thanks for making it compatible with skyTest ,also can you please increase the pelts price a bit ,there is no such mod in the nexus at lest it'll make hunting more worth it
THIS is permanently in my load order. Actually, I rarely encountered the dead animal spawn bug. And when encountering my first corpses, I said to my self: "oh, immersive... animals may also die in the wild". But actually, not quite, any dead animal would be immediatly devoured by scavengers and bugs in the wild. And then realized they were also empty. Updating now! Keep up the good work!
hmm its a real shame that you need scripts to accomplish this, I tried doing it for myself in the level lists with either chance none 50 etc. or by adding in dummy creatures with 0 chance to spawn, the latter gave the most dead animals that I had never seen before. Yet with the 'chance none' method I was noticing that the animals weren't rare, they just were barely spawning at all, even at only 20% chance none (tested back and forth on entire whiterun tundra). I'm curious to find out exactly how this works.
Both these ways give in game dead animals. Apparently, this is why Bethesda has not added this parameter to the Creation Kit (remarkably, I've never noticed this in direct tests, but constantly in a game with the same modlist). if the animals after the "non-spawn" with ChanceNone not respawn, they really can not spawn at all on the saved game. But if you're a first time pass of the area, it should spawn at about (100 - ChanceNone)% of animals (it worked for me in the game and in the tests.). Using the script allows you to exclude dead animals and the lack of respawn (although I'm not sure it exists).
I'm not saying they didn't work, they were just imperfect (and this was the fault of the game, not you, and this is where my curiosity is focused), and I'm glad you stuck it out to find a robust solution. :)
Thank you for this mod! I use it together with Reduced Predictable World Encounters to make Skyrim feel vast and empty.
With 2.0.0 there are no dead 'empty' animals anymore. But there are now sometimes static red markers on the compass that block e.g. mining and fast travel. Maybe they are leftovers of the disintegration of the spawned creatures.
I noticed a little further down the page a question about compatibility with no road predators. I was unable to read the answer, and I was wondering if these two are compatible as well? Sorry, the one I use is called No Predators on roads.
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Do we know how does this mod interact with ASIS (when the scripts from both the ASIS patch and True Hunter are both forwarded)?
at lest it'll make hunting more worth it
Actually, I rarely encountered the dead animal spawn bug. And when encountering my first corpses, I said to my self: "oh, immersive... animals may also die in the wild". But actually, not quite, any dead animal would be immediatly devoured by scavengers and bugs in the wild. And then realized they were also empty. Updating now! Keep up the good work!
EDIT: spelling
if the animals after the "non-spawn" with ChanceNone not respawn, they really can not spawn at all on the saved game. But if you're a first time pass of the area, it should spawn at about (100 - ChanceNone)% of animals (it worked for me in the game and in the tests.).
Using the script allows you to exclude dead animals and the lack of respawn (although I'm not sure it exists).
With 2.0.0 there are no dead 'empty' animals anymore.
But there are now sometimes static red markers on the compass that block e.g. mining and fast travel. Maybe they are leftovers of the disintegration of the spawned creatures.
Your mod has now a permanent place in my load order.