This mod replaces the generic animal rewards (usually a skin worth 2 gold and little else) with a more elaborate hunting system. Now, hunting an animal offers a greater reward, but also requires more time to skin and prepare the meat and pelts, among other things. It also adds the possibility to taxidermy animals and sell them.
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Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
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Author notes
You can do whatever you want with my mod, as long as you credit me as the original author. As for the assets from other mods that this mod depends on, although this mod itself does not redistribute any of their content, you must follow the guidelines set by each of their respective authors.
File credits
All credit to the mods whose dependencies have facilitated this work. Thank you very much for the great work.
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Changelogs
Version 3.5.2
Fixed a bug in the Fishbait crafting menu.
Added a message that appears when butchering an animal without any vials to collect blood (this can be disabled from the options menu).
Version 3.5.1
Fixed an error in the dependencies.
Version 3.5
Now, dropping a carcass on the ground will have the appearance of the dead animal instead of the generic appearance it had until now.
Most of the older icons have been updated.
Support for Armun Kagoutis added.
Support for Parastylus added.
Support for Yeth Grubs added.
Some variants of already supported creatures have been added.
Version 3.01
A bug affecting the hunting knives (causing them to break) has been fixed.
Version 3.0
The menu system has been completely overhauled. It is no longer necessary to dissect carcasses or cut hides and meat through the Hunter’s Knife menus. Now, simply equip each item while having the Knife in your inventory.
Added support for the main creatures of the new Project Cyrodiil expansion: Bullfrogs, Muskrats, Horses, Aspis, Gold Tanthas, Strident Runners, Alphyns, Colovian Bears and Wolves, Weald Goats, and new Dreugh variants.
Large chunks of meat and rough hides are now visually larger when placed in the world.
Added several new icons.
"Spriggan Ear" has been added as a possible item obtained from dissecting a spriggan.
Version 2.5.5
Adjusted the meat obtained from the animals
Fixed a bug in the crafting of amulets and rings.
Version 2.5
New fish catchable with fishing traps.
Support for Blind Slaughterfish added.
Support for Sturgeon added.
Support for Mudcrabs added.
Support for Spriggans added.
Support for Trolls/Frost Trolls added.
Support for Grahls added.
Some menus redistributed.
Support for Wormmouths added.
(Stormrider fishing nets updated, check them out!)
Version 2.3.5
Fixed a bug introduced in the previous version that caused the player to get stuck when switching between the carcasses menus.
Corrected the message that appears when the hunting knife breaks.
Adjusted the value of hunting knives.
Version 2.3
Fixed a bug that prevented the correct display of progress to the next level when the hunting skill was at level 0.
Added carcasses for Goats and Mountain Goats (with slight variations).
Added generic carcasses to all varieties of Spiders from OAAB and Tamriel Data. To ensure compatibility, the standard rewards dropped by these creatures have not been altered.
Added carcasses for bears, wolves, boars, rats, and other animals from SHOTN, similar to the animals from Bloodmoon and vanilla already supported by this mod.
Updated several icons.
Renamed all references to "cervids" to "venison" for consistency with certain materials (though I understand this might result in a minor loss of accuracy).
More variety of materials added to some animals.
Adjusted the values for cutting rough hides; the rewards are now more closely tied to the player’s skill level.
Introduced a specific carcass for Black Bears.
Condensed the menus for dissecting bear and wolf carcasses for ease of use.
Changed the bone model so it no longer appears vertically.
Reduced bone weight, and in exchange, bones now yield only one bonemeal to prevent excessive bonemeal gathering.
Version 2.2
Checking your hunter level now shows your progress toward the next level
A realistic progression curve has been implemented for leveling up: The first level takes more time to progress in terms of experience, as learning a new skill from scratch is always challenging. However, during levels 1, 2, and 3, it becomes slightly easier to advance since once you grasp the basics, acquiring more knowledge comes more naturally. That said, progressing to levels 4 and 5, the highest mastery levels, becomes more difficult again as it requires significantly more effort to gain experience at those stages.
Redesigned some menus
Added more types of meat for creating fish bait
Cervid meat is now labeled as venison
Kwamma Foragers have been moved to the insects category
Version 2.1
Added support for Stormrider Fishing Nets
Fixed a minor bug in the knife repair dialogue
Fishing trap adjustments: Instead of using regular meat to bait the traps, you now need to use fish bait.
Added the ability to create fish bait from meat chunks via the "Crafting" section of the Hunter Knife menu.
Version 2.0
Leveling system redesigned: becoming an expert hunter is now significantly more challenging. Inexperienced hunters will notice their rewards have been reduced compared to previous versions of the mod.
The quality of some of the obtained materials will now vary depending on the hunter's level.
The timing of hour changes during actions has been adjusted so that the time update synchronizes with the black screen effect, resulting in a much smoother transition.
Taxidermy is now limited to Master Hunters.
Players can pay non-ashlander hunters to advance to level 2 in hunting skills, while Ashlander hunters can help advance to level 3.
Added the possibility for the Hunter Knife to break. It can be repaired by visiting a blacksmith.
A new ingredient, Insect Hemolymph, has been added. This is the insect equivalent of blood, and can only be harvested with semi-advanced hunting skills in most cases.
Kwamma now have a new collectible ingredient: Kwamma Poison.
Nix Hounds can now yield Animal Fat, provided the hunter has the necessary skill.
Fish now have a 1/5 chance to drop Fish Roe, but only if the hunter has enough skill to extract it.
The help menu has been redesigned, featuring more useful information.
Hunter level can now be checked in the help menu.
All merchants now sell various hunting tools (Arrille will still have a knife in stock, regardless).
The appearance of the hunting knife has been replaced with a more appropriate model.
The value of the hunting knife has been increased to 100 drakes (repairing it costs only 20).
Subtly, the price of PROVISIONAL carcasses included in animals has been synchronized with their weight, allowing the player to estimate how much a carcass will weigh in their inventory before picking it up.
All changes are compatible with previous save games.
Version 1.9
Added fishing traps, which can be acquired from Ashlander merchants. The traps can catch fish, but there's also a chance that they might not catch anything, and a small chance that they could break and need to be repaired. For now, you can catch Slaughterfish, but I'm in the process of adding more types of fish.
The current Traps are FULLY FUNCTIONAL (In fact, they work quite well), but I hope to make some adjustments to them in the future, and, following a suggestion, if I can, improve their interfaces using LUA.
Version 1.8
Added the Shalks and the Blue, Brown, and Green to the list of animals covered by the mod.
A new menu entry has been added: Dismember Insects (scribs have been relocated here).
Some minor corrections.
An optional plugin has been added to ensure compatibility with old saves (please read the README carefully before use).
Version 1.6
Fixed several minor bugs in the previous version
Adjusted the quantities and value of the skins obtained from animals in the latest version
Partial support for Elks and Deers -useful for those playing with the TOTSP version of Solstheim-
Changed the name of the mod to a cooler one (credits to the person who suggested this name to me on YouTube XD)
Version 1.5
Bloodmoon creatures Support
Version 1.1
Fixed a bug in Slaughterfishes and added the feature of being able to crush all the animal bones at the same time.
OpenMW Only (0.49+)
Since update 3.X, it’s no longer necessary to dissect carcasses or cut hides and meat through the Hunter’s Knife menus. Now, you only need to equip each item while having the Knife in your inventory.
This mod replaces the generic animal rewards (usually a pelt worth 2 gold and little else) with a more elaborate hunting system. Now, hunting an animal offers a greater reward, but also requires more time to skin and prepare the meat and pelts, among other things. It also adds the possibility to taxidermy animals and sell them. It is inspired by the Skyrim mod: Hunterborn.
Now, every time an animal is hunted, you don't get a pelt immediately. Instead, you can collect the animal's carcass to skin and butcher it, or in many cases, taxidermy it. You can earn good money working as a hunter, but it will also require a lot of the Nerevarine's time. There is also a simple skill system in place so that the player can obtain more resources as they get accustomed to butchering animals or produce better items as they gain experience.
The mod is compatible with old save games. HOWEVER, the animals need to respawn for the new materials to appear. It will be necessary to hunt the animals in already visited areas and let them reappear.
Redesigned hunting system: Now, you get a lot more resources from animals and a much wider variety (more pelts, more types of meat, eyes, bones, teeth, etc.), but it also takes more time to skin them. From each hunted animal, you can obtain a carcass that can be dissected for materials or butchered.
New Skills: Your skills as a hunter will determine your abilities to harvest rewards from animals.
Fishing traps: set traps in the sea and come back after a while to see if you've caught any fish.
Skinning: Skin the carcasses to obtain meat, eyes, hide (if they have a usable hide), bones, and blood if vials are available.
Cutting Pelts: Cut the pelts obtained from animals to get a good amount of hides from the hunted animal.
Meat Processing: Cut the meat into pieces for better economic returns compared to selling the whole block of meat.
Crafting: Craft small objects from teeth to sell, or grind bones. Taxidermy animals to sell or use as decoration.
Collect animal's blood: All merchants and alchemists have a new topic: 'Vials.' With this, the Nerevarine will be able to buy vials to collect the blood of animals when dissecting their carcasses. The amount of vials and the price of the blood obtained will depend on the animal.
Taxidermy (Only for Master Hunters!): Taxidermy animals for later sale or decoration.
Craft rudimentary weapons or tools from items, such as bone arrows.
Distill animal blood to create powerful elixirs and poisons, given the necessary tools and skills.
Compatibility with some animals from Tamriel Rebuilt and Project Tamriel. [Partially Done]
Compatibility with other Mods
If you use any other mods that modify the items dropped by animals, be sure to use Delta Plugin to ensure compatibility.
Performance and Compatibility with old Savegames
This mod should have no impact on game performance. The mod is compatible with old save games. HOWEVER, the animals need to respawn for the new materials to appear. It will be necessary to hunt the animals in already visited areas and let them reappear. I’ve added an experimental file that speeds up the respawn process. Make sure to check the readme before using it.