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Velexia

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Velexia

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  1. Velexia
    Velexia
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    Please note: Animals spawned before this mod is installed might not immediately use the modified behavior. If necessary, you can reset any currently spawned animals by waiting inside an interior cell for 31 days.
    1. Velexia
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      Updated to version 1.2

      Finally discovered the missing baseIDs that were not behaving properly. Mod should be all inclusive now, also made a few more minor changes to aggro radii for some animals, and added Ash Hoppers to the Dragonborn DLC versions.
  2. Madrias
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    You know, I've been looking for something like this mod for a very long time.

    What do I mean?  I've wanted animals to not just randomly and viciously attack the world around them.  I've also wanted a mod that kept things very light on edits so that Skyrim Script Sorcery would be less likely to happen.   And I wanted that mod to not conflict with literally everything, because I like having other mods throw things into the leveled lists for predator spawns.

    This works.  Wolves no longer viciously charge head-first into my spells, saber-cats are less willing to stand there and take a beating, instead running off to heal up (and letting me heal up as well), and bears no longer annoy me.  I hear the bear roaring and no longer think, "Oh, great, it's a bear.  Time to get my spells ready."  Instead it's "Oh, there's a bear over there.  I don't have to get any closer to it, so I'm fine," or, "Oh, there's a bear over there.  It's right in my path, so let's see if calm will work first."

    More importantly, this mod is quite compatible, not screwing up my leveled lists.  Plus, with so few wolf attacks because of their altered aggression, it makes what's in my leveled lists far more appreciated, because the howl and sudden creature lunging out of the trees isn't just another wolf, but some werewolves that keep me on my toes.  Now, they actually stand a chance of getting the first hit in, because I'm not slaying wolves and sabercats and bears every 45 seconds.
  3. thebunnyrules
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    Thanks for this mod. I always hated the way animal were portrayed in Elder Scroll games. It was nonsensical and unrealistic. Most animals, including wolves and mudcrabs would probably be avoiding humans unless felt threatened. It would really be nice if you could add springans to this mod as they're not monsters but rather creatures of faerie.
  4. Kolagon
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    The wolves are still silent and stil stare at you, not attacking at all despite being close, no I don't have any mods that changes the wolves nor adds wolves, but it doesn't matter anyhow, I've found something better, sorry to have bothered you.
    1. Velexia
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      No worries, I'm sorry that it didn't work out for you, and happy you found something you liked ^_^
      One of these days I'll figure out how to get wolves to use their audio files... one of these days.
    2. sialivi
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      I've tracked down the issue with the missing Wolf sounds and this will be fixed in the next USLEEP release.
    3. gandalf8709
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      And it' s fixed now! See, there was nothing wrong with your mod in the first place
  5. HircineMANDA
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    This is just like Skytest- Realisitc animals and predators. Right? Just with out wolves attacking rabbits and all that stuff.
    1. Velexia
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      No, SkyTest is a much larger project. SkyTest includes meshes, textures, and audio in a bsa archive, and in its esm file includes changes and new armor addon, armor (for creatures, non-playable), actor value information, cell, combat style, dialogue topic, faction, footstep, footstep set, idle marker, impact, impact data set, level item, leveled NPC, movement type, non-player character (actor), package, quest, race, sound descriptor, sound marker, texture set, voice type, and worldspace data.

      This mod is a very small and lightweight esp file, it only includes changes to the AI Data found in the non-player character (actor) category. Looking at the two mods side by side, my mod should be actually compatible with SkyTest, it changes non-player character (actor) data differently (you may need to merge the two to get them to behave best together).

      My mod will change the frequency at which wolves chase rabbits I am certain, but it will still happen.
    2. HircineMANDA
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      Well... In all my playthorghs... I never saw any quest from that mod o_O ... But if your mod is newer and got the chasing rabbit thing... time to get out the rubbish! The biggest problem that I have with Skytest is that is not just heavely scripted, it has lots of issues with animallica mods like that you need a patch to work together, and sometimes are made by anyone when I prefer to have a patch by the modder creator itself.
    3. kiskoller
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      Inside Skyrims engine quests are used for far more things than giving you, the player actual quests with story and text and stuff. For instance if you make a mod that uses scripts which should be run once you start a new game, you make a quest which fires said script and starts in the beginning, or after Helgen.
  6. aragonit
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    I have used this mod in my game for a few weeks, and I like the more realistic behavior.

    The staring wolves are strange though and I want more features so I'm uninstalling this mod and moving to One with Nature and SKYTEST - Realistic Animals and Predators.
  7. vram1974
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    Hello Velexia,

    It looks like you have done a very similar mod to what I was creating, changing the warn, attack and aggro values. Only some minor differences, I made all animals cowardly except bears and saber cats and changed assistance to helps nobody. Never heard of an animal helping anybody that wasn't domesticated haha.

    Anyway, similar to the comments of MagicKingdom my biggest issue is that I want to create AI where the animals run from you upon being spotted unless you're creeping up to hunt them. This will likely require scripting of some kind.

    You've made a good start toward making animals more immersive and realistic though and I like most of your changes. Except the spiders. Spiders are bastards! lol.

    Regards
    1. Velexia
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      The reason I left some of the animals with "Helps Allies" is because of spells and effects that dominate animals. I wanted those to still be functional.

      I have a soft spot for spiders, so I considered them animals and not monsters as well =) ...and I know from experience with them that they will definitely warn before they attack :3

      The larger the spider the more aggressive I made it (less wary of smaller things), and I also made the exceptionally poisonous spiders less aggressive (because highly poisonous creatures tend to be pretty chill because they assume everyone knows just how poisonous they are, not counting certain snakes)
  8. Magickingdom
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    The mod works as per the description, I have run it about a week with a couple new game starts. I am not entirely clear on what you wished to accomplish with the mod. For myself, I would prefer wolves and bears to run away from me, such as they do in the wild. Real bears and wolves will seldom be seen in the wild, they simply will avoid humans at all cost. I know, because I have spent a good number of years working in wilderness areas.When I have happened up in close encounter with bears, They run off very very fast, a Black bear can run at up to 40 MPH. Wounded animals can be very unpredictable, and that is often where trouble begins with wildlife. Being attract by creatures such as bears and wolves in game is an immersion breaker for me.
    I appreciate what you have done here, it makes the animals much better. I wonder if it is possible to make bears and wolves behave more like the deer and elk, while still keeping their predatory instinct and preying on deer etc?
    Thank you for sharing
    1. Velexia
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      That certainly sounds possible with scripting, but just working with AI data as I have done here, that sadly isn't possible. The only way to get an animal to run immediately is to give them a large attack radius and then make them not able to attack. That will make them run from anything.
    2. Magickingdom
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      Thank you for the answer. I understand.
      Thanks for sharing
  9. Kolagon
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    Its not just one wolf, it was happening to all wolves I came across, they would react and look at you, playing the growling animation but making no noise, they would only attack if I attack it. Your mod caused them to act this way for some reason and when I uninstall the mod, they would return to their original vanilla behavior, I don't have any mods that add extra wolves or changes them.
    1. Velexia
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      Well, my mod will make them growl at you (and the fact that they don't use their audio files has been bugging me, they do have audio files in default Skyrim... all the ones they need for growling and howling), but if the mod is working correctly, they will also attack you if you get within about 3-4 weapon lengths. I suggest perhaps redownloading the mod, and placing it toward the bottom of your load order. Do you have any other mods which change animals?
  10. Mr. Dave
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    Are you certain about animals spawned before this mod is installed not using your modified behaviors? To initially test it, I grabbed a saved game that I knew there were creatures close by that I hadn't engaged yet, and they took to your modifications perfectly.

    On a very strange and unrelated side note, I had removed a handful of mods just prior to installing this one and as I went through some of my older saves from 2012 and 2013, I found henchmen and my characters naked lol. I have no idea what I removed to cause them to take off their clothes. None of the removed mods were armor or clothing related.
    1. Velexia
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      Naked NPCs often means the NPCs were told to wear something that they no longer are assigned, or what they are wearing is in conflict (like if they have a hood but no clothes, their clothes might also be marked to have a hood).

      Interesting note on the modifications applying immediately :3 Skyrim works in mysterious ways, lol.

      Test your naked NPCs by disable/enabling them, resurrecting them, or spawning new versions of them, if they are still naked it means there's a conflict. Otherwise it just means they needed a reset.
    2. aragonit
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      You could try the console showinventory to find out what they are missing... or use MFG console
  11. Kolagon
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    Well, the mod works exactly, but they're acting WAY to tame toward you, I can literally walk up to the wolf and push it around, why not have it to where they act tame, but they'll get hostile if you get to close to their food (rabbits) or if you're to close to their territory, or if you stay close to them to for long
    1. Velexia
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      That doesn't sound right. You should not be able to literally push the wolves around. If you get within a particular radius they should attack.

      Can you give me the baseID of the wolf that you are able to push around?