I've seen a lot of concern in the comments about a few things and wondering if the mod is dead. So let me update you all on what's going on with the mod and myself.
Q: Is the mod dead? A: No, it's just been slow lately.
Q: Why? A: I'm in College, and have a full time job. I've also not been playing any Bethesda games as of late, and that makes it difficult to want to mod a Bethesda game.
Q: When will you put out the next update? A: I'd like to say between now and the end of the first quarter of next year. I know that's a big time gap, but life is hectic as of late and I don't want to give myself a small gap of time and disappoint anyone.
Q: Did you fix any bugs? Are you aware of them? Are you even reading the comments? A: Yes, Yes, and Yes. I'm aware of the Gray Cowl of Nocturnal conflict and it's an easy fix. All that's needed to be done is to move the building added in from that mods' out of the way. I've also seen some concern on the balances of the creatures, especially the minotaur. I'll be looking into the Minotaur and lessening their numbers. As for adding MCM functions, RS Children Overhaul compatibility, ect. These are not of a big concern to me, this mod is VERY big and covers multiple areas and things. With my limited time I can't address every incompatibility, maybe in due time but as of now it is not a high priority. I know it sucks to hear, but I'm being transparent with you.
Q: What's in the new update? A: We've added in Wraiths and an Akaviri dungeon, as well as touched up some previous dungeons to improve the Navmesh for NPCs as well as loot distribution. As well as some bug fixes that have been asked about below.
Keep an eye out for the next update, again I'm sorry for the silence. Hopefully the next update will make up for the long wait. : )
I'm torn, these creatures are brilliant, their implementation equally so, which is a shame considering the rest of the mod seems to have so much potential but with lack of current support, crashes, stray edits, navmesh issues, and compatibility issues, I can't personally use it as is in my load order.
Immersive creatures has game-breaking issues that took ages to track and fix (I still suffer paranoia with it active), beasts of tamriel is solid but not as nice as these imo, Mihail has a handful of awesome mods but required so much editing for such a small scope.
Solution? Creature ONLY alternative. At this point I RP as a tes5edit wizard in magic school of cleaning/patching my load order more than playing the actual game. I'm going to do my best to strip everything except the the handplaced creatures, their respective spell tomes, and perhaps weapons/items that are associated with them.
I'm happy to share only the edited ESP back to the author or privately to anyone who asks. I do hope someday this project is revived or these assets are implemented in a massive all in one EnaiSiaion-quality creature mod to replace all other creature mods. Until then cheers and thank you: tracked, endorsed, appreciated!
Just about done. Will update this post in an hour or so. EDIT: https://drive.google.com/drive/folders/1O4RkOXSElyJIhAavqJLv1FWXWZgtikz4
If the author wants this post removed I'd be glad to do so. Changes included in the readme. I did my best in a short amount of time. If something is seriously wrong I'll tweak it otherwise please practice patience for an official version (dont harass the author)
Update, tested very thoroughly on both vanilla and heavy mod setups. No CTDS, no compatibility issues (my end), blackface bug fixed. I'll fix any fatal errors if reported but any other changes I make will be subjective balance if things are out of hand. Enjoy, I freaking love it so far.
Preserved things: All Creatures. All items. 3 Caves, 1 Ruin, 2 Altars. Guild Halls/Quests/NPCS removed. Landscape/Navm issues removed (safely).
Thank you for your edit, this it what I wished for this mod with great assets but unfortunately some issues with implementation. But when I tried you edit, seems like there is a CTD issue. Using AddItemMenu, I crash when I arrive at the "Controlling Your Hunger" book.
(Log, if you are interested " Possible relevant objects (5) { [1] NiCamera(Name: null) [1] TESObjectBOOK(Name: `Controlling Your Hunger`, FormId: A41CBD9C, File: `HoH.esp`) [ 24] TESObjectSTAT(FormId: A41E5687, File: `HoH.esp`) [ 72] ShadowSceneNode(Name: `shadow scene node`) [ 73] NiNode(Name: null) " )
Just tested the "Controlling Your Hunger" books myself and got a ctd as well, weirdly enough only 1 of the 3 causes it though - and only when opening the inventory after receiving it. I checked the book values in xEdit and it seems EO_HungerBook causes it, it uses the inventory art EO_HungerBookUnique which has the following model filename "Nickorasu\Pantheons\DaedricSeries\MehrunesDagon\Books\MysteriumXarxesDamaged.nif" - I'm pretty sure the error lies there because a filepath with that name doesn't exist (I think? At least it doesn't in this mod, there's no MehrunesDagon) so the game ctd's because it can't find it when opening the inventory.. or something along those lines, I dunno.
Either way, I changed the inventory art to one of the vanilla skyrim ones and that fixed the issue for me.
So wait i download the main file, leave it on, and download this creature only version bellow the original mods it overwrites right? Or do i ? Merge or replace? Recently started modding skyrim :l
With this esp replacing the original one, I've been able to enjoy having these creature naturally spawning in my world without any issues or CTDs.
It feels like an entirely new game having enemies that I'm completely unfamiliar with. I can be roaming through the forest with Simply Bigger Trees on, getting lost between the trunks, only to have those goblin dudes sneak up on me in a group of 3 and making me jump.
Top quality mod with a top quality LITE esp replacer.
I am wondering if the spawn count for the Minotaur in Whiterun Hold can be reduced slightly? During my testing, I saw roughly 4 of them in a span of 10 seconds running across the fjord. One also spawned inside a bandit camp and utterly destroyed them.
I've used Eliadon's adjusted esp for over 50 hours now and everything works perfectly. No ctds whatsoever and the enemies work fine, the dungeons I've visited so far also have no problems - I did however notice 2 floating doors in the wild: One west of Helgen and another north-west of Whiterun. The records are: Hoh.esp \ Worldspace \ 0000003 <Tamriel> \ 00000D74 \ Persistent \ xx20E365 and xx20E362 (xx depending on your load order), called "CasExFreeSmDoorLoad01".
Combined with fixing the inventory art issue described further above this esp has, at least for me, no further issues. HoH already implements the creatures beautifully so if you have ctd issues, I recommend using this replacer esp instead
@Nostalgic: Yeah you can, in xEdit go into Hoh.esp \ Non-Player Character (Actor) \ LvlMinotaurWhiterun and LvlMinotaurLordWhiterun and click on "Referenced By" at the bottom, there you'll see all Minotaur spawns near Whiterun listed - you can randomly delete a few of these
@Zer0o Many thanks for this. I will be doing so. Also, the "Tamed Ogres" randomly spawn inside of Orc Strongholds and basically take them out. Not sure if they're meant to be part of their faction or not?
Np! Oh thats definitely a problem, the Tamed Ogres didn't attack the Orcs in my game. I just checked and couldn't get the Orcs to attack the Ogres, not even aoe spells hit them. Neither faction will help the other either though, so I checked xEdit and found a fix: There's a unused "OgreOrcFaction" (xx015743) which makes them allies with the Orcs.
So to solve the issue, go into HoH.esp \ Non-Player Character \ xx010615 <EO_OgreT> and add OgreOrcFaction as one of their factions. I tested it ingame and now the Orcs will attack when you strike the Ogre and vice versa. This should also prevent them from attacking each other, even if another mod makes changes to the GiantFaction or something (which I assume happens in your case, I don't see a way for the Ogres to attack the Orcs otherwise). Hope this helps!
You have to download the main mod in its entirety (and endorse it as well while you're at it) and overwrite the .esp file with the creatures-only file provided by Eliadon
Thanks for making this patch but I have one issue. It seems like none of the enemies I kill ever come back. In the beginning I saw minotaurs outside whiterun all over the place and also ran into the other monsters all over. I haven't really seen any in a long time since I killed them but the regular wildlife like deer and wolves are back. I got a 72 hour respawn mod and waited 3 days but still no hircine monsters around except ones I hadn't previously killed. Any ideas?
Thank you for the fixes! So what version of Hunt of Hircine should we use for the creatures-only patch since the patch was created a week before the last Hircine update? Has the patch proven stable?
Mod conflict: this places the entrance to the Ogre cave as well as several cliffs and snowdrifts the south of Falkreath right over Legacy of the Dragonborn's entrance to Pale Cave, making one or the other inaccessible depending on load order.
LOL there is a boss chest in Somber Cave, I found it again! It's in a cavern (cave room) protected by a troll. I knew there was one, found it months (probably almost a year now lol) ago but forgot where exactly it was lol.
Save file corruption in Larendil. The saves that I made while inside that place do not show up in my saved list at all. Didn't happen in the other places this mod adds, like the Path To Exile, or the houses in that new town, but it makes sense that saves get corrupted in Larendil, that place is massive.
They probably aren't corrupted. I believe the problem of saves not showing up under the character list is caused by having underscores in cell editor IDs. The saves should still be accessible via Show all saves. I think there are also options to fix this via a bashed patch or with a Synthesis patcher.
Update: the save files don't show up in some other places that this mod adds, like the goblin cave (Somber Cave) in western Falkreath hold.Nevermind, they do not.
And yes, you are probably very much correct about that, Blackread. UPDATE: Oh yes, most definitely correct, I deleted all of my previous character's saves in game (going to start a new playthrough very soon with a bunch more mods, and updated mods that need a new game start to fully work properly) and all 3 of the saves that I made inside Somber Cave (called "Cracked Tusk Cave" in the files) show up in Mod Organizer 2's Saves section.
If I use SSEEdit, open up only this mod in it (of course), edit the Editor IDs of these locations, delete the underscores and put a dash there instead, would that be okay, would it work..?
Is it just in my game, or was there no living things in the Path of Exile/Labyrinth..? Did not encounter a single creature in the entire place. There should have been some Minotaurs in there, I mean the first part is a maze, and at the end there's another interior cell supposed to be a like a big boss room with a throne and stuff, and "Kyne's Arrows" in the treasure chest. But I guess it would just be too silly to have living enemies (or even undead for that matter) in the maze part, there's a lot of traps in there and they would probably trigger them and it would just get ridiculous.
EDITED IN 2024: The Path of Exile is actually from 4thUnknown's Minotaurs mod... I had both this mod and that mod at the same time back in early 2023...
i know this mod is not active on updates, but i wish there was MCM option to toggle which creatures/enemies you want face or not want to face. but the mod still looks amazing and i wish there were more updates for this mod
I've heard and read that this mod has quite a few issues, could anyone that has used it extensively, share what is wrong with the mod please? I heard about the navmesh issues still plaguing this mod after the last "update".
I really like the look of the creatures too, these are some of the best creature modeling I have seen in a mod for Skyrim. Phenomenal work.
here is the link for the creatures only edition, just over write the original with this one https://drive.google.com/file/d/1-RRAjwzL3HgSCZn82fn7A8Dl0HXEMgzj/view
Oops, new reply to old post, but this information might help other users of this mod. I cheated the key with console commands ("Othan's spare key"), because I couldn't find it, if it exists somewhere in the town I've no idea where, there's not even a hint, and ironically the innkeeper who tells you to go check on Othan doesn't give it to you. There's no reward for the quest after you give Othan's skull to the innkeeper, but there is a spell book for the Hunger creature ("Conjure Starving Hunger" spell) in Othan's basement.
I just opened console with the ~ button, then type exactly this: help "othan "0
Then find the code for "Othan's Spare Key". Telling you the code would be pointless, because the first 2 digits of it are going to be different for you unless the mod sits at the exact same place in your load order as it does in mine, and it most likely doesn't.
336 comments
I've seen a lot of concern in the comments about a few things and wondering if the mod is dead. So let me update you all on what's going on with the mod and myself.
Q: Is the mod dead?
A: No, it's just been slow lately.
Q: Why?
A: I'm in College, and have a full time job. I've also not been playing any Bethesda games as of late, and that makes it difficult to want to mod a Bethesda game.
Q: When will you put out the next update?
A: I'd like to say between now and the end of the first quarter of next year. I know that's a big time gap, but life is hectic as of late and I don't want to give myself a small gap of time and disappoint anyone.
Q: Did you fix any bugs? Are you aware of them? Are you even reading the comments?
A: Yes, Yes, and Yes. I'm aware of the Gray Cowl of Nocturnal conflict and it's an easy fix. All that's needed to be done is to move the building added in from that mods' out of the way. I've also seen some concern on the balances of the creatures, especially the minotaur. I'll be looking into the Minotaur and lessening their numbers. As for adding MCM functions, RS Children Overhaul compatibility, ect. These are not of a big concern to me, this mod is VERY big and covers multiple areas and things. With my limited time I can't address every incompatibility, maybe in due time but as of now it is not a high priority. I know it sucks to hear, but I'm being transparent with you.
Q: What's in the new update?
A: We've added in Wraiths and an Akaviri dungeon, as well as touched up some previous dungeons to improve the Navmesh for NPCs as well as loot distribution. As well as some bug fixes that have been asked about below.
Keep an eye out for the next update, again I'm sorry for the silence. Hopefully the next update will make up for the long wait. : )
Immersive creatures has game-breaking issues that took ages to track and fix (I still suffer paranoia with it active), beasts of tamriel is solid but not as nice as these imo, Mihail has a handful of awesome mods but required so much editing for such a small scope.
Solution? Creature ONLY alternative.
At this point I RP as a tes5edit wizard in magic school of cleaning/patching my load order more than playing the actual game.
I'm going to do my best to strip everything except the the handplaced creatures, their respective spell tomes, and perhaps weapons/items that are associated with them.
I'm happy to share only the edited ESP back to the author or privately to anyone who asks. I do hope someday this project is revived or these assets are implemented in a massive all in one EnaiSiaion-quality creature mod to replace all other creature mods. Until then cheers and thank you: tracked, endorsed, appreciated!
I'm interested by your creature only ESP can you send me please ? =)
EDIT:
https://drive.google.com/drive/folders/1O4RkOXSElyJIhAavqJLv1FWXWZgtikz4
If the author wants this post removed I'd be glad to do so. Changes included in the readme. I did my best in a short amount of time. If something is seriously wrong I'll tweak it otherwise please practice patience for an official version (dont harass the author)
Preserved things:
All Creatures. All items. 3 Caves, 1 Ruin, 2 Altars.
Guild Halls/Quests/NPCS removed. Landscape/Navm issues removed (safely).
But when I tried you edit, seems like there is a CTD issue.
Using AddItemMenu, I crash when I arrive at the "Controlling Your Hunger" book.
(Log, if you are interested
"
Possible relevant objects (5)
{
[1] NiCamera(Name: null)
[1] TESObjectBOOK(Name: `Controlling Your Hunger`, FormId: A41CBD9C, File: `HoH.esp`)
[ 24] TESObjectSTAT(FormId: A41E5687, File: `HoH.esp`)
[ 72] ShadowSceneNode(Name: `shadow scene node`)
[ 73] NiNode(Name: null)
"
)
I checked the book values in xEdit and it seems EO_HungerBook causes it, it uses the inventory art EO_HungerBookUnique which has the following model filename "Nickorasu\Pantheons\DaedricSeries\MehrunesDagon\Books\MysteriumXarxesDamaged.nif" - I'm pretty sure the error lies there because a filepath with that name doesn't exist (I think? At least it doesn't in this mod, there's no MehrunesDagon) so the game ctd's because it can't find it when opening the inventory.. or something along those lines, I dunno.
Either way, I changed the inventory art to one of the vanilla skyrim ones and that fixed the issue for me.
By the way, thank you for the esp Eliadon!
EDIT: my level 1 character is being chased by level 28 minotaurs. Is this supposed to happen?
+1
Works perfectly
It feels like an entirely new game having enemies that I'm completely unfamiliar with. I can be roaming through the forest with Simply Bigger Trees on, getting lost between the trunks, only to have those goblin dudes sneak up on me in a group of 3 and making me jump.
Top quality mod with a top quality LITE esp replacer.
+2
After using this file, no more CTD exist.
Combined with fixing the inventory art issue described further above this esp has, at least for me, no further issues. HoH already implements the creatures beautifully so if you have ctd issues, I recommend using this replacer esp instead
@Nostalgic: Yeah you can, in xEdit go into Hoh.esp \ Non-Player Character (Actor) \ LvlMinotaurWhiterun and LvlMinotaurLordWhiterun and click on "Referenced By" at the bottom, there you'll see all Minotaur spawns near Whiterun listed - you can randomly delete a few of these
So to solve the issue, go into HoH.esp \ Non-Player Character \ xx010615 <EO_OgreT> and add OgreOrcFaction as one of their factions. I tested it ingame and now the Orcs will attack when you strike the Ogre and vice versa. This should also prevent them from attacking each other, even if another mod makes changes to the GiantFaction or something (which I assume happens in your case, I don't see a way for the Ogres to attack the Orcs otherwise). Hope this helps!
I'm trying to add the OgreOrcFaction in SSEEdit but it doesn't work. Says its invalid. Could you please specify how to do it? :O
Update: the save files don't show up in some other places that this mod adds, like the goblin cave (Somber Cave) in western Falkreath hold.Nevermind, they do not.And yes, you are probably very much correct about that, Blackread. UPDATE: Oh yes, most definitely correct, I deleted all of my previous character's saves in game (going to start a new playthrough very soon with a bunch more mods, and updated mods that need a new game start to fully work properly) and all 3 of the saves that I made inside Somber Cave (called "Cracked Tusk Cave" in the files) show up in Mod Organizer 2's Saves section.
Is it just in my game, or was there no living things in the Path of Exile/Labyrinth..? Did not encounter a single creature in the entire place.
EDITED IN 2024: The Path of Exile is actually from 4thUnknown's Minotaurs mod... I had both this mod and that mod at the same time back in early 2023...There should have been some Minotaurs in there, I mean the first part is a maze, and at the end there's another interior cell supposed to be a like a big boss room with a throne and stuff, and "Kyne's Arrows" in the treasure chest.
But I guess it would just be too silly to have living enemies (or even undead for that matter) in the maze part, there's a lot of traps in there and they would probably trigger them and it would just get ridiculous.
but the mod still looks amazing and i wish there were more updates for this mod
I really like the look of the creatures too, these are some of the best creature modeling I have seen in a mod for Skyrim. Phenomenal work.
https://drive.google.com/file/d/1-RRAjwzL3HgSCZn82fn7A8Dl0HXEMgzj/view
I cheated the key with console commands ("Othan's spare key"), because I couldn't find it, if it exists somewhere in the town I've no idea where, there's not even a hint, and ironically the innkeeper who tells you to go check on Othan doesn't give it to you. There's no reward for the quest after you give Othan's skull to the innkeeper, but there is a spell book for the Hunger creature ("Conjure Starving Hunger" spell) in Othan's basement.
help "othan "0
Then find the code for "Othan's Spare Key".
Telling you the code would be pointless, because the first 2 digits of it are going to be different for you unless the mod sits at the exact same place in your load order as it does in mine, and it most likely doesn't.