Wow, this old mod looked great, so I went to work. This one had the 62 navmeshes but who’s counting? I tracked every one of them down, ran the TESVedit scripts and did some more manual work. All ITM records are gone, navmeshes are fixed, plus a few other things.
So both of these plugins are really dirty. 18 deleted navmeshes in this one, 62 in fire giants.
I fixed them (except for one in fire giants I couldn't track down), and they're working great and stable on my ridiculously modded setup now. I don't know if the author still looks in on it or not, but deleted navmeshes are NEVER neccessary, NEVER good, unlike the rare occasion when a mod author needs to use an ITM in order to override other possible mods (still not a great solution to that problem, but it can happen that it was intentional). Any quest or script that mentions the deleted navmeshes in question will cause a CTD. If you're making a mod, disable the vanilla navmeshes you want to change, never delete them. This was almost certainly made before we had the awesome tools and resources we do now. Textbook example of an old mod that will act up on heavily modded setups.
It's a shame, because they're really cool in concept. I'm sure I'm not allowed to upload the clean version, but if you're planning on using these, make sure to clean them and read up on repairing deleted navmeshes.
It would be super if the author gave permission for you to upload a cleaned version of this mod. Have you asked? Maybe if enough people say please it could happen. Pleeease!!!!
Mm, what this mod needed was an option for the map locations to be undiscovered on install. That way, those who are adding it to a new playthrough can stumble upon them naturally.
Looks great! If anyone knows whether the issue about vanilla giants and mammoths mentioned in the comments was fixed, you should post something!
These mods are fantastic. I'm surprised you don't have more endorsements, but I suppose that might have something to do with the fact they've been integrated into Immersive Creatures? Keep up the good work. Endorsed.
so the singledownload will add fire giants? and ice also do you plan to add "earth giants" and make them kinda like dwemer related but more made out of roots and earth? that would be kinda boss they be super rare and tough
Do the giants in the camp respawn after a while? And same for Fire Giants, because it would be a shame if I could only kill each camp once :/ (I'm a giant hunter)
This mod, while old, works just fine. It is a must-have, especially if you can't accept Dawnguard giants' look.
These guys are tall, so if you want to scale regular giants with them I suggest you use this mod: "Height Adjusted Races with True Giants" (giants only option available).
This is a wonderful mod! I'm actually really impressed at how wonderful and real they look :o I have a few questions though :3 1) Can you make it optional to download a separate file where the Giants don't have those large light blue swords? Mostly because they kinda break immersion and don't really look like they belong there >.< 2) Is there a way to hide the locations on my map until I've discovered them? (I don't fast travel) Again, thanks so much for a great mod!!
91 comments
This one had the 62 navmeshes but who’s counting? I tracked every one of them down, ran the TESVedit scripts and did some more manual work. All ITM records are gone, navmeshes are fixed, plus a few other things.
The similar Fire Giants does not allow updating, but this one does, so updated it is:
Straight out of the Ice Age: Glacial Goliaths
(The new name merely reflects Dawnguard having its own.. rather odd Frost Giants.)
~GMF~
I fixed them (except for one in fire giants I couldn't track down), and they're working great and stable on my ridiculously modded setup now. I don't know if the author still looks in on it or not, but deleted navmeshes are NEVER neccessary, NEVER good, unlike the rare occasion when a mod author needs to use an ITM in order to override other possible mods (still not a great solution to that problem, but it can happen that it was intentional). Any quest or script that mentions the deleted navmeshes in question will cause a CTD. If you're making a mod, disable the vanilla navmeshes you want to change, never delete them. This was almost certainly made before we had the awesome tools and resources we do now. Textbook example of an old mod that will act up on heavily modded setups.
It's a shame, because they're really cool in concept. I'm sure I'm not allowed to upload the clean version, but if you're planning on using these, make sure to clean them and read up on repairing deleted navmeshes.
Looks great! If anyone knows whether the issue about vanilla giants and mammoths mentioned in the comments was fixed, you should post something!
These guys are tall, so if you want to scale regular giants with them I suggest you use this mod: "Height Adjusted Races with True Giants" (giants only option available).
I have a few questions though :3
1) Can you make it optional to download a separate file where the Giants don't have those large light blue swords? Mostly because they kinda break immersion and don't really look like they belong there >.<
2) Is there a way to hide the locations on my map until I've discovered them? (I don't fast travel)
Again, thanks so much for a great mod!!