SkyTEST - Realistic Animals & Predators Thread #2

Post » Sat Jun 01, 2013 8:06 pm




Well, pigs fly, so why not cows, right?
User avatar
Oceavision
 
Posts: 3414
Joined: Thu May 03, 2007 10:52 am

Post » Sun Jun 02, 2013 6:24 am

My GPU just died... the good news is that luckly my mobo has an HD3200, cant really handle Skyrim nor the CK but i least i am not drown with not being able to use my PC.
User avatar
Luis Longoria
 
Posts: 3323
Joined: Fri Sep 07, 2007 1:21 am

Post » Sat Jun 01, 2013 9:43 pm

1.20 is up, i wanted to do a lot more... but i just cant work on SkyTest any longer or untill i get a new GPU... i also had plans to work on SkyTest - HarderCreatures and start giving them nice Ai Packages too, i also got permission to work on "SkyTest - Prides of Skyrim", it will have to wait:



1.20


* Rebuild whole mod from Scratch

* Added GoatKid

* Added HareKitten

* Added more Bellyache Textures to some animals

* Balanced amount of WolfPacks.

* Added the SlaughterFish Fry (textures by TheRagMan)
User avatar
Liv Staff
 
Posts: 3473
Joined: Wed Oct 25, 2006 10:51 pm

Post » Sat Jun 01, 2013 9:01 pm

Fantastic! Been waiting for this update

Sorry to hear about your GPU - but glad you managed to get this out despite your problems - thanks!
User avatar
Love iz not
 
Posts: 3377
Joined: Sat Aug 25, 2007 8:55 pm

Post » Sun Jun 02, 2013 11:09 am

Well i released the file as it was just before my GPU died, there are a few things i wanted to fix and add before release... but since i cant work on the mod i decided to release what i had.
User avatar
carley moss
 
Posts: 3331
Joined: Tue Jun 20, 2006 5:05 pm

Post » Sun Jun 02, 2013 4:58 am

I was able to fix and add few things when going to a friend house who happends to have the CK (and still he does not use it, no way!!) installed, so i worked on couple things i already knew were causing issues:

v1.21

  • * Fixed issue with all mudcrabs appearing dead.
  • * Fixed some ai Packages that i did not fully finished.
User avatar
BlackaneseB
 
Posts: 3431
Joined: Sat Sep 23, 2006 1:21 am

Post » Sun Jun 02, 2013 5:37 am

Congrats on getting it done!

I noticed that the name of the esp has changed since the earlier version, so the new name isn't recognised by BOSS yet - was there a reason you renamed it?

Would you recommend doing a clean save or waiting the respawn time? I ask because I know there's an issue with scripts being stuck in save games even after uninstalling the mod that adds the scripts - and wonder if I do a clean save would it still have remnants or referrals to the scripts in my save game that could mess things up with the new version - and maybe better to wait a respawn so those scripts that are the same can continue to run? And if there are scripts in my save related to the previously named esp could they confilct with the newly named one? Please excuse my ignorance when it comes to scripts and how they work...
User avatar
Alex Blacke
 
Posts: 3460
Joined: Sun Feb 18, 2007 10:46 pm

Post » Sun Jun 02, 2013 1:45 am

Great stuff, indeed. I have one question. This has bugged me since the release date.

Did you change the Deer and Elk to be named properly in the game? Elk are all named deer and Deer are named Elk.
User avatar
dean Cutler
 
Posts: 3411
Joined: Wed Jul 18, 2007 7:29 am

Post » Sat Jun 01, 2013 11:23 pm

SkyTEST does not uses scripts, so i say its safe to use the new esp under an old save... just be sure to delete prior versions of the mod, since i did the mod from scratch and i had the old esp inside data i just gave it a new name, this way i could test the current version at that time (1.16) for possible issues while working on building the new version (1.20).

Hmm Se?or Cinco i checked for things like this yesterday while visiting my friend, so there must be another mod conflicting with SkyTest.

[Edit]

Made an optional Low Res Texture Pack available for GPU′s with low vram created by MaxSustain.
User avatar
Ridhwan Hemsome
 
Posts: 3501
Joined: Sun May 06, 2007 2:13 pm

Post » Sat Jun 01, 2013 8:26 pm

What exactly do you mean you say you rebuilt the mod from scratch? Did you do anything differently, or just redid everything for some reason?
User avatar
daniel royle
 
Posts: 3439
Joined: Thu May 17, 2007 8:44 am

Post » Sun Jun 02, 2013 6:40 am


Oh no...I'm talking about fixing it from the Vanilla game. It has been backwards since day one. When you kill an Elk, in the game and harvest the carcass, it is named Deer. When you kill a Deer, it is named Elk. The game has them backwards. This is not something caused from your mod or anyone else's.

I was just wondering if you addressed the issue, with your mod. It was this way with my Xbox copy and it is still that way with my PC version.
User avatar
Leanne Molloy
 
Posts: 3342
Joined: Sat Sep 02, 2006 1:09 am

Post » Sun Jun 02, 2013 3:47 am

I rebuild the whole mod from scratch, from 0% but obviously i tried to keep certain things the same, you can even check the older version is 1mb of size while the new version is arround 600kb, even the file is named different.
User avatar
Lewis Morel
 
Posts: 3431
Joined: Thu Aug 16, 2007 7:40 pm

Post » Sun Jun 02, 2013 9:02 am

Never mind...
I don't have your mod installed. I have never had any version of it installed. I just checked the CK and it appears that what the game is calling these animals and what I refer to them as...is two different things.

Game ---------- Me
Elk ------------- Moose
Female Elk ------ Deer
Deer ----------- Elk

The game is what it is. I am wrong.
User avatar
Matt Bigelow
 
Posts: 3350
Joined: Sun Sep 30, 2007 6:36 pm

Post » Sun Jun 02, 2013 8:50 am


Moose and Elk is the same thing though, just north american vs british english. To confuse it further though, americans also use the word elk for a different animal. -.-
User avatar
WTW
 
Posts: 3313
Joined: Wed May 30, 2007 7:48 pm

Post » Sun Jun 02, 2013 9:33 am

Your mod is just 600kB ?

What The Hell I've just downloaded with 120 MB from your nexus page ?

BTW...Some times I notice a small group of animals, mostly wolves, doing the same choreography...I mean...it seems they are using the same animation exactly at the same time.

It′s not a big problem...and I don't even know if your mod cause this. But that is most noticeable after it.


The last -> a big "Viva" for your Job !

.
User avatar
Guy Pearce
 
Posts: 3499
Joined: Sun May 20, 2007 3:08 pm

Post » Sat Jun 01, 2013 9:13 pm


The esp is 600kb, the mod is 120mb because it also includes textures etc.
User avatar
Sophie Morrell
 
Posts: 3364
Joined: Sat Aug 12, 2006 11:13 am

Post » Sun Jun 02, 2013 5:37 am

Se?or Cinco

Ohh i get you, yes i noticed that in the CK and it was extremely confusing when i was trying to create new skins for both Elks and Deers... didnt knew which belonged to which since the names some times were used correctly and sometimes exchanged and it does seems Beth changes the name many times of those two types of animals.

pep legal

Hahaha sorry, i forgot to mentioned the file size is related to esp only, and i think since wolves are following and protecting the leader it causes them to move at the exact same time making their animations to match hehe.

Peste

Pretty much hehe.
User avatar
QuinDINGDONGcey
 
Posts: 3369
Joined: Mon Jul 23, 2007 4:11 pm

Post » Sun Jun 02, 2013 1:25 am

will the included meshes work with AV?
User avatar
k a t e
 
Posts: 3378
Joined: Fri Jan 19, 2007 9:00 am

Post » Sun Jun 02, 2013 11:41 am

In what ways did rebuilding this mod help? Just curious. I really like the wolf packs in 1.16 though.
User avatar
BRIANNA
 
Posts: 3438
Joined: Thu Jan 11, 2007 7:51 pm

Post » Sun Jun 02, 2013 5:36 am

This little exchange has peaked my interest in this mod. I will be giving it a closer look and downloading it in the near future. Thanks to you and modders like you for these great additions to the game.

Keep'em coming.

- Mr. 5
User avatar
Samantha Pattison
 
Posts: 3407
Joined: Sat Oct 28, 2006 8:19 pm

Post » Sun Jun 02, 2013 9:28 am

That's what I mean, I don't need more of Bellyache's recolours so I'm happy to just delete a few spawn points and stay with 1.16 if that's the main difference.
User avatar
matt white
 
Posts: 3444
Joined: Fri Jul 27, 2007 2:43 pm

Post » Sun Jun 02, 2013 6:10 am

I may have edited cells or important tags that may have decreased the stability of the mod as of 1.16, in 1.21 i made sure i didnt touch something i shouldnt, also got rid completely of Ai Disabled animals and some issues with LvlLists, so far CTDs seems to had been reduced considerably, but i did got a few reports of CTDS in conjuction with a vast amount of mods.

Rabits, Deers, Elks, Wolves and some other animals behave just as they supposed to.
User avatar
Natalie Taylor
 
Posts: 3301
Joined: Mon Sep 11, 2006 7:54 pm

Post » Sun Jun 02, 2013 3:47 am

Charon117

Hmm i dont know much about AV, tried it once and got CTDs all over the place, havent tried again...
User avatar
Laurenn Doylee
 
Posts: 3427
Joined: Sun Dec 03, 2006 11:48 am

Post » Sat Jun 01, 2013 10:07 pm

Would you consider placing everything in leveled lists? Do the tiny rats not spawn unless placed in cells?
User avatar
Brad Johnson
 
Posts: 3361
Joined: Thu May 24, 2007 7:19 pm

Post » Sun Jun 02, 2013 8:49 am


Hmm. Well, just fyi, I have never gotten CTDs with AV and I've been using the alpha since... well, ver 1.2.4, actually (it's currently on 1.4.0.1). It probably is not AV that is giving you CTDs. AV will do the texture variations for you (or for any player) but it will vary them across all included encounters without doing things by hand. It does the same thing you'd do by hand, but does it automatically. You may want to use it and if you have any trouble/problems, let Leviathan know (although he is currently in Diablo 3 mode).

I'm just saying that many people have been using/testing it without CTDs, and it seems a shame not to use it because I think that your mod is a perfect candidate for it.
User avatar
rae.x
 
Posts: 3326
Joined: Wed Jun 14, 2006 2:13 pm

PreviousNext

Return to V - Skyrim