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Vicn

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Vicn

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  1. LatinGames
    LatinGames
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    First time that an Animal Mod for Solstheim gives me the real immersion of being in a new volcanic land 
  2. chickmetalhead
    chickmetalhead
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    Original long boring message under the spoiler. No need to read...

    Spoiler:  
    Show
    Hi! Had some more time to look at this today:

    I have Solstheim Genesis, and the two mods appear to work... mainly. Out by where Dusty is, the 3 caravan striders there, as well as Dusty, all move fine. But they do walk right through some of the big mushrooms added by Solstheim Genesis. So I may make some adjustments to the markers out there for my game, and if I do I will contact Vicn about a possible patch to make it look better. I used the console to move a few markers as a test, and the striders adjusted to match it, so it should not be difficult. But the description page has notes about the markers being persistent and so I will hold off putting this mod into my main game until I make a patch, just to be safer.

    Also, in my original message below (on January 20th, 2024), I thought there might be a conflict with the mod: Simple Raven Rock Expansion, but now I am not so sure. I downloaded your visible markers from SE, converted it to LE, and the markers looked like they should be safe even with Simple Raven Rock. So I waited and watched those 3 striders, and they moved through that area just fine.

    Now, it IS possible that the reason they appeared to be stuck last week "might" have been that at that moment I was taking shots of the rideable strider southwest of Raven Rock, and I was using TFC to get the images. So it could be that the 3 that appeared to be stuck could have been far enough away that they were on the border of active cells in the distance. I use the default UGRIDS=5. In todays testing, again using TFC for an overhead view, I noticed that the strider markers appeared to be incomplete - but again that was because the ones outside the UGRIDS limit simply were not being rendered. When I moved my player closer to the area I was inspecting, the visible markers appeared as expected... now that I realize the impacts of TFC and the view.
    I hope that makes sense! So for anyone testing using TFC, keep that in mind!!

    Edit: Or it may be that if you load the game from a save without the mod, and you are in a spot where the striders are, they may not start to move until you leave and come back?? Skyrim - always something new to confuse me. By the way... I am working on a patch for Solstheim Genesis....
    1. chickmetalhead
      chickmetalhead
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      Here are my findings in my game for mods that conflict with this one, at least visually, and also a few that do not appear to have any conflicts. My personal patch intends to address these things as best as I can.

      Solstheim Genesis - seems to work so far, but the striders will walk through the added trees and giant mushrooms, which I did not like at all. With my patch, the striders should avoid the giant mushrooms and many of the larger trees.

      Serenity - player house ship v1.3 - v1.3 allows you to sail Serenity to Raven Rock, and when it is docked there, the Silt Striders there will walk right through the ship. This could possibly be an issue if there is anybody on the ship, as the strider legs will interact with them. With my patch, the striders will move away from the shore to avoid the ship, even when Serenity is not docked there. I can live with that.

      Simple Raven Rock Expansion - seems to work fine, with just a tiny bit of clipping on the corner of the south western gate that the mod adds. You might not even notice... well... until you read this, anyway. My patch will change the path slightly to avoid that clipping.

      Other mods that appear to be completely compatible without a patch, at least in my game:

      FadingSignal's Solstheim Lighthouse for LE

      Better Docks
      (I did modify Better Docks for Dawnstar, but I don't think I did for Raven Rock - so it should be fine, I think)

      Note: If anybody is interested in my patch, send me a PM or reply here - BUT - don't bother doing a reply if a few people already have! As long as at least a few people are interested, I will look into making it available. I have spammed this page enough already!

      Vicn: If anybody is interested, should I publish my patch as a separate LE mod, or do you want to include it here? The advantage to you is that if I do a separate mod, I can maintain it and deal with any questions or problems. If you supply it here, I probably won't see any issues that might arise. And to be very clear, if I do publish my patch as a separate mod, any donation points will go back to you.
    2. EvilTwinz
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      @chickmetalhead
      I have this mod Striding Silt Strider.
      I have Solstheim Genesis,Serenity house ship but not Raven Rock Expansion. But,I recently downloaded Raven Rock Reborn.
      I haven't used any of these so far this play through as I haven't gone to Solstheim yet,but I will.If Raven Rock Reborn bombs out then I will go back to Solstheim Genesis.
      Raven Rock Reborn is a new mod to me and I haven't tried it as yet.I may not after reading all the posts with the last one four years ago.
      But,......I would like the patch for the mods you have mentioned.................
    3. chickmetalhead
      chickmetalhead
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      Regarding Raven Rock Reborn, I don't know it. But looking at the mod page it looks to me like the added wall on the other side of Raven Rock extends even farther into the harbor entrance than the mod I have does. If true, that would require a patch for this mod. I am still testing and tweaking my patch for Solstheim Genesis changes, but I hope to have it ready in the next few days. I will contact you soon.
    4. EvilTwinz
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      No problem, I am not so sure that I will even ever try out Raven Rock Reborn just because there weren't any posts made in the comments section since 2020. I will likely stick with Solstheim Genesis I liked the ash wasn't so everywhere like the vanilla Solstheim.
    5. chickmetalhead
      chickmetalhead
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      I sent you a private message that you may have missed. Nexus does not notify you for new PMs on the main Nexus site (unless they fixed it recently), only if you are on the new forums part of Nexus. I really hope they get that fixed soon, if they haven't already.
  3. Fuzzycuffsqt
    Fuzzycuffsqt
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    These striders are beautifully decorated and animated

    Also good collision so you can ride around on them!
  4. chickmetalhead
    chickmetalhead
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    Thank you for this mod, this is very cool! I posted 3 images. Two with Alex and I (I used a console command to have her join me) getting a lift from the Strider outside the south west gate of Raven Rock added by the mod: Simple Raven Rock Expansion - and the 3rd one is of the 3 caravan striders. In my game, probably due to a conflict with the mod I just mentioned, those 3 don't move, although their legs are moving. I did another test with my stripped down mod testing game with almost no mods, and the caravan striders were walking just fine.

    When I have time, I will take a look at what is causing the conflict in my game - and I will pass the information back to you here.

    Thanks again! Endorsed!!
    1. Skybroom
      Skybroom
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      I thought you can only use Dusty.
    2. chickmetalhead
      chickmetalhead
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      I did some more testing, and you can ride Dusty. But apparently you can also ride the one southwest of Raven Rock. I posted two more images of Dusty and that area of my game. As before, Alex is with me in one of them, she joined me for testing Dusty by using the console.

      The good news, is that everything seemed to be working out in this area - at least for my quick test. All striders including Dusty (once activated) were moving just fine.
  5. LatinGames
    LatinGames
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    Just Great Vicn,  Solstheim needs more immersive creatures like this ! 
  6. Mookeylama
    Mookeylama
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    sweet thank u! i have an older mihail siltstider mod that makes some move around on a patrol loop, tho i don't remember how well their legs animated. i had to remove a lot of trees so they made their loop. i wonder if this will play okay w/ the mihail.
  7. DylanBoni
    DylanBoni
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    Great mod! Tks.
  8. AzureFailure
    AzureFailure
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    Thank you Vicn, I'm sure we have all wanted to see this since Morrowind <3
  9. lefttounge
    lefttounge
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    You know, it never occurred to me that Stilt striders 'walked' or strided, even though it's right there in the name. Ever since Morrowind, I literally thought they flew the people from place to place, they never showed a cutscene of how they got players around. :O
    That's wild!
  10. PlopAndFloc
    PlopAndFloc
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    I was gonna port it for my personal use, then I saw this, thank you very much for still supporting Oldrim, take care ^^