Skyrim

File information

Last updated

Original upload

Created by

dylbill

Uploaded by

dylbill

Virus scan

Safe to use

298 comments

  1. dylbill
    dylbill
    • premium
    • 397 kudos
    Sticky
    A note to Mod Organiser users.

    I use VMWare Fusion to play Skyrim on my mac, and whenever I zip a file it automatically adds a Mac store file in the zip which can make MO freak out. Unfortunately I can't get rid of this file (I've tried). It won't affect your system, so you can delete it without worry and will fix the problem with MO. Sorry for the inconvenience.
    1. Alluistras
      Alluistras
      • member
      • 1 kudos
      Hit manual during install. You should be able to right click on CreatureSizeVariants 1_8_6 and set data directory, and be good to go.
    2. KainThePheonix
      KainThePheonix
      • premium
      • 52 kudos
      I also deleted the MACOS zip inside the zip file and it installed in MO correctly. I still need to test in game. Interesting looking work. Does this play nice (or even need to be patched) for Automatic Variants?
    3. dylbill
      dylbill
      • premium
      • 397 kudos
      It works fine with Automatic Variants, no patch needed.
  2. dylbill
    dylbill
    • premium
    • 397 kudos
    Sticky
    Special Edition version is now up!
  3. carlgc
    carlgc
    • member
    • 0 kudos
    Any way to get this to affect Riekling? If not, does anyone know a mod that increases Riekling sizes.
  4. jedp15
    jedp15
    • premium
    • 24 kudos
    Question, looking in the esp you have custom races for each creature type. To be clear these are just placeholders for the script and won't actually spawn animals with the stats shown in the custom race files? Just thinking about mods like Skytest that enhance creature stats & behavior & don't want to overwrite them...
    1. dylbill
      dylbill
      • premium
      • 397 kudos
      Hey, yes those aren't used at all. I duplicated some races for testing purposes, to make sure the mod could detect new races, so no worries.
    2. jedp15
      jedp15
      • premium
      • 24 kudos
      Alright thanks!
  5. LenneDalben
    LenneDalben
    • supporter
    • 33 kudos
    Thank you for this excellent mod! This adds a lot of great variety to spice up the game :)
    1. dylbill
      dylbill
      • premium
      • 397 kudos
      No prob, glad you like it! I just checked out your vampire armor recolor, looks great! I'll endorse when it lets me.
    2. LenneDalben
      LenneDalben
      • supporter
      • 33 kudos
      Thank you, I appreciate that! Glad you like the recolor.
    3. dylbill
      dylbill
      • premium
      • 397 kudos
      No prob, happy modding!
  6. aimaozhai
    aimaozhai
    • member
    • 2 kudos
    my LOG says lot of
    Warning: Property CSVCustomHealthPlusMaxList on script CreatureSizeVariantsMCMUpdate attached to alias CSVMCMUpdateRef on quest CreatureSizeVariantsMCMUpdate (4E00288A) cannot be initialized because the script no longer contains that property
    [06/06/2019 - 01:41:03PM] Warning: Property CSVACustomDamagePlusMultList on script CreatureSizeVariantsMCMUpdate attached to alias CSVMCMUpdateRef on quest CreatureSizeVariantsMCMUpdate (4E00288A) cannot be initialized because the script no longer contains that property
    can you fix this?
  7. sbq92
    sbq92
    • supporter
    • 2 kudos
    Are the height changes made by this mod multiplicative or selective? That is, if I have a race modified to be 0.95 and this mod chooses 0.9 for a particular NPC of that race, will the new height be 0.9 or 0.855 (0.95 * 0.9)?

    I've done some testing (unrelated to this mod) and I have found that altering individual NPC heights is multiplicative with race heights, meaning a specific High Elf NPC at 0.95 is taller than, say, a specific Imperial NPC at 0.95.
    1. dylbill
      dylbill
      • premium
      • 397 kudos
      This mod uses SetScale without multiplying so it should be 0.9, and not 0.855. A way to test though, is to put two NPC's of different races next to each other and use SetScale 0.9 in the consol to see how their heights match up.
    2. sbq92
      sbq92
      • supporter
      • 2 kudos
      I tested SetScale with various races and they all retained their differences in height (they were all just 10% smaller), which suggests a multiplicative change.

      It's not necessarily a problem since everyone would be changing heights in the same way anyway, so it would be consistent across the board. I could alternatively edit the races to all be at height 1.00 and then just let this mod handle their various heights.
  8. vxairtas
    vxairtas
    • member
    • 0 kudos
    is this mod compatible with Height Adjusted Races ?
    1. dylbill
      dylbill
      • premium
      • 397 kudos
      Yep, this mod is compatible with just about everything.
  9. ropya
    ropya
    • member
    • 46 kudos
    Wanted to ask, what causes the limit of 55 new creatures?

    I ask because it would be awesome to have things added in by immersive creatures and skymomod to the resizer in their entirety.
  10. ShadowySchemer
    ShadowySchemer
    • member
    • 8 kudos
    Would you be willing to port this to Special Edition once they manage to get SKSE64 to a stable state?
    1. dylbill
      dylbill
      • premium
      • 397 kudos
      Yes I plan to port it when SKSE64 is stable.
    2. ShadowySchemer
      ShadowySchemer
      • member
      • 8 kudos
      Awesome~
  11. jabelsk
    jabelsk
    • member
    • 1 kudos
    Does the script still run a check on actors disabled through the MCM menu?
    1. dylbill
      dylbill
      • premium
      • 397 kudos
      Yes, it runs a check on them once and then forgets about them.
  12. User_1867404
    User_1867404
    • account closed
    • 85 kudos
    Regarding:
    In Version 2.0 I renamed some of the race display names, so I would recommend loading the mod early in case other mods do the same thing. If other mods rename race display names, they will show up that way in this mod's MCM.

    The mod won't affect unique actors, giant frostbite spiders, or horses.


    If I delete the Race edits will it break the mod?

    1. dylbill
      dylbill
      • premium
      • 397 kudos
      No it shouldn't break the mod. I only changed a few race display names so it should be fine.