The mod is still 100% script, leveled list, animation, sound, mesh, and texture free for maximum compatibility.
Animal Tweaks needs to be the last mod in your load order that edits animals. It does need to be placed before SkyProc patches such as Perma or SkyRe. It must be placed after Height Adjusted Races with True Giants if you are using that mod. All Animal Tweaks patches need to be placed after Animal Tweaks.esp in the load order and after both plugins that are affected.
WARNING
The player isn't always the toughest hero on the block! There will be encounters, especially at lower character levels, that will be above the player. Followers or other support is recommended when needed. Players must brave the dangerous world of Skyrim prepared (or die)! Ignore certain defenses at your own peril!
Animals are much more unique now. Players who say, "I only want to play a two-handed warrior or a bow wielding sneak thief" will end up dead. You must adapt to creatures with unique strengths and weaknesses now. A bow or sword will no longer kill every creature in the game. Skyrim is no longer a "all actors are the same, just with different textures" to make them appear different. Welcome to Animal Tweaks 2.0!
Players using the Quick Reflexes perk, the Slow Time shout (or the Vampire version from Better Vampires) can still get knocked back a long distance if being hit while the slow time effect is occurring. This is a vanilla Skyrim bug. The Enhanced Camera mod can also cause this effect. Occasionally, giants can hit you and make you fly vertically into the clouds. This is a vanilla Skyrim bug.
Version 2.6 Misc tweaks and improvements specific for Skyrim Special Edition Carried over fixes from the Unofficial Skyrim Special Edition Patch Improved default compatibility with SkyTEST and other animal mods Released a patch for SkyTEST 1.51 & 1.55 - now you can run them both and get nearly all the features from both mods - was very difficult to make
A single alpha wolf just deleted a wall full of 3 whiterun guards, a flame atronach, and a mage with level 50 conjuring and level 40 destruction. This mod didn't last long in my load order, but damn it was fun while it lasted.
I had similar issues. I thought it may be Revenge of the Enemies but I noticed I had no such problems with any enemies other than animals (and the wispmother). Now this is nowhere near as bad as Immersive Creatures because the animals, though still way too strong, at least don't come at you in giant groups.
Mammoths, Giants, some Bears, and some Trolls were downright immune to damage. The problem is that their health regenerates so fast that unless you meet a certain very high damage threshold you are unable to damage them to cancel out their regeneration. With Ordinator perks and new spells I still couldn't damage Giants or Mammoths with my 70 destruction. I needed late game spells and all the perks to just barely kill them. This mod seems to break on Legendary difficulty as I also encountered a situation where an Imperial patrol of around ten soldiers was fighting a troll and was unable to kill him. He was surrounded completely and being shot at but he regenerated faster.
I am all up for a challenge but with this you start dreading animals. When you meet other enemies they feel a lot weaker in comparison. You fight Dragon Priests and other horrors but animals remain the biggest threat.
cool idea, but a very busted execution. i can understand my damage against armored mobs like mudcrabs and chaurus being nil with low-level slashing/non-crushing weapons, but i should probably be able to do more than 0 damage with my 127 damage enchanted greathammer's sprinting power attack. sabrecats are also incredibly powerful: their knockdown cannot be defended against with light or heavy shields, they're so fast they can't really be evaded, they're so aggressive that they often get the jump on you before you ever notice them, and they're so numerous that you can't really avoid them. it wouldn't be so bad if they had just some of these traits, but they have all of them. your idea of making players diversify their playstyle ironically locks them into fighting enemies in a specific way (pelting them with arrows and cheesing the AI with the terrain), and i think it's an unfortunate implementation of an otherwise good idea. this mod would greatly benefit from an MCM menu.
"sabrecats are also incredibly powerful: their knockdown cannot be defended against with light or heavy shields, they're so fast they can't really be evaded, they're so aggressive that they often get the jump on you before you ever notice them, and they're so numerous that you can't really avoid them. " you literraly made me want to download this mod xD ty for the feed back !
Why am i getting ragdolled by mudcrabs? I can see the saber cats and bears doing it but you went way overboard with the knockdown abilities. I also don't know why you can't block a knockdown chance with a shield or ward. Don't even understand the point of the knockdown. Even with a faster recovery animation, its impossible to get back up fast enough to stay in the fight. Might as well just be dead instead of getting knocked down. Stagger is a thing.
First, I installed the main version of the mod, as a result, my dovakin level 43 was killed by a couple of wolves. Then I installed a balanced version - dovakin could not cause damage to the mud crab. My dragons with the Deadly dragons mod are weaker than your beasts.
Pretty good thought but poor execution. I wanted an overall challengey feel to the animals but this mod just boosted everyone to the moon, except the player.
I get it that animals, trolls and the like are supposed to be strong but it should scale according to the level and 1 shot mobs are NOT fun, no matter the level. Even if our own character is like godly, the game becomes super boring if we can 1 shot enemies, the opposite is true as well. I am level 7 and I cannot do anything without getting 1 shot by animals, i cannot travel/finish dungeons/ run etc. This is super broken and while that may be intentional, the least the mod should do is reduce and dynamically manage the damage enemies do.
If this mod targets only the endgame then it should mention it, but no harm done. We can simply install/uninstall the mod quite easily which is a very good thing.
170 comments
Animal Tweaks needs to be the last mod in your load order that edits animals. It does need to be placed before SkyProc patches such as Perma or SkyRe. It must be placed after Height Adjusted Races with True Giants if you are using that mod. All Animal Tweaks patches need to be placed after Animal Tweaks.esp in the load order and after both plugins that are affected.
WARNING
The player isn't always the toughest hero on the block! There will be encounters, especially at lower character levels, that will be above the player. Followers or other support is recommended when needed. Players must brave the dangerous world of Skyrim prepared (or die)! Ignore certain defenses at your own peril!
Animals are much more unique now. Players who say, "I only want to play a two-handed warrior or a bow wielding sneak thief" will end up dead. You must adapt to creatures with unique strengths and weaknesses now. A bow or sword will no longer kill every creature in the game. Skyrim is no longer a "all actors are the same, just with different textures" to make them appear different. Welcome to Animal Tweaks 2.0!
Players using the Quick Reflexes perk, the Slow Time shout (or the Vampire version from Better Vampires) can still get knocked back a long distance if being hit while the slow time effect is occurring. This is a vanilla Skyrim bug. The Enhanced Camera mod can also cause this effect. Occasionally, giants can hit you and make you fly vertically into the clouds. This is a vanilla Skyrim bug.
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Version 2.6
Misc tweaks and improvements specific for Skyrim Special Edition
Carried over fixes from the Unofficial Skyrim Special Edition Patch
Improved default compatibility with SkyTEST and other animal mods
Released a patch for SkyTEST 1.51 & 1.55 - now you can run them both and get nearly all the features from both mods - was very difficult to make
Mammoths, Giants, some Bears, and some Trolls were downright immune to damage. The problem is that their health regenerates so fast that unless you meet a certain very high damage threshold you are unable to damage them to cancel out their regeneration. With Ordinator perks and new spells I still couldn't damage Giants or Mammoths with my 70 destruction. I needed late game spells and all the perks to just barely kill them. This mod seems to break on Legendary difficulty as I also encountered a situation where an Imperial patrol of around ten soldiers was fighting a troll and was unable to kill him. He was surrounded completely and being shot at but he regenerated faster.
I am all up for a challenge but with this you start dreading animals. When you meet other enemies they feel a lot weaker in comparison. You fight Dragon Priests and other horrors but animals remain the biggest threat.
really be evaded, they're so aggressive that they often get the jump on
you before you ever notice them, and they're so numerous that you can't
really avoid them. " you literraly made me want to download this mod xD ty for the feed back !
I get it that animals, trolls and the like are supposed to be strong but it should scale according to the level and 1 shot mobs are NOT fun, no matter the level. Even if our own character is like godly, the game becomes super boring if we can 1 shot enemies, the opposite is true as well. I am level 7 and I cannot do anything without getting 1 shot by animals, i cannot travel/finish dungeons/ run etc. This is super broken and while that may be intentional, the least the mod should do is reduce and dynamically manage the damage enemies do.
If this mod targets only the endgame then it should mention it, but no harm done. We can simply install/uninstall the mod quite easily which is a very good thing.