My mod is independant, that mean any other texture mod will make no change on creatures from my mod. Except is somebody make a mod with the idea to change my creatures textures but i don't think so..... And my mod will not change vanilla creatures textures.
I used to use this mod a while back, however since then it seems to have gotten quite a bit of scope creep. Best things for me were the giant dragonborn spiders, the giant mudcrabs and the really angry stags. I'd personally be really content with just those tbh. I stopped using the mod in the end due some crashes linked to script bloat and some strangeness with the burning gargoyle in haemars shame. The mod is truly a unique take on a monster mod, just a bit a of shame it's bogged down by technical issues. Regardless of all of that I'd recommend people play with it at least once as it's quite a cool mod especially using a lighter load order.
Thanks, the new update should fix some issues, i hope, but i d'ont know when i will realease it i'm working quiet slowly and for a while, beacause i'm doing a dungeon based using my mod.
Would you consider maybe letting us decide what monsters to have in game ??
I love say just the Spiders and Crabs in my would as the other monsters are a little to strong or glitchy due to magic mods I have or landscape and variance addons etc....
Hello! Yes some news(i did'nt came here since a while)! I did'nt mod for a looong time, then i started to mod again, i restarted my dungeon from the begenning, it's very advanced(i'm in vacation so i spend a lot of time on it).
Obviously it's been a while since i said i'm working on it and i made no real update for a very long time, hopefully what i'm doing is in a good way, however i have no idea how much time it will take, and i was planing to, maybe, reorganise my files and rename a couple of things, so it could mean that players will probably have to reinstall the mod but it should be easier for me to update it.
Also, i can not access to my mod directly like before in Skyrim since the latest updates, i need to suscribe to creation whatever it seems.
Well i could always improved my monsters even the way their strengh scale with your level, instead of removing some of them completly. Having giant monsters that was not suppose to be giant in the first place it was sure it will glitch even if most of the time i think it does'nt work so bad, but for that it's always possible to find a better balance, i try always not to cross some limits.
Anyway after finishing my dungeon i think i will revaluate my monsters in term of position, number, level, ect, nothing has changed since i started this mod and i'm not statified with eveything i did including the look of some monsters that are not so great.
Hi! It's good to ear that, it should be better anyway next time, i started to rename a lot of stuff(but renaming make it like a new object) and ready to reorganize because it was too messy and difficult to update properly. I still learn ^^
Hi! A new udpate is planned but i don't know when, it should be a big one, i need also to reorganized some stuff in the mod files. Also i did'nt work much on my mod these last weeks, so for me anyway the idea is to come back with a better version, and also a dungeon in this mod.
This should fix some issue with these scripts. The major problem was the way it could affect savegame after a long time. Copy the scripts folder inside SSE data folder
Hello Fredus :)
I wonder what problem you solved - I haven't noticed anything particularly threatening about my game other than what I reported to you earlier.
Honestly it will probably depend if people have some problems or not, it's not easy for me to know because in my game it look ok, but i don't really know for other players. You still have some issue or your game is clean?
Anyway it's always better to have the last version just in case. I did'nt check scripts for a while , i'm concentrated on the dungeon, very advanced. I even wonder i will not upload the update once the dungeon is fully fonctionnal even if i did'nt have everything i want in terms of loot, because it could take a while. There is not a tons of new stuff to find for now. But the fact is i can add some content later.
I just upgraded to Skrim SE GOG version so started a new game and testing...so far everything is fine with GC :)Can't wait for the new dung... you've been making it so long it must be AMAZING - and it's important that you include it in GC, I'll save some extra esp :P
I don't know if it will be amazing, but i hope it will be cool. I'm working very slowly, in fact the dungeon is fully playable, it's more about set dressing, settings, ect, the visual is ok but probably not super good, i wanted to make more content to find(weapons, spells...) but it take time. And sometimes, when i do something, after a while i realize it's not really good, so i do it again XD Honestly i'm not spending the time i should to make some really beautiful props, ect. Anyway one day it will be available and we'll see if people like or not. I wanted to make a teaser or something to show what it's look like for now, or screenshots.
I'm glad to ear the mod work fine, but we have to wait for a long playtrough to be sure.
Also i was not well organized when i started this mod and sometimes i would like to reorganized it but i can't because it means players will probably loose some stuff and will have a couple of useless files in their folder. At least the dungeon should a bit easier to update.
To be completely honest, after what you've done with Giant Creatures, I'm SURE that what you're doing is going to be AMAZING. GC definitely deserves more recognition.
Some may be put off by the dozen optional files they can install, the "bug" section may also put off, although in my opinion the mod in its current version is completely safe and practically bug free (although there is always something to improve in such a mod).
Anyway, I've been testing your mod for years and I've lost hundreds if not thousands of hours with it - and all the issues I encountered have been fixed a long time ago.
Hello! The code has changed but nothing has been updated for a while. Also even with a new code, it will probably change nothing because infortunatly scripts are saved in the savegame. I wanted to relase the full update of the scripts with the new version of my mod(with a whole dungeon).
Do you have the creation kit? With this tool you can open my mod and check the scripts inside. Also i use myself ReSaver that can help for this problem until i have a better version.
Or i can update scripts also, but i think it need more test probably, for even if on my side it's much better.
Another way of cleaning i used, but you will lose everything coming from my mod, was:
- desactivate my mod - making a copy of my scripts in a backup folder -deleting my script from the script files. - open the save and save it - copy the scripts from the backup folder to the scripts file -reactivate the mod
It should remove my scripts from the save, but obviously if there some problems with the code it will come back.
Edit: finally i put an update of these scripts and pray for it to work better. ^^'
Good day. The other time i said that there might be a problem with the crafting of a necklace (named "sacred light"). However, i just found out that the deer lord foot that was missing in the requirement section at the forge has another item named the same way. There is another deer lord foot but with a really bright texture i found, and then and only then with that item i was able to forge the necklace.
love this mod but can you tell me how can i get rid of the goddamn wolf "summon wolf minion", its summoning itself all of the time when i´m in combat? why it happens and is there any other auto summonable creature in the mod? (without the help of the more informative console mod i would have never guessed what mod was the responsible lol ) thanks for sharing this amazing mod.
Yes this a skill from the giant wolf to summon minions, he's not the only one to do that. Some monsters are summoning minions right a the start of the fight until you kill the monster, some will do it if they are half life and make the fight more difficult(even if minions should'nt be too hard too kill.
What i can do for the wolf is to increase the time before he can summon again. :p
However i will not update the mod until a long time. But if it's really a problem i could give an early update even if there is some "work in progress" stuff in it ^^'
I mean, the wolf is spawning as my ally whenever there is an enemy, if I summon something that wolf keeps summoning itself and removing my previous summoning.
can you tell me what can i edit on tes5edit to stop the summon effect? I haven´t played since this happened and i really wanna play, it could take you months to fix this (judging by the last bug post)
I do this this evening, i don't think it should be long because even if i don't know why this effect is applied to your character, i should be able to tell this effect not to work when it's on the player. I'll send you the file when it's done(and hope it will work)
Or you can delete these Magic Effect(but not sure it's really clean, but it will desactivate the auto summon on the small wolves, i think this the one activate on your character):
i forgot to mention that i use this version: giant_reatures_3.2_NoGcMusic_ShortenSummon, it would be posible for you to edit that version? i forgot that there were many optional ESPs. im not sure to use the second fix.
This is probably because scripts are saved in the savegame when they run.
The file below is a more advanced version of the mod, so you will have everything you had with your version, and some modifications, nothing that should cause any problem. It fix others problems like the magic power attack of the Giant Chaurus is now making damages. But i will put every information in the official release, and it's not for now because i'm working on big stuff for the mod.
Here the process to update scripts, it can solve some problems too:
- keep a backup of scripts(from my mod) , Sell everything coming from my mod(weapons, ingredient, ect) to keep at least some money. desactivate the mod, delete my scripts inside the scripts folder. Save your game, reactivate the mod, copy the scripts(from the backup you did) inside the SSE script folder, and play with your last save. (something i did myself to be sure to have a game fully updated).
-Or starting a new game with a new character.
But of course you will loose evrything you obtained from my mod, it will like playing my mod for the first time.
If you want to do this and my explanations are not clear, just tell me :p
I think it can happen, anyway Skyrim is a glitchy game XD so i guess with thousand of players playing some mods, it's sure some people will have some problem. But at least i can improve it. ^^
Well, i gave up my first dungeon, to make a new one inside my mod, with large corridors and rooms to be confortable fighting big monsters. It will not be as huge as i wanted because if i do that i will never finish it XD
I'm always in a Dark Soul spirit, with tough creatures, maybe several path. But i have just a basic structure for now. So next time i will update this mod, it should have a new dungeon. ;) Don't really expect some puzzle(or maybe yes but for now this is not really in my plans), it's more a dungeon to make again and again, with a bit of exploration, hard monsters, probably some new weapons and stuff.
helloo. I was able to forge 2 of the new weapons (i really love them!), but it seems that "Sacred light" cant be forged. This necklace requires Deer Lord foot, and i have it as an ingredient in my inventory. However, it appears as a missing item in the requirement section at the skyforge. Is this a bug or am i missing something? Is not a big deal btw, im having a good time with the mod. Thanks for your time!
Hello. Love your work. I have no problems with the monsters, but it seems that i cant craft the new weapons. I have Ordinator and maybe this arcane blacksmith perk doesnt work as a requirement. Is there a way to solve this? im not a pro with mod tools btw. Thanks for your time!
Thanks! :)If the modification come from another mod i don't know if i can fix it, or maybe by modifying the terms to craft, but i used more or less the same way of the vanilla game. ^^' Anyway i will take a look if i can do something, i think i could put my own terms for these weapons(like to have a certain level in smithing for exemple or something like that). However it will probably be a change in the next update so be patient because it's not ready yet but i still work on it more or less every day, it will be a big update anyway.
Yep this is not common weapons so you need the best forge 8) However i'm looking to have some new terms, because it make sens you need a certain level of enchanting(because it's magic weapons) and smithing to craft it, like any armor or weapon type in the game. For now if you have the blacksmith perk or something like that, it's enough.
686 comments
Can Other Texture Mod Apply On Creature In This Mod Which Have Vanilla Mesh/Model?
And my mod will not change vanilla creatures textures.
Best things for me were the giant dragonborn spiders, the giant mudcrabs and the really angry stags.
I'd personally be really content with just those tbh.
I stopped using the mod in the end due some crashes linked to script bloat and some strangeness with the burning gargoyle in haemars shame.
The mod is truly a unique take on a monster mod, just a bit a of shame it's bogged down by technical issues.
Regardless of all of that I'd recommend people play with it at least once as it's quite a cool mod especially using a lighter load order.
Would you consider maybe letting us decide what monsters to have in game ??
I love say just the Spiders and Crabs in my would as the other monsters are a little to strong or glitchy due to magic mods I have or landscape and variance addons etc....
Thanks always....
Obviously it's been a while since i said i'm working on it and i made no real update for a very long time, hopefully what i'm doing is in a good way, however i have no idea how much time it will take, and i was planing to, maybe, reorganise my files and rename a couple of things, so it could mean that players will probably have to reinstall the mod but it should be easier for me to update it.
Also, i can not access to my mod directly like before in Skyrim since the latest updates, i need to suscribe to creation whatever it seems.
Well i could always improved my monsters even the way their strengh scale with your level, instead of removing some of them completly.
Having giant monsters that was not suppose to be giant in the first place it was sure it will glitch even if most of the time i think it does'nt work so bad, but for that it's always possible to find a better balance, i try always not to cross some limits.
Anyway after finishing my dungeon i think i will revaluate my monsters in term of position, number, level, ect, nothing has changed since i started this mod and i'm not statified with eveything i did including the look of some monsters that are not so great.
What are your character stats and level?
Hello Fredus :)
I wonder what problem you solved - I haven't noticed anything particularly threatening about my game other than what I reported to you earlier.
Honestly it will probably depend if people have some problems or not, it's not easy for me to know because in my game it look ok, but i don't really know for other players. You still have some issue or your game is clean?
Anyway it's always better to have the last version just in case. I did'nt check scripts for a while , i'm concentrated on the dungeon, very advanced.
I even wonder i will not upload the update once the dungeon is fully fonctionnal even if i did'nt have everything i want in terms of loot, because it could take a while. There is not a tons of new stuff to find for now. But the fact is i can add some content later.
Honestly i'm not spending the time i should to make some really beautiful props, ect. Anyway one day it will be available and we'll see if people like or not.
I wanted to make a teaser or something to show what it's look like for now, or screenshots.
I'm glad to ear the mod work fine, but we have to wait for a long playtrough to be sure.
Also i was not well organized when i started this mod and sometimes i would like to reorganized it but i can't because it means players will probably loose some stuff and will have a couple of useless files in their folder. At least the dungeon should a bit easier to update.
GC definitely deserves more recognition.
Some may be put off by the dozen optional files they can install, the "bug" section may also put off, although in my opinion the mod in its current version is completely safe and practically bug free (although there is always something to improve in such a mod).
Anyway, I've been testing your mod for years and I've lost hundreds if not thousands of hours with it - and all the issues I encountered have been fixed a long time ago.
Your mod is one of my many MUST HAVE mods.
I wanted to relase the full update of the scripts with the new version of my mod(with a whole dungeon).
Do you have the creation kit? With this tool you can open my mod and check the scripts inside. Also i use myself ReSaver that can help for this problem until i have a better version.
Or i can update scripts also, but i think it need more test probably, for even if on my side it's much better.
Another way of cleaning i used, but you will lose everything coming from my mod, was:
- desactivate my mod
- making a copy of my scripts in a backup folder
-deleting my script from the script files.
- open the save and save it
- copy the scripts from the backup folder to the scripts file
-reactivate the mod
It should remove my scripts from the save, but obviously if there some problems with the code it will come back.
Edit: finally i put an update of these scripts and pray for it to work better. ^^'
What i can do for the wolf is to increase the time before he can summon again. :p
However i will not update the mod until a long time. But if it's really a problem i could give an early update even if there is some "work in progress" stuff in it ^^'
I will take a look if i can do something to fix it.
I'll send you the file when it's done(and hope it will work)
EDIT: Link to the fix : Minions_fix_Test
Or you can delete these Magic Effect(but not sure it's really clean, but it will desactivate the auto summon on the small wolves, i think this the one activate on your character):
The file below is a more advanced version of the mod, so you will have everything you had with your version, and some modifications, nothing that should cause any problem. It fix others problems like the magic power attack of the Giant Chaurus is now making damages. But i will put every information in the official release, and it's not for now because i'm working on big stuff for the mod.
Try this file maybe :Fix minions problem, i hope :p
Here the process to update scripts, it can solve some problems too:
- keep a backup of scripts(from my mod) ,
Sell everything coming from my mod(weapons, ingredient, ect) to keep at least some money.
desactivate the mod, delete my scripts inside the scripts folder. Save
your game, reactivate the mod, copy the scripts(from the backup you
did) inside the SSE script folder, and play with your last save. (something i did myself to be sure
to have a game fully updated).
-Or starting a new game with a new character.
But of course you will loose evrything you obtained from my mod, it will like playing my mod for the first time.
If you want to do this and my explanations are not clear, just tell me :p
I've played hundreds of hours with this mod and never had your problem.Now I'm playing a new game and I don't have this problem either.
P.S. Fredus ... how's the dungeon mod? :)
Well, i gave up my first dungeon, to make a new one inside my mod, with large corridors and rooms to be confortable fighting big monsters. It will not be as huge as i wanted because if i do that i will never finish it XD
I'm always in a Dark Soul spirit, with tough creatures, maybe several path. But i have just a basic structure for now. So next time i will update this mod, it should have a new dungeon. ;)
Don't really expect some puzzle(or maybe yes but for now this is not really in my plans), it's more a dungeon to make again and again, with a bit of exploration, hard monsters, probably some new weapons and stuff.
I keep my fingers crossed and wait
It should be this file :)
Fix minions
Anyway i will take a look if i can do something, i think i could put my own terms for these weapons(like to have a certain level in smithing for exemple or something like that). However it will probably be a change in the next update so be patient because it's not ready yet but i still work on it more or less every day, it will be a big update anyway.
However i'm looking to have some new terms, because it make sens you need a certain level of enchanting(because it's magic weapons) and smithing to craft it, like any armor or weapon type in the game. For now if you have the blacksmith perk or something like that, it's enough.