Arthmoor for Unofficial Skyrim Legendary Edition Patch SkyUI team for SkyUI
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Changelogs
Version 4.1
Removed translation files because no one needs them
A couple of edits in the MCM script to calm my OCD
Version 4.0
(New game is required when updating)
The MCM settings are shared by all saved games if you have PapyrusUtil installed, but it's not required (we have setting loader at home)
Renamed the main script and one global variable
Version 3.1
the chance of re-enabling should be the opposite - fixed the script
Version 3.0
I thought that animals are automatically re-enabled by some reason. I even tested it but must have messed something up. They actually don't, so with the previous versions every time you visited a cell where the animals are placed, some of the animals got disabled but none of them got re-enabled. In this version i fixed it, so the mod behaves as it's supposed to. The script also stores if it already has disabled this animal and re-enables already disabled animals with the same chance. When updating midgame, already disabled animals won't get enabled.
Version 2.3.0
Instead of the main plugin and an optional MCM addon, now the mod is avialable in two versions - MCM and Lite (Non-MCM).
Removed other options
Minor script tweaks and MCM text changes
Version 2.2.1
Added !IsDead condition to stop despawning of dead animals (changed script)
Version 2.2.0
Added !IsInInterior condition to stop despawning in non-worldspace caves (changed script)
Version 2.1.0
Changed script: mainly, it disables instead of disintegrate animal (fixed static red markers; actually 0% spawn chance at 0%)
Optional MCM for easy change of chances in the game
I've also renamed the script, so if you've made a patch, you'll have to change script name in TES5Edit
Version 2.0.0
A completely different mechanism of work: a simple script that disintegrates the animal with some chance. (Fixed dead animals spawn; native Requiem, SkyTEST (and more) support.
Changed Chances: Fox/Rabbit 25 to 20
Version 1.1.0
Much simplified way of working mod: Now the mod uses ChanceNone parameter
Changed Chances: Deers and Goats from 1/2 = 50% to 45% (ChanceNone = 55%) Predators from 1/8 = 12.5% to 12% (ChanceNone = 88%)
Added Requiem Version (Dragonborn Lists based on Dragonborn Patch by Fozar)
Fomod-installer Now the mod does not change the unused level lists (LCharAnimalForest, LCharAnimalPlains)
Adds more realism, interest and challenge to hunting and makes traveling less annoying by decreasing the number of animals. It's done by adding a chance of disabling for each animal on cell loading, the chances are set separately for predators, "prey" and "ambient creatures". Of course it's not how things are supposed to work in this game, just a workaround for maximum compatibility. This mod only affects leveled NPCs, which means that completely predefined animals (such as wolves near Riverwood) won't be affected. I didn't include them to prevent animals in caves from despawning and minimize mod conflicts. I also excluded interior cells.
Default spawn chances (100% in vanilla): Predators - 12% (wolves, sabrecats, skeevers, bears, spiders, trolls, etc.) "Prey" - 45% (deer, goat) "Ambient creatures" - 20% (fox, rabbit) I also changed the ratio between foxes and rabbits from 3:2 to 1:5. The small chance is justified by a really lot of spawn points in the world. You can customize the chances with the optional MCM or via xEdit.
There are two versions of the mod: with and without a MCM. The MCM allows you to change the spawn chances (but they can be changed even in the No MCM version via global variables). The MCM settings are shared by all saved games if you have PapyrusUtil installed, but it's not required.
COMPATIBILITY
Only because of possible conflicts in the leveled list with foxes and rabbits, place the plugin before all mods that add new animals (including Animallica), letting them to ovewrite it if necessary. Compatible with Requiem, place True Hunter after Requiem. As for the main part of the mod, i know no mods that affect the same records. It's compatible with unleveling mods, SkyTEST, Wild World, Animallica, Animals are not Monsters, No Predators on roads.
It doesn't edit every spawn point but affects all at once by changing their "base", so it is compatible with everything that adds, moves or removes them.
It only affects vanilla animal types so you need a patch if you want it to work with mods that don't use vanilla leveled lists to spawn their animals.
REQUIREMENTS
USLEEP for the MCM version - SkyUI PapyrusUtil if you want the MCM settings to be shared by all saved games