Removed OpenMW version. Use the regular version regardless of whether or not you use OpenMW now. Rebalanced spawning - changed original levelled lists and added special levelled lists to hopefully improve predator-prey balance. Tweaked Bloodmoon spawns to reduce wolf population. Note, extreme wolf population is vanilla behaviour, but the addition of cubs can make it appear worse.. Rats can now spawn in swarms. Herbivores may now 'carry' plant ingredients they plausibly consumed.
There's something wrong about the kagouti whelp defenses. I fought this little bastard for literal minutes in godmode and with filled stamina and couldn't land a single hit.
A lot of critters like bugs and small rats plague Ald Ruhn and other cities. Every time I exit a building, all the guards go to war. It's hilarious, but definitely breaks the immersion.
Soltsheim is quite an experience with this mod. https://i.imgur.com/3fvlf52.jpg (many diseased baby wolves didnt fit on screen) I also found rows of netches p funny in mainland. But ultimately, due to leveling, there isn't a lot of more "normalized" content, it quickly ends up with packs of blight enemies which all gang up on you anyway. There needs to be a good chance to spawn non-blighted creatures regardless of player level.
Hmm - the wolves shouldn't spawn too often, maybe I'll revise than at some point (I moved house and got a new job recently so zero time for modding).
I didn't change blighted creatures, just increased non-aggressive enemies in the levelled lists. All lists are set to only take levels as 'gates' - e.g. a level 10 enemy has equal chance of spawning as a level 1 one once you are over level 10, but not before. I also doubled or tripled prey creatures in the lists so I would have expected blighted animals would be a bit more crowded out.
That said, only blighted animals are ultra-aggressive now, so maybe it seems like there's tons of them because they're the ones going after you?
31 comments
Removed OpenMW version. Use the regular version regardless of whether or not you use OpenMW now.
Rebalanced spawning - changed original levelled lists and added special levelled lists to hopefully improve predator-prey balance.
Tweaked Bloodmoon spawns to reduce wolf population. Note, extreme wolf population is vanilla behaviour, but the addition of cubs can make it appear worse..
Rats can now spawn in swarms.
Herbivores may now 'carry' plant ingredients they plausibly consumed.
Had to remove the mod from my load order
Cheers
I also found rows of netches p funny in mainland. But ultimately, due to leveling, there isn't a lot of more "normalized" content, it quickly ends up with packs of blight enemies which all gang up on you anyway. There needs to be a good chance to spawn non-blighted creatures regardless of player level.
I didn't change blighted creatures, just increased non-aggressive enemies in the levelled lists. All lists are set to only take levels as 'gates' - e.g. a level 10 enemy has equal chance of spawning as a level 1 one once you are over level 10, but not before. I also doubled or tripled prey creatures in the lists so I would have expected blighted animals would be a bit more crowded out.
That said, only blighted animals are ultra-aggressive now, so maybe it seems like there's tons of them because they're the ones going after you?
Would you be able to give a list of animals added somewhere? It seems that you mod adds more than just Beetles and babies.
Regards,
Beetles
Juvenile variants
Aquatic animals (fish module only):
Resdayn Trout, Blue Vvardenfish and Ash Swimmer - Spawn anywhere
Ascadian Isles - Akaviri Arrowhead, Tanago, Magnusi
Azura's Coast - Moonshadow Dancer, Tanago, Magnusi
Bitter Coast - Eastern Cod, Bitter Goby
Sheogorad - Eastern Cod, Sheogorad Spikefish
Solstheim - Salmon (rivers)
Deep Sea (Mostly in the north, beyond the Sheogorad) - Ghost Octopus, Eastern Cod, Blue Longfin
Fish are a mix of old cait models and TR models.