VERSION 2.1: The tamed Guars at the Saarethi and Hlaalu farms are docile now. The wild ones won't attack you until provoked, or if you stay too close for a long time.
Hey, does anyone know which of 4th unknown's creatures were added into version 7 of the mod? I figured I could make my own 'update' by just using the standalone versions for LE. Here are the creatures I know of:
welwas ogres cernunos
I've checked and none of these are in the LE version, so no need to make a replacer. Strangely though, rhino isn't coming up. I thought that was in the mod? Oh well.
It also replaces the minotaurs with one of mihails' models, which I DON'T consider safe to use in LE, after he admitted he wasn't backporting his meshes.
I only know about these from Heavy Burns' video and the SE mod page. If anyone can help me find any others, I would greatly appreciate it.
Hi Just wonder, any chance that you could make some merged Oblivion creatures package from 4thUnknown mods? I mean this package could have: Ogres, Imps , Goblins, Minotaurs, Scamps and Clannfears
About Imp, dont know how would works if someone have Winterhold College mod.
I'm terribly disgusted by the fact that these creatures, which were part of such a wonderful game as Oblivion, simply disappeared in Skyrim. So this would be a really nice immersive addon to Skyrim. I tried to make such a package myself in zMerge, but something is wrong. Regards.
It doesn't include the rideable version. It only replaces the ones from SIC. You can use the two mods, this one and the Guar Mount, without any problem (recommended!).
GratuitousLurking wrote: I'm not sure if it's my load order or something, but I saw a few Weak Durzogs kicking around the Markarth highlands and they were doing the animation t-posing deal that happens when the animation breaks. I've ran FNIS for this run and I assume it uses vanilla skyrim animations atop that. Is this a side effect/issue of running SIC's High Level Enemy version perhaps?
Yes, it seems to be the load order. The new Durzogs uses a custom skeleton, maybe their Race is been overwriting by another mod. Please check their Race with TES5Edit, and let me know how it went.
I admit, I am a complete and utter newb when it comes to Creation Kit stuff... What process am I looking at to figure out this to try and assist? :S EDIT: My attempts to investigate are getting met with 'multiple masters loaded, aborted.' Well crap. EDIT 2: Looking into my plugins themselves, I also make use of Mortal Enemies and it's SIC plugin, which definitely comes after the Clanfear/Durzog modification, but that's the only other SIC thing on the load order beyond your own Riekling fix regarding SIC currently installed.
Yes, the Mortal Enemy DLC2 plugin is causing the conflict. Check the Miscellaneous download area for the Mortal Enemy DLC2 patch. Just download, copy it to the Skyrim folder, and overwrite if asked. Please let me know if it worked.
I'm not sure if it's my load order or something, but I saw a few Weak Durzogs kicking around the Markarth highlands and they were doing the animation t-posing deal that happens when the animation breaks. I've ran FNIS for this run and I assume it uses vanilla skyrim animations atop that. Is this a side effect/issue of running SIC's High Level Enemy version perhaps?
Yes, it seems to be the load order. The new Durzogs uses a custom skeleton, maybe their Race is been overwriting by another mod. Please check their Race with TES5Edit, and let me know how it went.
37 comments
VERSION 2.1: The tamed Guars at the Saarethi and Hlaalu farms are docile now. The wild ones won't attack you until provoked, or if you stay too close for a long time.
Check the DAEDROTH ultra HD replacer here! A must have.
welwas
ogres
cernunos
I've checked and none of these are in the LE version, so no need to make a replacer. Strangely though, rhino isn't coming up. I thought that was in the mod? Oh well.
It also replaces the minotaurs with one of mihails' models, which I DON'T consider safe to use in LE, after he admitted he wasn't backporting his meshes.
I only know about these from Heavy Burns' video and the SE mod page. If anyone can help me find any others, I would greatly appreciate it.
Just wonder, any chance that you could make some merged Oblivion creatures package from 4thUnknown mods? I mean this package could have:
Ogres, Imps , Goblins, Minotaurs, Scamps and Clannfears
About Imp, dont know how would works if someone have Winterhold College mod.
Optional or seperate;
Kwama, Morrowind Creatures, Shalks
I'm terribly disgusted by the fact that these creatures, which were part of such a wonderful game as Oblivion, simply disappeared in Skyrim. So this would be a really nice immersive addon to Skyrim. I tried to make such a package myself in zMerge, but something is wrong.
Regards.
You can use the two mods, this one and the Guar Mount, without any problem (recommended!).
I admit, I am a complete and utter newb when it comes to Creation Kit stuff... What process am I looking at to figure out this to try and assist? :S
EDIT: My attempts to investigate are getting met with 'multiple masters loaded, aborted.' Well crap.
EDIT 2: Looking into my plugins themselves, I also make use of Mortal Enemies and it's SIC plugin, which definitely comes after the Clanfear/Durzog modification, but that's the only other SIC thing on the load order beyond your own Riekling fix regarding SIC currently installed.
Check the Miscellaneous download area for the Mortal Enemy DLC2 patch.
Just download, copy it to the Skyrim folder, and overwrite if asked.
Please let me know if it worked.
The new Durzogs uses a custom skeleton, maybe their Race is been overwriting by another mod.
Please check their Race with TES5Edit, and let me know how it went.