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Xtudo

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Xtudo

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  1. Xtudo
    Xtudo
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    New version 2:

    • Updated to the House Cats- Mihail Monsters and Animals v2.
    • The skeever walk sound was removed.
    • Removed "Puss in boots" from the Bard's College.
    • Optimized collar's textures.
    • Optional version which includes immersive suggestions made by Wiked.

    Do you want to pet the lovely cats, try this:
  2. Gemez
    Gemez
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    sorry for noob question, but do we need to install the original mihail cats mod first?
  3. HALTT77
    HALTT77
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    Why didn't u port this mod to SSE?
    1. Xtudo
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      Hmm...  by the time I decided to port it, there was already several cats mods available for SSE.
    2. HALTT77
      HALTT77
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      you seem to be someone that like cats as much as I do, any one to recommend on SSE? wich one do you use? 
    3. Xtudo
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  4. destructorrph
    destructorrph
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    Any possibility of an SSE/AE port?
    1. UltimateGamer10101
      UltimateGamer10101
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      +1
    2. alithos
      alithos
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      +1
    3. Xtudo
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  5. Chleba2x
    Chleba2x
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    Is it possible to somehow mix the files so that the cats have no collars but they do have head-tracking?
    1. Xtudo
      Xtudo
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      Yes, install the "no collars" version, but use the "with collars" ESP file.
    2. Chleba2x
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      Thanks a bunch man, for this & and the mod :)
  6. Halcodein
    Halcodein
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    is it safe to merge this with mihail's creature mods?
    1. Junimestre
      Junimestre
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      yes you can mix them all as they are compatible
  7. mitsoswu
    mitsoswu
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    Do i have to install this together with the other mod from Mihail ?
    ...or is it a different one ? (standalone)
  8. modal1
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    Thank you for the update!
     
    Any possibility the cats will run and maybe even jump in future updates?
    1. Darklocq
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      For full immersion, they should bring us dead birds, fish, and skeevers.  Maybe even maimed-but-not-quite-dead ones.  LOL
  9. Darklocq
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    Just to be clear, this completely replaces the original Mihail mod, right?
    1. Xtudo
      Xtudo
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      Yes.
    2. Darklocq
      Darklocq
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      Coolio
  10. siempre
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    Awesome job!!! Would it be possible to remove their collars as well? They look really clunky and out of place...
    1. Xtudo
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      I liked the idea without the collars, tried it, but there is a problem when they look up, a transparent seam appears in the neck, very noticeable. So, sadly, it didn't work.
    2. siempre
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      Aw, dang. Thank you for trying!!
    3. Modling
      Modling
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      I agree, the collars destroy the immersion.
    4. gg77
      gg77
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      I have putting cats without collar in my mod "Pets Patrols" (version 1.2), but effectively "there is a problem when they look up, a transparent seam appears in the neck, very noticeable" ... if we do not look too much, it's not a big problem ...
    5. siempre
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      Thanks gg! I'll check out your mod and see how bad the seam is. I might be able to live with it if it means no collars :-)
    6. Wiked
      Wiked
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      Disabling head track animations from the house cat race record in xEdit kind of solves this. They won't look up anymore so the seam isn't visible anymore unless you crouch next to them.
      Remove collar with Nifskope, uncheck "Uses Head Track Anims" in race record = cats minding their own business without collars and no visible seam.
      And to remove the annoying skeever walk sound you need to remove the footstep sounds from Armor Addon records.
    7. siempre
      siempre
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      Oooh, interesting idea. The cats ignoring you is arguably more immersive anyway ;-)

      Thank you for sharing your creative workaround Wiked! I'm excited to give it a shot!!
    8. Darklocq
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      The collars (in lots of cat mods) are also bugging me. I s'pect they might be editable to be smaller in a tool like Outfit Studio (which can work on more than clothing/armor), not to mention a full-on mesh editor like Blender of course.  I'll post back if/when I get around to attempting this.
  11. MrAws0m3
    MrAws0m3
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    Also are you planning on porting this to SSE if mihail ports the cat mod to sse?
    1. Xtudo
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      I don't belive so.

      If you want to port it, be my guess.
    2. Zap717
      Zap717
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      Any forceable issue with me trying to run this in SSE even though it's made for Oldrim? (Mihail has ported his cats at this point and I have them installed.)
    3. Xtudo
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      The textures are good to go.
      The meshes you'll need to port them with Cathedral Assets Optimizer for example.
      And the ESP needs conversion too, this is with CK, google for instructions.
      And that is it, I hope this helps.