this is really cool. i have some questions about setup. basically going to make a log of how im installing all of this and maybe if i have something wrong someone can inform me. They are in the same order as installation and LO.
Dongo Giants - no esp, meshes folder hidden in mo2, just texture folder left. Elemental Giants - deactivated esp through optional esp method, comes with bsa. unpack, hide meshes and script folder. only textures left. Mythical Giants - deactivated esp same as above, hide mesh folder. just texture folder left.
The extra giants are the ones I'm not sure about.
Fire Giants - Boss Mode - deactivate esp, figured we don't delete the meshes folder here since instructions say to rename the meshes. Also, it has a skeleton nif that overwrites xp32 skeleton. Should I hide that? Is it possible to add all three of the extra giant mods you listed? Can the meshes be renamed beyond giantf.nif like giantg.nif and gianth.nif for all three? This mod alone (the fire giants) has 5 different models. Does it have to be a letter or could I add their firegiant01.nif - 05 into the different .json sections? I am not very knowledgeable with how .json's work, sorry if these are ignorant questions.
Frost Mammoths - deactivated esp, unpacked bsa, the meshes are in meshes/fm/ I would need to either change the filepath to the .json setup or enter its actual filepath into the .json? I am unsure. This also has 3 giant models. Can I use the entire alphabet to fit the naming convention?
Cozy Giants - just meshes folder. failry simple if I understand the renaming right. As long as what I enter into the variants of each model in the .json matches the filepath and .nif name, it will work
So I guess my main questions are is this process correct? Does the scripts folder in elemental giants do something important for them and wouldn't that need the esp to function or that is not necessary? For the extra ones with renaming nifs, I do want to make sure that as long as what I put in the .json matches the filepath and filname it will work correctly. And finally what to do with the skeleton replacer for Fire Giants. It replaces vanilla skeleton and xp32 but IDK if that's only appropriate skeleton for the fire giants and will mess up all the other giants.
Thanks in advance, sorry for the dissertation. This is all because your mod is totally awesome and I want to maximize my giant variance. So many models!
edit: quick follow up - when the game populates a giant camp with these models, will it end up with a bunch of different kinds at the same camp? or does it use one single model for each camp for consistency?
you can either change the line in json to match the actual file path or move the nif, it doesn't matter.. yeah, correct it will populate the giant camp with random model from different model in the mod the skeleton is not necessary, not only the textures needed
one more question and thank you! Elemental giants don't have mesh folders, do i need to worry about that? and if I wanted to add cozy giants, do I just delete the mesh folder? or what do I rename it to or what lol
for elemenral giants, you need bsa extractor to extract the textures.. just rename it by adding the number at the end of nif's file name, add the json line like in the description
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https://www.nexusmods.com/skyrimspecialedition/mods/130275?tab=description
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basically going to make a log of how im installing all of this and maybe if i have something wrong someone can inform me.
They are in the same order as installation and LO.
Dongo Giants - no esp, meshes folder hidden in mo2, just texture folder left.
Elemental Giants - deactivated esp through optional esp method, comes with bsa. unpack, hide meshes and script folder. only textures left.
Mythical Giants - deactivated esp same as above, hide mesh folder. just texture folder left.
The extra giants are the ones I'm not sure about.
Fire Giants - Boss Mode - deactivate esp, figured we don't delete the meshes folder here since instructions say to rename the meshes. Also, it has a skeleton nif that overwrites xp32 skeleton. Should I hide that? Is it possible to add all three of the extra giant mods you listed?
Can the meshes be renamed beyond giantf.nif like giantg.nif and gianth.nif for all three? This mod alone (the fire giants) has 5 different models. Does it have to be a letter or could I add their firegiant01.nif - 05 into the different .json sections? I am not very knowledgeable with how .json's work, sorry if these are ignorant questions.
Frost Mammoths - deactivated esp, unpacked bsa, the meshes are in meshes/fm/ I would need to either change the filepath to the .json setup or enter its actual filepath into the .json? I am unsure. This also has 3 giant models. Can I use the entire alphabet to fit the naming convention?
Cozy Giants - just meshes folder. failry simple if I understand the renaming right. As long as what I enter into the variants of each model in the .json matches the filepath and .nif name, it will work
So I guess my main questions are is this process correct? Does the scripts folder in elemental giants do something important for them and wouldn't that need the esp to function or that is not necessary? For the extra ones with renaming nifs, I do want to make sure that as long as what I put in the .json matches the filepath and filname it will work correctly. And finally what to do with the skeleton replacer for Fire Giants. It replaces vanilla skeleton and xp32 but IDK if that's only appropriate skeleton for the fire giants and will mess up all the other giants.
Thanks in advance, sorry for the dissertation. This is all because your mod is totally awesome and I want to maximize my giant variance. So many models!
edit: quick follow up - when the game populates a giant camp with these models, will it end up with a bunch of different kinds at the same camp? or does it use one single model for each camp for consistency?
yeah, correct it will populate the giant camp with random model from different model in the mod
the skeleton is not necessary, not only the textures needed