Why do these patches not alter the stats of animals added by these mods? Running tests, I've found that the standard animals are far stronger than any of the variants added by Real Wildlife, even with the patch installed. This contradicts Real Wildlife's mod page which says that the new varients are stronger than the vanilla animals. With Skytest though, the standard horker has around twice the hp of the strongest horker variant from Real Wildlife.
Honestly, I've thought about making my own patches to fix this stat inconsistency (along with those from a variety of other mods these patches don't cover, such as mihail's megafauna mods), but I'm afraid such a mod would be too similar to these, since they would do the same things these do, but also alter the stats.
As for altering the stats, my idea was to base them off of percentages. Using horkers as an example, I would compare the real wildlife stats to that of the vanilla horker, calculate the percentage of difference, and then use that to derive new stats based on the skytest horker.
Of course, skytest, as essential of a mod as it is for me, has limited my ability to use other animal mods. Yeah, nothing will break if you do so, but you'll end up with non-sense like mihail's indricotheriums being clearly WEAKER than mammoths, which obviously makes no sense (skytest doubles the health of mammoths from 1,000 to 2,000, the indricotheriums have 1,500 hp).
"SkyTEST patches for SIC, MoMod, Real Wildlife Skyrim, USLEEP, Animallica, Beasts of Tamriel True Wolves and Elk, Rabbits of Skyrim Legendary, and DLC. "
Just wanted to say that Skytest makes certain mudcrabs from other mods invisible. These include Hunting in Skyrim, Beyond Skyrim Bruma, Falskaar, and Celyria. I found this issue was caused by these mods adding in mudcrabs that use the large mudcrab model. Skytest makes it so that large and medium mudcrabs are separate 'races' rather than one like they are in vanilla, which is why any mudcrabs that use the large model suddenly become invisible. This is easily fixed by just changing their race to the new large mudcrab race. I have no idea what other mods may have conflicts regarding this mudcrab issue. I don't think any mudcrabs from Moonpath to Elsweyr had the issue (due to all of them being new races added by the mod). I can't remember what other mods I had in SE that add mudcrabs didn't have this issue.
This could just be a quirk of SkyTest, but I often see the adult brown wolves (from Immersive Creatures) just sit there and do nothing instead of wandering like I presume they should. This leads to big pile ups when they have a lot of pups too.
I figured I'd let you know in case it's a bug, side effect, or what have you.
Hello! I use your SkyTEST USLEEP patch but I noticed it's now only listed under the Old Files section of your mod page. Does this mean it's not needed anymore?
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Any chance we could get a patch for this? Would happily support you with a few coffees.
Honestly, I've thought about making my own patches to fix this stat inconsistency (along with those from a variety of other mods these patches don't cover, such as mihail's megafauna mods), but I'm afraid such a mod would be too similar to these, since they would do the same things these do, but also alter the stats.
As for altering the stats, my idea was to base them off of percentages. Using horkers as an example, I would compare the real wildlife stats to that of the vanilla horker, calculate the percentage of difference, and then use that to derive new stats based on the skytest horker.
Of course, skytest, as essential of a mod as it is for me, has limited my ability to use other animal mods. Yeah, nothing will break if you do so, but you'll end up with non-sense like mihail's indricotheriums being clearly WEAKER than mammoths, which obviously makes no sense (skytest doubles the health of mammoths from 1,000 to 2,000, the indricotheriums have 1,500 hp).
But there is no USLEEP patch...
I figured I'd let you know in case it's a bug, side effect, or what have you.