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Demonic Creatures - Mod Version V1.7 - Patch Fix v1.74


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16 hours ago, mkess said:

Congratulation! You screwed up the first main quest of Skyrim in "Bleak Falls Barrows", by placing one of your creatures, a Sanguine Daedra in the coffin in the main hall instead of the usual boss draugr.

 

The quest Item is missing now.  Try not to replace important things in the future.  And your mod is the candidate for some regular CTD I experience now. That is only a suspicion by now, though.

 

I went back to an older version.

 

Interesting because I didn't have this problem. The dragonstone dropped for me when I killed the sanguine mistress.

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1 hour ago, jg8ts said:

 

Interesting because I didn't have this problem. The dragonstone dropped for me when I killed the sanguine mistress.

Nimius , Vaxtang777 ,jg8ts ;

Been thinking for a while how to handle this issue. Maybe I acted to quick when patching the mod. Perhaps I should have waited for more confirmed reports before acting.

 

Anyway, based on your reports I put the SSE version back as original.

 

Next week I'll put some hours into testing those demonic creature bosses one by one inside Bleak Falls Barrow and see if I can replicate the issue Mkess had.

The patch v1.31 is available for LE for those who don't want demonic creature draugr bosses show up (not converted to SSE yet, need help with that one).

 

I'll be honest. I haven't tested each quest specific Draugr Boss NPC and how my mod affect those instances. So who knows. The patch might come in handy.

 

wilks82, the apes are already walking around in my LE game. Sneaking around the hot spring hunters camp. Wondering what they are up to ?. They'll be stalking the hunters from v1.4 which I hope I can get finished within some weeks. I really need a vacation now...

 

 

chimp.png

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1 hour ago, Thor2000 said:

 

Nimius , Vaxtang777 ,jg8ts ;

Been thinking for a while how to handle this issue. Maybe I acted to quick when patching the mod. Perhaps I should have waited for more confirmed reports before acting.

 

Anyway, based on your reports I put the SSE version back as original.

 

Next week I'll put some hours into testing those demonic creature bosses one by one inside Bleak Falls Barrow and see if I can replicate the issue Mkess had.

The patch v1.31 is available for LE for those who don't want demonic creature draugr bosses show up (not converted to SSE yet, need help with that one).

 

I'll be honest. I haven't tested each quest specific Draugr Boss NPC and how my mod affect those instances. So who knows. The patch might come in handy.

 

wilks82, the apes are already walking around in my LE game. Sneaking around the hot spring hunters camp. Wondering what they are up to ?. They'll be stalking the hunters from v1.4 which I hope I can get finished within some weeks. I really need a vacation now...

 

 

chimp.png

 

 

Oh my, though do take the vacation! good things come to those who wait. ;D Though I am screaming inside "PLEASE FINISH THIS FIRST!" lol

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Many thanks for your great mod.
I tried around a little and came across two mistakes/bugs. At the closing events in "Shroud Hearth Barrow" and "Dustman's Cairn" the coffins do not open on the first one and there are no opponents in them, except in the middle.
And with the second, the bridge does not lower, although opponents appear.
Without the "TCL" command, the dungeons cannot be completed.
I visited both dungeons below level 20. I play with the SE 1.30 version and just like jg8ts I have no problem with the sanguine mistress and getting the dragonstone.

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On 4/23/2021 at 12:06 PM, Loki15kun said:

Here it is. Corruption plus Demonic Creatures 1.3 Dinoless Version Keyword Patch for Skyrim LE.

Instructions: Put it after Corruption.esp and after Demonic Creatures 1.3 (Dinoless Version).esp


Extra info:

  Reveal hidden contents

This is for Skyrim LE version.

 

Mod Requirements:
Corruption 1.12
Corruption DLC patch
Demonic Creatures 1.3 (Dinoless Version)

 

Instructions:
Put it after all the requirements above.

 

Observations:
This is my first time doing a patch like this, so I hope it works for everyone too.
This was enterely done in TES5EDIT.

 

What was done:
I added the CorruptionType keywords for the Race entries of Demonic Creatures 1.3 and NPC entries of Demonic Createures 1.3. I also toggled "Use Keywords" on for all the DEMLVL entries in NPC actors that didn't have it.
Added corruptions types that tries match most of the creatures, I hope that it's enough. All demons got Daedra Corruption, All dwarven got Automaton Corruption, Furry creatures got Furry Corruption, Giants, trolls, skaven got monster corruption, etc.

 

How Corruption works:
It checks for specific Race Keywords, ActorType keywords, CorruptionType keywords. If you have the corruption types enabled and a creature rapes you and they match one of the 3 checks you get that corruption type.
This makes some creatures add more than one type of corruption, due to race, actor type and corruption type.
Daedroths for example give monster corruption, daedra corruption and scaly corruption. Disable corruption or transformations you don't want or go to the shrine and pay to clear that type.

 

Other:

Feel free to convert it to Skyrim SE. 

Respect the original mod authors permissions

Thanks for all the mod creators involved.

 

EDIT Extra:
Make sure the creatures were spawned by this mod, since other mods can add similar creatures ;)  (In my case it was the Odin magic pack that got me confused due to Daedroths not working some of the time)

EDIT 30/04/2021 - Patch 1.31 Hit. I took a peek. And did a quick clean of my patch.

Here is the new version. It should work on 1.3 too.

Remeber to rebuild your leveled lists.

 

DMC131Dinoless_CorruptionPatch.esp 90.5 kB · 4 downloads

 

Quick question.  Are you using this patch like an additional esp in your LO?  Are you using this as a replacement for DMC's esp? or have you tried to zmerge with OG mod?  Wondering what would be best here. My LO is too tight for another .esp

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3 hours ago, meppel1 said:

Many thanks for your great mod.
I tried around a little and came across two mistakes/bugs. At the closing events in "Shroud Hearth Barrow" and "Dustman's Cairn" the coffins do not open on the first one and there are no opponents in them, except in the middle.
And with the second, the bridge does not lower, although opponents appear.
Without the "TCL" command, the dungeons cannot be completed.
I visited both dungeons below level 20. I play with the SE 1.30 version and just like jg8ts I have no problem with the sanguine mistress and getting the dragonstone.

I suspect something here too. This is the second report on Shroud Heart Barrow. I'm wondering if it is related to demonic creatures not belonging to draugr or skeleton race. So they can't lie in the coffins.

 

In the situations this happens to me, the demonic creature simply stands outside the coffins waiting. But maybe it is different in these quest driven locations. I don't really know.

 

Two methods I see now that can fix it:

 

1 remove all non draugr creatures from demonic creatures from spawning un crypts. I can't just block one location. I have to block them all since they all use the same leveled lists

 

2 make new draugr leveled lists for quest specific locations like these two crypts (identical to the vanilla ones) and have the leveled actors in the coffins use them.

 

Alt 1 = demonic creature mod is dead from my point of view.

 

Alt 2: a simple fix where I use custom LChars with only vanilla draugrs. I'm a little concerned if this is a potential mid conflict situation.

 

For now I will write something on the main page so that people are aware of it. Hope I xan have a fix ready for v1.4

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8 hours ago, JayDrizzle said:

 

Quick question.  Are you using this patch like an additional esp in your LO?  Are you using this as a replacement for DMC's esp? or have you tried to zmerge with OG mod?  Wondering what would be best here. My LO is too tight for another .esp

I'm using it as an extra esp on my load order. Since it's my first time doing a patch. Both Corruption and Demonic Creatures esp are required.

I believe it should be safe to merge it with other esp as long the merged esp with the changes ends below Corruption and Demonic Creatures. Or if you merge it with demonic creatures the result should be below Corruption

 

I did everything on tes5edit. I don't know much about zmerge. Unfortunately you would have to test it to see if merging works.

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6 hours ago, NoppaiKohai said:

Is my understanding correct that this is not SSE compatible yet on the latest version?

Not entirely. Patch 1.31 is only released for LE. But you sholdn't install that patch unless you have troubles with draugrbosses.

 

That sanguine mistress dragonstone incident could be a mod conflict.

Me speculating: I did some searching. Both users of Requiem and Revenge of the Enemies has reported same issue (specially the last one).

 

There's even a vanilla bug here where you are in "sneak" mode when discovering the word on the wall, but I don't know if that is relevant anymore

 

https://en.uesp.net/wiki/Skyrim:Bleak_Falls_Barrow_(quest)

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On 5/1/2021 at 2:55 PM, Thor2000 said:

the apes are already walking around in my LE game. Sneaking around the hot spring hunters camp. Wondering what they are up to ?. They'll be stalking the hunters from v1.4 which I hope I can get finished within some weeks. I really need a vacation now...

The regular size monkeys use Falmer skeleton, correct? Let's hope our animators create animations base off these:

Spoiler

tC_0005.jpg.c729b2eb45be801b034a048bbebda6ff.jpgtC_0016.jpg.1b3b4ab3938b29d90d7ece5b402741d0.jpg


?

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3 minutes ago, Canceller said:

The regular size monkeys use Falmer skeleton, correct? Let's hope our animators create animations base off these:
tC_0005.jpg.c729b2eb45be801b034a048bbebda6ff.jpgtC_0016.jpg.1b3b4ab3938b29d90d7ece5b402741d0.jpg
?

 

 

Love the way you think Canceller! ??

 

What is this from if you no mind telling?

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What are monkeys doing in a cold climate like Skyrim? Just a thought about immersion. The more non lore-friendly creatures you add, the more patches you'd have to make. That's also an argument for an MCM where you can toggle these creatures off for a purist version.

 

@Canceller Use spoilers for big images please.

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18 hours ago, Canceller said:

https://exhentai.org/g/1541562/ff10d3e03e/


"What are monkeys doing in a cold climate like Skyrim?"
Monkeys live in forests, grasslands, high plains, and mountains. I'm pretty sure all of these habitats are also in Skyrim.

 

 

I see you're a man of culture your self Canceller. :)

 

Thought I recognized Chiba Tetsutarou's art. I love his To Heart 2 Dungeon Travelers Doujinshi series. If anyone even HALF likes this mod they need to read the [Maint] English translations. And this one DEF needed a translation!

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21 hours ago, Canceller said:

https://exhentai.org/g/1541562/ff10d3e03e/


"What are monkeys doing in a cold climate like Skyrim?"
Monkeys live in forests, grasslands, high plains, and mountains. I'm pretty sure all of these habitats are also in Skyrim.

Hmm Chiba Tetsutarou ? i see you are man of culture, love his Mushi Asobi, To Heart 2 Dungeon Travelers, but lately his doujin become boring, and no more giant bug to mate the girls

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On 5/4/2021 at 12:19 PM, Inception said:

Since this mod adds so many events, is there any chance we can get an MCM where we can set the chance for them to happen? Other mods like Immersive Creatures has that. In some cases you want them and in some cases you don't.

I understand your frustration, but I'm not to make one I'm afraid. Scripts = ? to me.

 

8 hours ago, Needaname90 said:

do the creatures respawn after a while? I haven't had a chance to try well yet

Yes all of them will... read frontpage and section "Spawning Methods" for details

 

On 5/4/2021 at 4:17 PM, Canceller said:

https://exhentai.org/g/1541562/ff10d3e03e/


"What are monkeys doing in a cold climate like Skyrim?"
Monkeys live in forests, grasslands, high plains, and mountains. I'm pretty sure all of these habitats are also in Skyrim.

They will find their home in the volcanic hot spring area south of Windhelm, and also planning to place them in some green exotic caves like Shadow Green cave. They will spawn with different "moods". Frenzied, friendly or aggressive. Which is kind of fun watching when they go near the hot spring hunters camp.

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I noticed some kind of issue(?)

Some draugr coffins are empty or don't open when they should...

 

Example:

Went to Folgunthur (Gauldur quest), in the hallway with the puzzle door are six coffins which normally crack open and spawn six draugr.

In my case only three coffins opened and only one vanilla draugr came out. Nothing happened to the other three coffins.

 

Well, it's neither annoying nor game breaking... Just wanted you to know, cause maybe it's helpful... or not... ?

 

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On 5/4/2021 at 4:17 PM, Canceller said:

https://exhentai.org/g/1541562/ff10d3e03e/


"What are monkeys doing in a cold climate like Skyrim?"
Monkeys live in forests, grasslands, high plains, and mountains. I'm pretty sure all of these habitats are also in Skyrim.

 

That's really simplifying it. Monkeys live in tropical climates, which is why you don't see them in Europe or North America. Skyrim's climate is identical to Scandinavia or even Iceland in some cases. But the author seems intent on adding them so you're getting your wish. ? So much for making the mod immersive and at least semi-lore friendly.

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3 hours ago, Thor2000 said:

They will find their home in the volcanic hot spring area south of Windhelm, and also planning to place them in some green exotic caves like Shadow Green cave. They will spawn with different "moods". Frenzied, friendly or aggressive. Which is kind of fun watching when they go near the hot spring hunters camp.

 

I might see how they feel in the game, but the feeling right now is that they will feel just as awkward as dinosaurs no matter where you place them. Maybe you can remove them in the dino-free version and call it the "purist version"? Yes, I'm one of the "boring" purists who don't want every creature you can think of in Skyrim. Just the ones that fits, and it's a sane approach to keep the game convincing/believable. I tend to think and question a lot in games and my issue is "how did they get there in the first place"?

 

I don't mean to kill your enthusiasm but regarding NPC vs NPC action, it but might be better to find some 3d porn on the internet. There are high-quality movies with orcs, demons, and even monkeys. ;)

 

Personally, I don't see the fun in action that my character isn't a part of. I enabled npc vs npc once to see a dark elf get raped by a bear, but usually "the fantasy" is more interesting than the actual scene. At other times I had creatures "moving towards" male actors despite only allowing females, and I don't want to hear how you think that's hot if that's your cup of tea. I guess it's one of the bugs that come with SL Defeat.

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10 hours ago, Inception said:

I might see how they feel in the game, but the feeling right now is that they will feel just as awkward as dinosaurs no matter where you place them. Maybe you can remove them in the dino-free version and call it the "purist version"?

 

Perhaps there will be a purist version too when I'm done. There is as many views on this as there is creatures. Some people require lore friendly monsters. I am divided, meaning I can enjoy a little bit of both. If it's not your cup of tea, customize it through the "how to remove a creature" in the FAQ. As you probably know, SIC is more lore friendly. It's done in minutes when you 've learned it.

 

9 hours ago, MonVert said:

 

You don't want to see Ulfric with a bear dick up his ass; the true nord way? ?

Are you sure you it wasn't Galmar Stone-Fist showing Ulfric why he supports him ?. This SL defeat issue where animals harass males is happening here as well. Really strange.

 

13 hours ago, Nimius said:

I noticed some kind of issue(?)

Some draugr coffins are empty or don't open when they should...

 

Example:

Went to Folgunthur (Gauldur quest), in the hallway with the puzzle door are six coffins which normally crack open and spawn six draugr.

In my case only three coffins opened and only one vanilla draugr came out. Nothing happened to the other three coffins.

 

Well, it's neither annoying nor game breaking... Just wanted you to know, cause maybe it's helpful... or not... ?

 

This is probably the same as reported earlier (see #580 and #582). I fixed that incident inside Shroud Heart Barrow. Gonna do the same with all "quest breaking" locations.

But this you report here could be an issue all over. There was nothing standing outside the coffins? Just that one draugr?

Are these coffins linked to together somehow? Meaning they will pop up in the order you kill the draugr? Might have to check that spot too.

 

Have you seen the female zombies or the mummy using coffins or sleeping in alcoves (standing or lying)? I can't remember if I've actually spotted one myself.

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30 minutes ago, Thor2000 said:

This is probably the same as reported earlier (see #580 and #582). I fixed that incident inside Shroud Heart Barrow. Gonna do the same with all "quest breaking" locations.

But this you report here could be an issue all over. There was nothing standing outside the coffins? Just that one draugr?

Are these coffins linked to together somehow? Meaning they will pop up in the order you kill the draugr? Might have to check that spot too.

 

Have you seen the female zombies or the mummy using coffins or sleeping in alcoves (standing or lying)? I can't remember if I've actually spotted one myself.

Normally the first two coffins open up, you kill the draugr, then the next two and the last two. But this time there was just the one vanilla draugr climbing out. Nothing standing outside and three of the coffins didn't do anything.

 

I haven't seen mummys at all yet but i've seen female draugr and zombies in alcoves.

 

Edit: Oh, and in Saarthal are also one or two coffins that didn't do their job. But like I said, it's not game breaking. I just noticed. Makes it a little more interesting ?

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