Sevipah Posted March 30, 2023 Author Posted March 30, 2023 20 hours ago, Kristovpher said: Hi, I deleted the werewolf in your mod, and then couldn't start the game. When I tried to load my save it would start and then crash to desktop. I didn't see any tame werewolves around, but should I try and save in a place where I know there arn't any? So I made a quick edit: Removed all of the 6 werewolves, loaded into my latest save (next to Riverside Shack, so very far away from any werewolf my mod places) and it immediately loaded without problems. I also fast travelled/walked to every now deleted werewolf I placed. Not even a single crash. The problem could be because of incorrect deletion of the record or more likely it's because of the save being in a cell of a now deleted werewolf. Hope this helps. CO More Creatures 1.8.1 (No WW Edit).rar
Kristovpher Posted March 31, 2023 Posted March 31, 2023 5 hours ago, Snoipeh said: So I made a quick edit: Removed all of the 6 werewolves, loaded into my latest save (next to Riverside Shack, so very far away from any werewolf my mod places) and it immediately loaded without problems. I also fast travelled/walked to every now deleted werewolf I placed. Not even a single crash. The problem could be because of incorrect deletion of the record or more likely it's because of the save being in a cell of a now deleted werewolf. Hope this helps. CO More Creatures 1.8.1 (No WW Edit).rar 157.21 kB · 0 downloads Awesome, thanks for your help 1
Wolf470 Posted April 24, 2023 Posted April 24, 2023 I just started a new game of Skyrim AE - Adding this mod helps quite a bit (Legacy of the Dragonborn and addons fill up my LO (fortunately mostly light) and this adds more diversity... Thank you for an excellent mod... 1
Thebigfuzzy Posted May 8, 2023 Posted May 8, 2023 Is there some specific way to get this to run on SE? (1.6.640) I see other people having no problems, but I seem to be crashing on old saves and new games.
kamithemoon Posted July 10, 2023 Posted July 10, 2023 Hi Snoipeh, may I request an expansion to add more creatures to dungeon cells? I'd love to be making my way though Embershard Mine and have to sneak my way past a bandit getting it on with a guard dog =D. 2
Sevipah Posted July 11, 2023 Author Posted July 11, 2023 16 hours ago, quietlychamil said: Hi Snoipeh, may I request an expansion to add more creatures to dungeon cells? I'd love to be making my way though Embershard Mine and have to sneak my way past a bandit getting it on with a guard dog =D. Sounds good. I was avoiding cells with hostile actors but if at least one person is down for that then I'll place a few fitting creatures in those areas. Unfortunately I don't have much free time at the moment but I'll fire up Creation Kit in around 3 weeks. Expect an update a week or two afterwards. 2
donttouchmethere Posted July 11, 2023 Posted July 11, 2023 I remember the mod Honeypopcorn added dogs to bandits and @quietlychamil's idea to get discovered by horny dogs via SL aroused creatures worked well (sneak = invite) ?
kamithemoon Posted July 11, 2023 Posted July 11, 2023 2 hours ago, Snoipeh said: Sounds good. I was avoiding cells with hostile actors but if at least one person is down for that then I'll place a few fitting creatures in those areas. Unfortunately I don't have much free time at the moment but I'll fire up Creation Kit in around 3 weeks. Expect an update a week or two afterwards. Huzzah! I'm looking forward to it! Even bandits need to eat, so it might not be inconceivable to have a few neutral chickens, boars, and goats around sometimes, in addition to guard dogs. Mages could have permanent atronachs nearby that they presumably summoned as bodyguards or for fun... For draugr, automotons, and falmer, I'm trying the wench series of mods to see if any of the spawns can trigger consistently and trigger encounters. Here's hoping. At any rate, looking forward to your update!
kamithemoon Posted July 11, 2023 Posted July 11, 2023 29 minutes ago, donttouchmethere said: I remember the mod Honeypopcorn added dogs to bandits and @quietlychamil's idea to get discovered by horny dogs via SL aroused creatures worked well (sneak = invite) ? I have never heard of that mod before. But looking it up, "What in the.." Thank you for the suggestion. I'm going to check it out.
donttouchmethere Posted July 11, 2023 Posted July 11, 2023 18 minutes ago, quietlychamil said: I have never heard of that mod before. But looking it up, "What in the.." Thank you for the suggestion. I'm going to check it out. Oh-oh, yeah, careful, it's special if you can even find it. Just wanted to support your suggestion with practical experience ?
Sevipah Posted August 5, 2023 Author Posted August 5, 2023 On 7/26/2023 at 4:29 AM, bruvkekw22222 said: can i use this with MNC Always Erect ? I believe so
Sevipah Posted August 15, 2023 Author Posted August 15, 2023 On 7/11/2023 at 5:51 PM, Snoipeh said: Unfortunately I don't have much free time at the moment but I'll fire up Creation Kit in around 3 weeks. Expect an update a week or two afterwards. I might need another week. Sorry for the delay.
Corsec Posted August 26, 2023 Posted August 26, 2023 Does the new hostile enemies version have jail creatures included? Is there any chance that you might forward USSEP edits for the cells and worldspaces?
Sevipah Posted August 26, 2023 Author Posted August 26, 2023 3 hours ago, Corsec said: Does the new hostile enemies version have jail creatures included? Yes and I'll upload one with hostile creatures but without jail creatures soon 3 hours ago, Corsec said: Is there any chance that you might forward USSEP edits for the cells and worldspaces? They are already forwarded. Did I miss a spot?
WCSC Posted August 26, 2023 Posted August 26, 2023 thanks for adding hostiles, was hoping this would happen one day 1
Connector196 Posted August 27, 2023 Posted August 27, 2023 Thank you for the mod and all of the effort you've put into it! This mod, despite being very simple in its goal, causes many more interactions and makes my game seem more dynamic as a whole. The newest update with hostile creatures makes it even better, considering now I have to be more careful with my approaches towards dungeons. All in all, I just wanted to show my appreciation and thanks! 1
Corsec Posted August 27, 2023 Posted August 27, 2023 (edited) 4 hours ago, Snoipeh said: They are already forwarded. Did I miss a spot? Mostly it's water stuff that is missing for exterior cells, plus the max height data for the tamriel worldspace. Here is a plugin that contains only the missing edits. It is from "CO More Creatures 1.8.1 (No Jail Creatures)". 4 hours ago, Snoipeh said: Yes and I'll upload one with hostile creatures but without jail creatures soon Thanks! I'd suggest looking at the mod Hand-Placed Enemies. It seems to be the best available mod for adding enemy spawns. Perhaps you could design your encounters to be complementary? https://www.nexusmods.com/skyrimspecialedition/mods/59249 If I could make a suggestion; it would be to add groups of patrolling creatures around Skyrim. For example, giants migrating between camps, hagravens visiting other towers and caves. Dynamic and random encounters on the overworld are super-good. I looked into the mods made by this guy, but I get the impression that he isn't competent in the CK and I don't trust his mods. Still, his giant patrols mod is a great concept. https://www.nexusmods.com/skyrimspecialedition/users/15149504?tab=user+files BTW, I use the Faction Fixes mod, and it causes the atronachs at Winterhold to become hostile because they are in the daedra faction and guards try to kill them and then everyone in town aggro's each other lol. I'd suggest putting them into the same factions as the College mages (since they summoned them anyway), and to remove the daedra faction. https://www.nexusmods.com/skyrimspecialedition/mods/24336 This mod adds riekling camps and ambushes around Skyrim and I really like that part of the mod. The camps have bonfires with nearby human slaves and evidence of rieklings eating humans. I'd really love to see more riekling presence on the Skyrim coast. And also netches there too! https://www.nexusmods.com/skyrimspecialedition/mods/21572 Snoipeh USSEP Edits 27_08_2023.7z Edited August 27, 2023 by Corsec 2
autism0 Posted August 27, 2023 Posted August 27, 2023 where can i get all race same height edits file ?
Sevipah Posted August 27, 2023 Author Posted August 27, 2023 2 hours ago, autism0 said: where can i get all race same height edits file ? Sorry, reuploaded it. 15 hours ago, Corsec said: Mostly it's water stuff that is missing for exterior cells, plus the max height data for the tamriel worldspace. Here is a plugin that contains only the missing edits. It is from "CO More Creatures 1.8.1 (No Jail Creatures)". Those seem to be USSEP exclusive changes. More Creatures has every USLEEP change forwarded. I linked to your edit on the main page. Thank you. 15 hours ago, Corsec said: I'd suggest looking at the mod Hand-Placed Enemies. It seems to be the best available mod for adding enemy spawns. Perhaps you could design your encounters to be complementary? I'd rather not delve into that. I don't wanna overcrowd places. I'm satisfied with how it is now. Works well with OBIS and Lawless. 16 hours ago, Corsec said: If I could make a suggestion; it would be to add groups of patrolling creatures around Skyrim. For example, giants migrating between camps, hagravens visiting other towers and caves. Dynamic and random encounters on the overworld are super-good. Could be a good addition but that sounds like a ton of effort to have creatures roam around all of Skyrim. I'm gonna pass on that for now. 16 hours ago, Corsec said: BTW, I use the Faction Fixes mod, and it causes the atronachs at Winterhold to become hostile because they are in the daedra faction and guards try to kill them and then everyone in town aggro's each other lol. I'd suggest putting them into the same factions as the College mages (since they summoned them anyway), and to remove the daedra faction. I'll edit it in a day or two. Expect a tiny update soon. 16 hours ago, Corsec said: This mod adds riekling camps and ambushes around Skyrim and I really like that part of the mod. The camps have bonfires with nearby human slaves and evidence of rieklings eating humans. I'd really love to see more riekling presence on the Skyrim coast. And also netches there too! That's a nice touch but I really don't wanna add creatures from Solstheim onto the mainland...except for that one hidden Riekling.
Sevipah Posted August 27, 2023 Author Posted August 27, 2023 2023/08/27 Changelog: > Added a new Hostile Creatures expansion for CO More Creatures 1.8.1 > Added a combination of Hostile Creatures and No Jail Creatures for CO More Creatures 1.8.1 > Reuploaded CO Personal Edits with no changes > Forwarded some missing USLEEP changes for CO More Creatures 1.8.1 (No Jail Creatures)
Corsec Posted August 27, 2023 Posted August 27, 2023 54 minutes ago, Snoipeh said: Those seem to be USSEP exclusive changes. More Creatures has every USLEEP change forwarded. I linked to your edit on the main page. Thank you. That was my mistake, sorry. I forgot that this was an LE mod that can be run on SSE lol.
Corsec Posted August 27, 2023 Posted August 27, 2023 (edited) The hostile creatures version has 2 worldspace edits that need USSEP edits (0009144, 00009ae2). Here is the USSEP file with those 2 extra edits added, it includes all previous edits. However if you don't use the hostile creature versions then you don't need this, you should use the other file- "Snoipeh USSEP Edits 27_08_2023". EDIT: OOPS, I missed an USSEP edit, I fixed it and added it in now. Sorry to the 2 who downloaded the wrong one lol. Snoipeh USSEP Edits - Hostile Creatures 27_08_2023.7z Edited August 27, 2023 by Corsec 3
WCSC Posted August 27, 2023 Posted August 27, 2023 1 hour ago, Snoipeh said: 2023/08/27 Changelog: > Added a new Hostile Creatures expansion for CO More Creatures 1.8.1 > Added a combination of Hostile Creatures and No Jail Creatures for CO More Creatures 1.8.1 > Reuploaded CO Personal Edits with no changes > Forwarded some missing USLEEP changes for CO More Creatures 1.8.1 (No Jail Creatures) I DL'd your 1.8.1 yester day with Hostiles, do I need the Personal Edits for it?
Corsec Posted August 27, 2023 Posted August 27, 2023 I saw that there was a no werewolf version, but it's a plugin replacer for an older versions and won't work with the Hostile and/or No Jail versions. Here is a patch to disable the werewolf spawns. It should be compatible with all versions. However, it is SSE-only, because I can't make LE plugins with SSE tools. If you use this in LE it will crash your game, flameout your GPU and melt your CPU, so don't do it. I didn't want tame werewolves in my game because werewolves aren't tameable, and I don't want the risk of contracting lycanthropy. Not that it's a bad idea to have fuckable werewolves. I'd suggest moving them out of town, and renaming them to horny werewolves. It can be rationalized that certain people would like to sneak out of town for bestial fun, werewolves would learn to be calm around fuckable humans, and Hircine probably gives his blessing to bestiality. Snoipeh More Creatues - No Werewolves - SSE ONLY 27_08_2023.7z 3
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