MCM menu with full control. But to get this working the menu makes just about 1/5 of the changes the whole update contains. Nearly all user feedback that arrived since release of v5.1.1 is incorporated in v6. In addition to that all alternate changes jackstarr did for his purist versions are also included.To ensure full difficulty control all spells,magic effects, perks and npcs got altered to fit the new system.

Current WIP MCM:

http://www.abload.de/img/tesv2013-04-0214-29-0puubb.jpg --http://www.abload.de/img/tesv2013-04-0214-29-1piua4.jpg-- http://www.abload.de/img/tesv2013-04-0214-29-2nzuuc.jpg-- http://www.abload.de/img/tesv2013-04-0214-29-2k0udj.jpg-- http://www.abload.de/img/tesv2013-04-0214-29-3c8use.jpg-- http://www.abload.de/img/tesv2013-04-0214-29-3nhuah.jpg-- http://www.abload.de/img/tesv2013-04-0214-29-31euxp.jpg-- http://www.abload.de/img/tesv2013-04-0214-29-4e2u9n.jpg

Difficulty:
The global difficulty takes direct effect on SIC NPC Health, Magicka, Stamina, additional Damage/Armor and scales their spells to the choosen difficulty. The additional difficulty settings work on top. You can toggle the the different effects to your personal liking. Exclude things or customize further like staggering or how often npcs can use shouts.

Spawns:
SIC now includes now two ways to take control over npc spawns. SIC own spawn points can be controlled directly. Enemies spawned via level list at vanilla spawn points get replaced if they are excluded via menu. This happens directly on the npc and has no effect on other mods that share / edit / use the same level list.

Additional Spawns:
SIC v6 contains two new ways to increase spawns for certain npc types: Creatures & Animals. It's not a general increased spawn system it works more likely contextual. This means enemies that seem to be lonely won't be it any more. For example Rieklings or Goblins will spawn in random small groups. Also all cub & pup animal variants are removed from all normal level list. They will now only spawn alongside their advlt counterparts.

Night Time Encounter:
In v6 all different encounter types can be toggled separately. Don't like vampires, deactivate them and still encounter werewolf attacks at night. It will also include some more different types of enemies to spawn at night.

Random Cell Respawner:
If you visit a certain cell in the game it gets marked with a unique time stamp. Two internal game settings handle when a cell gets respawned with items and enemies. The randomizer changes these settings dynamically based on the settings of the MCM menu. So you can never be sure a cell is really empty and you won't know when it respawns.
Can be toggled of. Instead of the randomizer the menu will give you the ability to change the respawn settings directly. If you used a mod to change the vanilla settings, these settings get saved and restored once the randomizer is toggled off. But I would really suggest to use it

New Creatures:
Yes, there will be new stuff. Not as many as the last update introduced, but enough. .

Release:
April
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Breanna Van Dijk
 
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