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Posted

Go easy on the path to HIgh Hrothgar, that is traversed by lowbies following the main questline.  The troll is hard enough, I usually just run past it.  We don't need a herd of ubermonsters in the way.  

Posted
4 minutes ago, Naps-On-Dirt said:

Go easy on the path to HIgh Hrothgar, that is traversed by lowbies following the main questline.  The troll is hard enough, I usually just run past it.  We don't need a herd of ubermonsters in the way.  

Haven't thought about that.. True many still do it on low level ?

 

Posted

Some suggestions for places to have encounters:

  • All of the bear caves around Ivarstead would be good for some Werebear or bear type creatures. Temba constantly complains about bears ruining her business, would be better if there was something more sinister in those caves that would do it. Honeystrand Cave and Pinepeak Cavern.
  • Graywinter Watch under the Ritual Stone would also be good to place an undead type creature. Some sort of Bone Man.
  • Toadstool Ring near Bilegutch Mine in Falkreath would be good for another encounter of the fairy sort. (I come from a place that has many folk tales about fairies taking people or replacing them)
  • Refuge's Rests is also another good location to replace the troll with something large.
Posted

Just upgraded from 1.5 to 1.6 and upeon starting a new game I get a notification that says "CF File DemonicCreatures.json creature 136 is missing it's race or race name"

 

What do I need to do?  thx

Posted
15 hours ago, donttouchmethere said:

Are those wolves members of the Spriggan club? That would explain it ?

How many creatures are in that club? Skyrim just got a lot more infectious. ?

 

My PC managed "somehow" to trigger nearly the whole battery of biohazard mods in my LO in the first 3 hours after LAL ?

I had noe clue who else was in so I had to take a look. In addition to the cyrodilian wolves, only the Welva. I guess some updating on this club list needs to be done from my side.

 

14 hours ago, Gukahn said:

Now they look like power ranger villains ? Fits the armor combo i put on lydia

  Reveal hidden contents

Go Go Houscarl Rangers~?

889511955_SkyrimSE2022-04-0314-42-32-83.jpg.2dba1e8f60950e042f5a0a6c28aeacec.jpg

For the next one i gonna need the wiki..

Clearspring Cave. You get the bow of the hunt there, (totally useless bullshit.) but the cave is almost empty. Could be a good nest for some nocturnal creatures, maybe the Skeeverheads (i forgot their name.) Might even be able to tame the Troll.. And put a Prisoner there ? I need more slaves? Papa needs to buy proudshire manor and it's expensive ?

.. Papa needs more ways to spend gold if he doesn't stop selling every Bimbo he comes across..)

 

Brood Cavern. The name is enough to tickle my imagination.. Throw the animals out and let Goblins move in. I hardly encounter the little fucks.. Orc needs to see his family every once in a while :(

Those two are noted. Maybe we could add something else on the way up to High Hrothgar, something peaceful? It's quite empty when you've done the worst climb.

Clearspring Cave could host a a goblin settlement too? The only thing I need to watch out for regarding these caves, are radiant quests. should probable be a list of locations included somewhere... I shouldn't remove anything.  can replace the creature inside the LvlActor, but not alter the LvLActor itself I guess.

 

5 hours ago, Gundalypse said:

Some suggestions for places to have encounters:

  • All of the bear caves around Ivarstead would be good for some Werebear or bear type creatures. Temba constantly complains about bears ruining her business, would be better if there was something more sinister in those caves that would do it. Honeystrand Cave and Pinepeak Cavern.
  • Graywinter Watch under the Ritual Stone would also be good to place an undead type creature. Some sort of Bone Man.
  • Toadstool Ring near Bilegutch Mine in Falkreath would be good for another encounter of the fairy sort. (I come from a place that has many folk tales about fairies taking people or replacing them)
  • Refuge's Rests is also another good location to replace the troll with something large.

Good ones... I'll see if I can put in a slight chance of a werebear there. It's gotta be low though so it feels special (uhm after 10 years of playing skyrim).

 

I really liked the idea of the Toadstool Ring. I've actually placed one of the mushroms to be walking inside this ring. But u know... kind of hard to miss.. It's perhaps not even there because it has ran away or something. Gonna evaluate this one once more. I could place a witch here too... Fairies wouldn't hurt either. I haven't written any lore about those small critter fairies (but I really wan't to). Nevertheless, in the patch 1.61 which I'm gonna release that among other things will fix the creature 136 missing its race name,

2 hours ago, WCSC said:

"CF File DemonicCreatures.json creature 136 is missing it's race or race name"

there is also a small note about the fairies that acknowlegde their existence in Tamriel. It's placed inside a mage's office together with one specimen of this fairies in a jar. So more places for these small fairy critters would be nice. They contain a rather powerful ingredient now so I can't throw them everywhere ?

 

Refuge's Rests: This is one needs to be populated. Good one.  It's on the border of  Morrowind, so maybe something with ties to Morrowind?

 

Thanks for all suggestions... ?

Posted
12 minutes ago, Thor2000 said:

I had noe clue who else was in so I had to take a look. In addition to the cyrodilian wolves, only the Welva. I guess some updating on this club list needs to be done from my side.

Yes and No!

The thing is that this is a great way to catch that curse, which I never had caught otherwise... maybe. Too early to say.

Actually you could make some creatures infectious on purpose that way. ?

For the spriggan curse anything spriggan/mystical forest creature would do.

The more I think of it the more I like it ?

Posted

Have 1.6 in LE and still there are problems with some undead creatures in dragonreach jail (fighting initiated and they are under floor).

Had read somwhere there that it was repaired in 1.6

Posted
7 hours ago, Thor2000 said:

Those two are noted. Maybe we could add something else on the way up to High Hrothgar, something peaceful? It's quite empty when you've done the worst climb.

Clearspring Cave could host a a goblin settlement too? The only thing I need to watch out for regarding these caves, are radiant quests. should probable be a list of locations included somewhere... I shouldn't remove anything.  can replace the creature inside the LvlActor, but not alter the LvLActor itself I guess.

Oh allright, i will look out for radiants next time i use the wiki for reference.

Clearspring could host Goblins yes, would fit more to them taming or living with a Trol then the Skeeverheads i guess ?

 

Something peaceful.. Something that fit ins build, you already added some griphons who fit the theme ?  Maybe simulate a little farm on the platform before you enter the last stepps to high hrothgar and add some of the tame animals you got. The greybeards need to eat somehow and the dude in the village can't possibly deliver them a month worth of food.?‍♂️  That or birds along the way the stepps.. Not really know many of your docile creatures, i stupidly leroy jenkins my way through your undead spawns ?

7 hours ago, Thor2000 said:

werebear there. It's gotta be low though so it feels special (uhm after 10 years of playing skyrim)

not gonna lie.. I never encountered any Werebear or Wolf in vanilla ? outside companion questline of course.. 2000 Dragons and not a single lycanthrop who are so common in skyrim ?

Posted
6 hours ago, crococat said:

Have 1.6 in LE and still there are problems with some undead creatures in dragonreach jail (fighting initiated and they are under floor).

Had read somwhere there that it was repaired in 1.6

 

they can also come from "Troubles of Heroine" if you have that mod installed

Posted
20 hours ago, Nymra said:

they can also come from "Troubles of Heroine" if you have that mod installed

Checked them again - they are some molested zombies from DC. Have TOH, but dont think it may spawn creatures from other mod.

But this time no fight was started before i slipped to underfloor. Dont know it was one time bug or just some of creatures was killed last time i was here.

Posted

Just doing the mod fire within and got reminded why i love Demonic creatures so much

 

This would've been another Draugr boss fight without it. Gave an old mod a new flare to it.

Spoiler

1402491496_SkyrimSE2022-04-1010-36-16-32.jpg.28a854c9a7720fd8d978809e4038535c.jpg

 

Posted
On 4/6/2022 at 2:12 PM, crococat said:

Checked them again - they are some molested zombies from DC. Have TOH, but dont think it may spawn creatures from other mod.

But this time no fight was started before i slipped to underfloor. Dont know it was one time bug or just some of creatures was killed last time i was here.

I guess it's still possible with unwanted aggro behaviour in v1.6. SSKN provided me with a potential fix I'm gonna try. I'm also considering rigging them as humans and shackle them down there instead ?

11 hours ago, Gukahn said:

Just doing the mod fire within and got reminded why i love Demonic creatures so much

 

This would've been another Draugr boss fight without it. Gave an old mod a new flare to it.

  Reveal hidden contents

1402491496_SkyrimSE2022-04-1010-36-16-32.jpg.28a854c9a7720fd8d978809e4038535c.jpg

 

It's refreshing when it happens. I'm trying a illusionist build now. It's not going very well. Got overwhelmed in Bleak Falls Barrow in the first draugr encounter. I'm using a follower as a tank, but darn, illusionists don't belong in crypts. For once SL defeat worked for both PC and follower ?

Posted (edited)

I was heading towards Whiterun when a patrol of friendly Skavens come running down the road from Whiterun to Whiterun stables. Is intended or a bug?

 

It's not immersive that they can patrol outside towns when they are normally hostile.

Edited by RoninDog
Posted
4 hours ago, RoninDog said:

I was heading towards Whiterun when a patrol of friendly Skavens come running down the road from Whiterun to Whiterun stables. Is intended or a bug?

 

It's not immersive that they can patrol outside towns when they are normally hostile.

I'm having the same issue.  It seems like a lot of creatures are non-hostile, like apes, skavens, etc.  

Posted (edited)
5 hours ago, WCSC said:

I'm having the same issue.  It seems like a lot of creatures are non-hostile, like apes, skavens, etc.  

Also have this. Had thought that another mod makes them friendly.

 

And one time this skavens had taken my girl to SD slavery. And after that had crushes in Whitran, just had to reload savegame after many attempts. Maybe some conflict as they couldnot follow to city.

Edited by crococat
Posted
11 hours ago, RoninDog said:

I was heading towards Whiterun when a patrol of friendly Skavens come running down the road from Whiterun to Whiterun stables. Is intended or a bug?

 

It's not immersive that they can patrol outside towns when they are normally hostile.

 

6 hours ago, WCSC said:

I'm having the same issue.  It seems like a lot of creatures are non-hostile, like apes, skavens, etc.  

 

1 hour ago, crococat said:

Also have this. Had thought that another mod makes them friendly.

Skavens: Please see read "patrols outlined" on the front page. It will answer this.

 

I wanted them to be some sort of a joker card in bandit camps increasing the camps strength. But they can't be hostile outside bandit camps. It will kill all non essential NPCs everywhere. So they will only be aggressive towards anyone aggrressive towards a bandit. The idea is that they defend their bandit allies.

 

I've thought about having them cover smaller areas (now they cover whole of the Skyrim central map) and have more but smaller groups. That way they could be aggressive all the time since they wouldn't run into settlements. It means new patrol routes for me to make. It's not a priority right now.

 

Apes: They have three types of personalities: friendly, afraid (running away) and aggressive. They're basically living together with hunters in the hot area. Making them primary an odd immersion feature.

 

Posted (edited)
3 hours ago, Thor2000 said:

 

 

Skavens: Please see read "patrols outlined" on the front page. It will answer this.

 

I wanted them to be some sort of a joker card in bandit camps increasing the camps strength. But they can't be hostile outside bandit camps. It will kill all non essential NPCs everywhere. So they will only be aggressive towards anyone aggrressive towards a bandit. The idea is that they defend their bandit allies.

 

I've thought about having them cover smaller areas (now they cover whole of the Skyrim central map) and have more but smaller groups. That way they could be aggressive all the time since they wouldn't run into settlements. It means new patrol routes for me to make. It's not a priority right now.

 

Apes: They have three types of personalities: friendly, afraid (running away) and aggressive. They're basically living together with hunters in the hot area. Making them primary an odd immersion feature.

 

 

Okay, I read the lore about the skavens and it makes sense to some degree. But I agree that having them cover smaller areas would be better for consistency, immersion and lore-friendlyness. It's a nice touch but the skaven patrol from Whiterun felt a bit out of place tbh. It's not what you expect to see. Either they are accepted in cities as civilized races (nord, kajiiht etc) or they are not (goblins, trolls etc).

 

Where in the CK can you find the patrols? I want to try something with them for my own game.

 

In the future, if we could have an MCM where you can disable extras like dinosaurs and patrols it would be really nice. Dinosaurs are controversial and patrols can be problematic with other mods.

Edited by RoninDog
Posted
11 hours ago, Thor2000 said:

I wanted them to be some sort of a joker card in bandit camps increasing the camps strength. But they can't be hostile outside bandit camps. It will kill all non essential NPCs everywhere. So they will only be aggressive towards anyone aggrressive towards a bandit. The idea is that they defend their bandit allies.

Yes, it is working good, had to fight them in bandit camps while in habitations they are neutral.

Posted (edited)
18 hours ago, Thor2000 said:

 

 

Skavens: Please see read "patrols outlined" on the front page. It will answer this.

 

I wanted them to be some sort of a joker card in bandit camps increasing the camps strength. But they can't be hostile outside bandit camps. It will kill all non essential NPCs everywhere. So they will only be aggressive towards anyone aggrressive towards a bandit. The idea is that they defend their bandit allies.

 

I've thought about having them cover smaller areas (now they cover whole of the Skyrim central map) and have more but smaller groups. That way they could be aggressive all the time since they wouldn't run into settlements. It means new patrol routes for me to make. It's not a priority right now.

 

Apes: They have three types of personalities: friendly, afraid (running away) and aggressive. They're basically living together with hunters in the hot area. Making them primary an odd immersion feature.

20220411153049_1.jpg.f4b5da186adcef421ec3356fe8d91f44.jpg

18 hours ago, Thor2000 said:

 

I'm seeing them in bandit camps, I'll attack the bandits and they do nothing, even if a hit a skaven with a firebolt of icespike, they just move around and dodge me but won't attack

Edited by WCSC
Posted (edited)
19 hours ago, RoninDog said:

Where in the CK can you find the patrols? I want to try something with them for my own game.

 

Dinosaurs are controversial and patrols can be problematic with other mods.

I'm not at my computer so I can't really check. But if you look for records of actors named something like DEMLvLEncSkavenPatrolSoldier and  DEMLvLEncSkavenPatrolLeader I bet you would find them. They have 7-8 AI packages attached and are only used in Halted Stream Camp (if I recall correctly).

 

The beaked dinosaur mesh can be replaced with deer mesh located in the patches and document download. They will still be named "beaked dinosaurs" though. In the future when I'm done with the mod I'll issue a additional ESP without them. MCM and scripting ain't my thing I'm afraid.

 

10 hours ago, WCSC said:

20220411153049_1.jpg.f4b5da186adcef421ec3356fe8d91f44.jpg

I'm seeing them in bandit camps, I'll attack the bandits and they do nothing, even if a hit a skaven with a firebolt of icespike, they just move around and dodge me but won't attack

Then something buggy is going on. It might be a faction conflict. Which bandit mods do you have installed? I use OBIS and that works in my game.

Edited by Thor2000
Posted
4 hours ago, Thor2000 said:

I'm not at my computer so I can't really check. But if you look for records of actors named something like DEMLvLEncSkavenPatrolSoldier and  DEMLvLEncSkavenPatrolLeader I bet you would find them. They have 7-8 AI packages attached and are only used in Halted Stream Camp (if I recall correctly).

 

The beaked dinosaur mesh can be replaced with deer mesh located in the patches and document download. They will still be named "beaked dinosaurs" though. In the future when I'm done with the mod I'll issue a additional ESP without them. MCM and scripting ain't my thing I'm afraid.

 

Then something buggy is going on. It might be a faction conflict. Which bandit mods do you have installed? I use OBIS and that works in my game.

Skyband, and More Bandit Camps + EtR Patch

Posted
2 hours ago, WCSC said:

Skyband, and More Bandit Camps + EtR Patch

 

You can check in TES5Edit by opening all your mods and checking the factions for bandits.

Posted
5 minutes ago, RoninDog said:

 

You can check in TES5Edit by opening all your mods and checking the factions for bandits.

What am I looking for and where?  I've only used TES for a couple of things

Posted
57 minutes ago, WCSC said:

What am I looking for and where?  I've only used TES for a couple of things

 

Spoiler

Untitled-1.jpg.237a67ab507c291beb225f655bb074d8.jpg

 

See spoiler. This is just an example. I've clicked the banditfaction and to the right you can see which mods make changes to it. The the last mod from the left is the one that has priority. There is also banditallyfaction you can check for incompatibilities. If you only want changes from one mod, you can delete the factions from the other mods. But if you don't know what you're doing you can mess it up, so it's safer to load them in a certain order.

Posted (edited)

Also...'m using LE, is there any kind of conflict with using Creature aroused, Baka Defeat, and the whole factory suite of mods like dialogue, populated skyrim, SLHH, etc?  I'm having issues with demonic creatures when defeated, I even try to surrender and I get the message "You can't surrender to this creature".. they show up/reg as demonic creatures in the Creature Framework as other creatures reg as MNC.  I'm also getting a message that creature json 136 is missing

 

 

Thanks 

Edited by WCSC

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