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Only1DragonR

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only1dragonr

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30 comments

  1. studmuffin1017
    studmuffin1017
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    anyone know a patch for this and savage skyrim? these are the giants skyrim needed
  2. Sorrow85
    Sorrow85
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    To those who have problems with hitbox when giants are bigger, I recomend Dynamic Collision Adjustment mod, this fix or at least make hit box range bigger, you can shoot at head and game recognised as a hit.
    https://www.nexusmods.com/skyrimspecialedition/mods/76783

    However, it is not perfect, the game does not recognise arm hits tho but better than vanilla if you ask me.

    Edit: Nice to see how Giant beating the sh*t out of Companion at the start of the game :D
    So Companions "Glory" was a lie from the start as they faced a much weaker giant than normally Giants in the game

    https://i.imgur.com/09Htx9a.png

    On Tesedit, that giant is known as the "whiterun giants"
  3. CaliburnusPDX
    CaliburnusPDX
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    Okay, this intrigues me so I'm going to test-install it.  But I'm wondering in advance ... will it break the mod if I remove all the Mammoth references in SSEEdit?

    My feeling (for my personal game) is that it would make much more sense for the Giants to be more ... well, giant. But for the Mammoths to be default game size. My reasoning is that I feel Giants are more like shepherds, and sheep are MUCH smaller than their caretakers. Therefore, the animals the Giants shepherd do not need to be equally huge.

    Anyway, I'll play with it as I have a test build for experimenting alongside my actual play-through saves. Looks very good and fun. Cheers!
    1. CaliburnusPDX
      CaliburnusPDX
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      Interesting development ... This mod has NO effect on my game whatsoever. That is, the Giants and Mammoths are all just the same, whether this mod is installed or not.

      Spoiler:  
      Show
      It's installed properly, has all the necessary masters (including USSEP), and has been forced to almost the bottom of the load order [you will just have to take my word that I have all the tools and know how to use them -- LOOT (for error checking the metadata, not sorting), WryeBash for a patch, SSEEdit for tweaking, Creation Kit, etc.] and I've verified that the mod IS loading near last. The only thing after it are the map mod and the [newly refreshed] Bashed Patch. I even started an entirely new game with a generic character, exited Helgen, went to several Giant camps around the map ... nothing. No change. Very curious!!!

      Last thing I tried was totally uninstalling this mod, entering the game via a save that was before this mod was ever installed, going indoors, saving, exiting, checking save for any problems (none), installing this mod, entering the game (still indoors) and saving it again, then reloading from my new save, going outside and to the nearby Giant's camp. No change.

      NOTE: And by the way, per my original post, NO I have not tampered with this mod in any way, removed or changed anything. I wanted to install a freshly-downloaded copy of it first to see the results before experimenting with the Mammoth removal. The untouched mod as downloaded from Nexus makes no changes to the game (in my case, as above).

      I'm sure it's not this mod, since others are enjoying its affects, but so far I'm at a loss as to why it changes nothing. I like the idea of it so I'm still investigating!

      Here is a test character in a brand new game next to the giant WITH this mod installed and active:



      UPDATE: Okay so I removed this mod from my system entirely, downloaded a fresh copy (to eliminate the possibility the first download was corrupt), installed it cleanly, and still NO change to the Giants or Mammoths.

      So I removed it and downloaded someone else's mod that changes Giant and Mammoth sizes and stats. In this case I did not even force the mod to the bottom of the load order, I just let it settle in by itself (at position 62), and loaded the game. The result was the Giants were clearly larger as shown below. So there is nothing in my L/O that is affecting Giants to prevent "Forces of Nature" from modifying them. I'm stumped.



      I'll track this mod for future developments but, in my case, it doesn't work. [shrug] 
    2. only1dragonr
      only1dragonr
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      I never used wrye bash,  i alsow see giants are bigger, my final version makes them vanilla due to bad hitboxes, alsow to make sure of mod works fight the giants, this isnt an estetic change but combat change, if they blow u away mod is perfectly fine.
    3. TheRealGeneral
      TheRealGeneral
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      yeah hit boxes... wondered about that reading the description (maybe update description? i dunno its your hella-awesome mod do whatever you want lol) Thanx!
  4. WalkerSorin
    WalkerSorin
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    dam this is going to make me town it down from legendary ._.
    1. only1dragonr
      only1dragonr
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      Who knows :p
    2. WalkerSorin
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      lmao it did, was getting one shotted with 1300 armor rating xD its good thou, after lvl 40 giant become city guards sp this mod is very much needed to keep gameplay fun and real, they're giants you're supposed to think twice about it lol THOU I think i'd be better if just 2 or 3 of their attacks were 1 shots and the rest were heavy hits, 40-50% health.I say it because most attacks seem pretty much around the same dmg except the ground slam, thats always been a trip to the moon. Anywho, would be nice if the attacks had diff dmg variations for outplay potential and strategy. Example: Right now they pretty much mean "Wait till i use one of my slow attacks and go in for 2 hits" Which is nice and all but that sort of strategy id expect from a dragon. With different attacks and corresponding dmgs the fight would be handle differently, for example "Ok i can this this attack, gotta dodge that one, can block this" etc. Giants are humanoids after all you should be able to outsmart not cower while they swing trying not to get hit twice or you'll launch to the moon. I do like that they dont attack anymore, makes them more alive, smarter, really adds to immersion and takes the dumb giant theme they had even thou they had society like stuff, clothes, they farm, etc lmao. Hope you take this comment with the positive attitude and intention it was written, loving the mod so far honestly, no complaints beside getting butthurt by groundbreaking giant club, wink wink xD
    3. only1dragonr
      only1dragonr
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      No problem, u can tweack damage yourself with tes 5 edit :) just set magnitude of an attack then test it in game, and voila :)
  5. Reffle
    Reffle
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    Как убрать крики у гигантов? просто как на меня они там ни к месту
    How to remove screams from giants? just like me they are out of place(Google translator was used)
    1. only1dragonr
      only1dragonr
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      Tes 5, go to npc reocrds and remove npc attack data, then save, and is done :)
  6. nicebagdad
    nicebagdad
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    hello, I saw that Immiersive creatures adds a lot of lvled entries in giatns, does combining the two lvledlists work or will the giants not from your mod not have any of the same boosts?
    1. only1dragonr
      only1dragonr
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      It shouldnt be any problems, but since i dont use IC make a test :) Mine only addes few small variation of vanilla ones, worst case u still have vanilla skilled ones + IC.
  7. WalkerSorin
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    I found an issue that im not sure if its because of my huge load order or what but i put here for reference in case it leads to something in the future. I think there's conflicts between this mod and Dragon Soul Boost. I imagine its these two because when walking to an unexplored giant camp my game CTD. There was no settlement close by, no fancy structures. If i didnt know any better id say the scripts running at the time were those 2. Turning off dragon soul boost fixed the problem, i imagine its related to giants using something the player uses like shouts or idk. maybe some values conflict?

    P.S. I had recently installed DSB and it was starting up and generating scripts i imagine, could be that since the area was unexplored and scripts of giants and mammoths were activating since i was closing in, it conflicted with the generating DSB scripts and crashed? Thou i still think it would crash even if it wasnt starting up. Throwing out ideas just in case :p
    1. only1dragonr
      only1dragonr
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      Is definitley dragon soul boost because this mod has no scripts is all vanilla based assets... and i must take a look at that mod and see why it conflicts...
  8. wifebeast
    wifebeast
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    This mod looks amazing! Question though, do the giants have an increased hit box to match their increased size?
    1. only1dragonr
      only1dragonr
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      I need some feedback here, i tryed a tweack, in my game seems fine... if not i can release another version with normal side for who prefers, takes 1 second :p
    2. only1dragonr
      only1dragonr
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      Now is fixed , size is vanilla again, seems size tweacks i made works only 25% random must find another way :)
  9. tritonforge
    tritonforge
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    super excited for this! perhaps a video if possible!
    1. only1dragonr
      only1dragonr
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      Long time i dont make videos .. and i dont have the tools redy, so for now i cant, i am busy with modding, sorry... give it a try u might
      not need video :P
    2. tritonforge
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      Tried! It's perfect in stat balance and everything is immersive, thank you so much! Really adds weight to them. Only thing I personally would prefer is the removal of shouts from Giant abilities as it's a bit immersion breaking and lore-unfriendly in a way
    3. only1dragonr
      only1dragonr
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      Glad to hear about ballance... :) well u can remove ability u dont like with tes 5 from their attack data, and will make it perfect :)
      Just see name of the shout spell u dont like and simply delete all (tes 5 will place a null ) and is done :)
  10. kaosflipper
    kaosflipper
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    Grate mod I have been waiting years for someone to do the giants right and you got it!
    1. only1dragonr
      only1dragonr
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      Thx:)
    2. only1dragonr
      only1dragonr
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      Duplicate xd