53 comments
-
LockedStickyHi Everyone,
I hope you're all enjoying "Hellish Hounds"!!!
Please feel free to send me as many images or videos of your Hellish Hounds as you like, I truly enjoy seeing your encounters!
And don't forget to check out my other mods as well, keep tracking my profile for any updates and future releases, I'm sure you'll enjoy them all! -
LockedStickyHellish Hounds also includes my two mods Savage Wolves and Feral Foxes.
Those mods have also been updated to also include Hellish Hounds. That way you can simply update the mod you have already installed to keep from having to download a new mod during your current play-through. -
LockedStickyFor those of you wondering why there is an ".esp plugin" for this mod, please read below.
In the vanilla game, the Death Hound uses the wolf skeleton, the ".esp plugin" of Hellish Hounds gives Death Hounds their own skeleton, allowing me to customize the skeleton of one without affecting the other. Otherwise this mod wouldn't be possible. Enjoy the mod! -
LockedStickyCan you esl flag this?
-
For easy reference, looks like there wouldn't be any issue.
[00:00] Start: Applying script "Find ESP plugins which could be turned into ESL"
[05] Hellish Hounds.esp
Can be turned into ESL by adding ESL flag in TES4 header
[00:01] Done: Applying script "Find ESP plugins which could be turned into ESL", Elapsed Time: 00:01
-
Hey brother.
What software are you quoting? Wouldn't mind decreasing my load order :) -
if you use vortex you can simply flag the plugin as espfe for yourself :)
-
how
-
go to the plugins tab of vortex. There is a kategory called Flags. It shows which plugins can be marked as esl with a feather.
if the mod plugin is marked with a grey feather, double click the plugin. Then a sidebar should apear. on this sidebar is a button that is named Light.
Clicking it will mark your esp as a espfe (esl) -
I advice only to flag esps to espfe (esl) using this way. I advice against converting them to "real" esl in SSEEdit. A esl flaged esp behaives like a normal esp only that it doesnt take up a spot in your loadorder. a real Esl behaves diferently to esp, because it will be sorted with a diferent priorety than esp wich can cause problems for some mods. This is as much as i know about this topic, pls correct me if i share wrong information :)
-
-
This is no hound! This is the Chupacabra, the eater of goats! I knew that these exist and this is proof. I swear I saw one in my backyard. I have to get my shielding cap.
Oh, one more thing. 2 ITMs on xedit QAC. Took my thorazine. Doin' better. -
It looks like the ESP overwrites several fox race records from SkyTEST 2022 Redux. Would it be possible for you to make a compatibility patch ? Thanks !
-
I LOVE this! I have to say, looking at the hellish hound makes my spine tingle and activates my "RUNYOU F***G FOOL!!!" instincts! 101% Immersion Achieved!
I know it isn't super immersive, but I like how adorable the vanilla foxes are (I'm a slave to immersion, but I'm also a sucker for cute stuff!). Would I be able to commission you to create a version that leaves the foxes and wolves alone? -
https://i.imgur.com/wcX2GQC.png
sounds about right -
Aren't winter foxes heads too small? At least in my game: https://imgur.com/a/W0chd1B
-
this shows up as esp when donloaded
-
Delighted to say that the Savage Wolves were my very first creatures encountered upon exiting Helgen Keep, at the very beginning of a new playthrough.
They are, appropriately, everything that they should be
One question: I have 22 of your creature mods, in this playthrough which I am just beginning.
LOOT places this one, the only one with a plugin, above XPMSE, and therefore is being overwritten by it.
I must admit that the wolves looked fantastic - I do not ask out any problem observed. I just wonder if this, or others, can adversely affect the behaviour of the XP32 Skeleton.
I know your instructions say to place this below any skeleton mods - but that really is the basic one. Just want to be sure of which way to go here - there is only one plugin but 22 Custom Skeletons. I placed all of them below XPMSE and all major creature mods, as your description instructs, and noticing where LOOT placed this one, back up above XPMSE but still below other creature mods, is what prompts my query.
Thanks for the great work!! -
Conflicts with Mortal Enemies.
Easily fixed on your own by putting Hellish Hounds above Mortal Enemies, opening SSEEDIT, then dragging the conflict (the model) over. This way both the model and the edits from Mortal Enemies will be used -
Creepy af. Love all your skeleton mods, you've fixed a lot of the creatures that really bothered me. These make x100 more difference than textures imo and fit in much better than new models, better compatibility too.
-
It's been a while since I've been around but I'm glad to see you are still working on things. I've downloaded several of your mods and got to say they really are great. Changing small things like the relative size of different body parts has such a big impact on the feel of the creatures. I remember when you first released the dragons one, i was blown away! The before and after screens really help to show it off. Keep up the good work and thanks for sharing!
-
Well thanks man, I'm glad to help! I have off of work for two weeks for Christmas and am going through all my mods for a new play through (most ppl go on vacation, i immerse myself in Tamriel lol).
I just found a re-texture for the Hounds too that i think will look great when combined with your mod. It's Gamwich's "RUSTIC DEATH HOUND and GARGOYLE - Special Edition". You may want to give it a look. Happy modding!
-