Skyrim

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lilebonymace

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lilebonymace

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46 comments

  1. graywinds
    graywinds
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    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
    1. lilebonymace
      lilebonymace
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      There's plenty of mods that do that: 1 2 3 4 5 6, also Requiem. I have my own mod for SE but i don't plan releasing anything new on LE, only updates
    2. graywinds
      graywinds
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      thanks for these mods didnt search well ,also a bit sad u wont release new LE content :'(
  2. HappyMexicanGuy
    HappyMexicanGuy
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    great stuff
  3. zheksmar345
    zheksmar345
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    Thank you for the update! For a person like me who doesn't use fast travel this mod is a must have. 
  4. deleted73638543
    deleted73638543
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    Perfect. Always wanted a mod that did exactly this.
  5. XerionTheBrave
    XerionTheBrave
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    I love this mod and therefore I love you
  6. Adri75
    Adri75
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    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!

    EDIT: spelling
  7. DeadMansDeeds
    DeadMansDeeds
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    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.
    1. lilebonymace
      lilebonymace
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      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).
    2. DeadMansDeeds
      DeadMansDeeds
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      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. :)
    3. lilebonymace
      lilebonymace
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      sorry, I must have translated your comment wrong. ¯\_(-_-)_/¯
  8. oldtraveller
    oldtraveller
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    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.
    1. lilebonymace
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      Thank you for the information. I'm not much of played with v2.0 and I may have seen it but I'm not sure. I'll keep an eye on it.
    2. lilebonymace
      lilebonymace
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      Yes, indeed, I saw it with my own eyes (it was near the Half-Moon Mill). the new version is designed to fix this. let me know if it doesn't work.
    3. oldtraveller
      oldtraveller
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      2.1 works like a charm! No dead empty animals, no static enemy markes on the compass.
      Your mod has now a permanent place in my load order.
  9. blingling34
    blingling34
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    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.
    1. lilebonymace
      lilebonymace
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      it's fully compatible because NPOR only moves spawn points. My mod does not change specific spawn points, it will affect all of them.
  10. ShawnDriscoll
    ShawnDriscoll
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    I been using version 1.1.0 for awhile now. I love it.

    My question is, are you saying that continuing to use 1.1.0 will mean that eventually I'll have killed all the animals in my game with no more to spawn again? And that 2.0.0 may fix this problem?
    1. lilebonymace
      lilebonymace
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      I don't really know how the respawn system works in the game and that's just a guess. In addition, it needs to kill absolutely all the animals that you see. if so, Yes, because animals that are despawn will respawn after.

      this should first of all fix the dead animals. perhaps you haven't seen them? how long have you been playing with this mod? examples (they have no items):


    2. ShawnDriscoll
      ShawnDriscoll
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      I'm level 40 in my game now. I think I saw a dead wolf once. But it may have been killed by something else before I was close enough to it. I haven't noticed anything weird going on with my animals. But I'll check to see if they have loot the next time I spot something.

      ADDED:
      I haven't been finding any empty animals in my game. Still using 1.1.0.