Oblivion

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Guinefort1

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Guinefort1

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30 comments

  1. ivankar
    ivankar
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    This looks the closest to hunterborn for oblivion; is there a .ini to adjust drops per kill or only tinkering with the .esp?
  2. nyahahahanyan
    nyahahahanyan
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    Humanoid enemies such as minotaur, ogre was dropping 'animal itemname' stuff too. I think those drops should get restricted to the appropriate beasts. (or was this an artifact of adding to existing savegame)
    Its somewhat unbelievable that the player character magically knows how to perfectly extract parts of and skin every creature, however this was already so in the original and not your fault.
    Ideally, an system like that in Gothic 2 where the avatar has to visit experienced hunters to learn from them how to obtain the different trophy loots as an new hunting skill progresses via keeping track of killed beasts and with each trophy looted. I can understand trying to create something like that is too much work for so little gain however.
  3. FireIdar
    FireIdar
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    For some reason 'sharp bone' shows up with missing texture for me.
  4. anonimousone
    anonimousone
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    No one asked it. How does this work with fcom?
  5. Jackalmods5
    Jackalmods5
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    What are the codes to spawn these awesome beasts?
  6. thatdudewiththegun
    thatdudewiththegun
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    is this mod compatible with Creature diversity ?
  7. Jasmer
    Jasmer
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    This is really cool. Just out of curiosity, is there any way to disable certain creatures from spawning short of tweaking the ESP in the CS?
    1. Guinefort1
      Guinefort1
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      You'd have to tweak the esp file to do that. Can you do that for yourself, or do you need me to post an alternative esp? What do you want removed?
    2. Jasmer
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      I think I can figure it out myself. I'm, like, cartoonishly and irrationally afraid of spiders so I avoid mods that add them lol. Also, for the foxes you added there are fox meshes out there, I think Maskar might have some in his overhaul for instance. Textures should still work the same, but you could have actual fox meshes.

      Waalx had some cool meshes in his animals and creatures mod if memory serves. I never played it, just saw some screens, does he allow others to use his resources? Could totally add lions if that's the case
    3. Guinefort1
      Guinefort1
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      I'd be happy to release a spider-free version, but if you want to tackle it yourself, then more power to you.

      To answer the other questions: many of the textures I used for the foxes were designed for wolves, and don't play nicely on Mr_Siikas fox mesh, which I am guessing is what Maskar used. Yes, I've played WAC before, which has a lot of good stuff in it. The author Waalx has specified that his WAC stuff is not an open resource, which clashes with my policy of using only free assets.

      Best of luck with your personal edits.
    4. Zella
      Zella
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      I think there are a lot of people who would want the spiders-free version. ;-)
    5. BountyHunter914
      BountyHunter914
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      What's so bad about spiders?
    6. caralampio
      caralampio
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      Nothing wrong with spiders. Now, if it had giant flying cockroaches, THAT would scare me shitless!!
  8. Xyroca
    Xyroca
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    Please, please remove the scorpions from the "no spiders" file as well. They are also arachnids and terrifyingly large and I have some kind of bug where things don't rag doll correctly, so I can never tell when one of the horrible things dies. :(

    Also, you may want to look into resizing the giant scorpion/giant spider, as they're too large to fit through the tunnels inside dungeons, and tended to glitch/clip through the environment when spawned inside one.

    Otherwise, awesome mod, wouldn't play without it!
    1. Guinefort1
      Guinefort1
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      Thanks for informing me. I'll get to fixing that as soon as I can.
  9. oc3
    oc3
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    I have tried adding bats to a mod before, and I was not able to get them to fly at an appropriate height unless I made them abnormally large. Have you been able to solve that problem with yours?
    1. Guinefort1
      Guinefort1
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      I did end up making the bats slightly larger in the CS, but I have no idea how that may or may not have impacted their flight behavior. Mine flap around at about 6 feet in the air, or whatever the equivalent in the game would be. Did you base your bats off of the imp? I've found that custom creatures based off the imp tend to hover at the same low altitude as the imp does.
  10. ElderScrollsFan001
    ElderScrollsFan001
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    do you think that this mod willl be comaptible with Skyrim for Oblivion Crafting by Kenkyaku?

    http://www.nexusmods.com/oblivion/mods/46104/?
    1. Guinefort1
      Guinefort1
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      Yes and no. The only plugin from Oblivion Crafting that I have found to have significant incompatibility issues with this mod is the one that adds wildlife. The rest should work fine, maybe with some tiny overlap. I suggest running this mod before Oblivion Crafting or making a patch. Bear in mind that the pelts/ingredients/foods added by this mod will, obviously, not work with the crafting scripts that Oblivion Crafting adds. Hope that helps.