Skyrim Special Edition
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Elentarien

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  1. Elentarien
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    Sticky
    *Edited: October 2018:

    I am -somewhat- back into the Skyrim saddle again. After getting a puppy in the early days of 2017, I've found my whole life tipped upside down. "Dogs are work," they say. . .but no one tells you HOW much work a raising a puppy is. Especially if you happen to get landed with a difficult one. You never quite believe the amount of work until you realize the 'work' you expected is about 80% more and can take over your life. lol Still, it is worth it, if you don't mind spending all your time training, exercising, cuddling and collapsing when the hairball finally goes to sleep. (Would I change it? No.)

    Still, after nearly two years of working hard with this fuzzball, I've got myself a pretty decent dog - and life is starting to look a little more normal as she does not need to be watched every waking moment. Games and hobbies are starting to be possible again, though not on the scale they were pre-dog.

    As far as I know this mod is complete, however, as I get my game back into running order and figure out how to install the creation tools again, I am willing to look into tweaking it if necessary. Just. . .hoping it's not necessary. :)
    1. KunninPlanz
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      A tweaked version with tweaked spawns would be cool. For example, skeever could be made to spawn and attack in groups.
    2. huhwhat23921
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      thats kinda adorable
    3. eternalautumn
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      Best reason to break from modding ever!
  2. RobertCraig659
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    Where to put in the load order 
  3. nodude2016
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    I liked this mod, now you don't have to kill animals unnecessarily...
    But in Skyrim SE and AE there were some changes, I made them to the mod through SSEEdit, after reading the comments below.
    Not everyone can edit, so I'll leave the file here, take it -> Real Wildlife Behaviour.esp -> this need all DLC and USSEP!

    About the changes briefly under the spoiler
    Spoiler:  
    Show

    Wolves are not ''A crime'' parametr
    Fix Burnt Spriggan -> DLC2EncSprigganBurnt
    Fix Spriggan Earth Mother ->  DLC1EncSprigganEarthMother
    Deer/Elk are not so loud !
    ''Cave Bear'' and ''Bear'' have correct BearBrownRace & BearBlackRace
    add ''Mud Crab Solstheim''
    Fix ''Ursine Guardian'' drop
    1. supinnah
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      Thanks, this works great :)
    2. rockbuddy
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      Many thanks, decided to "kill my darlings" and cull a lot from my modlist. Swept up SkyTest and Immersive Creatures. Played for 30 minutes and realized why I used SkyTest after walking slightly within the sight cone of a bear lol. Again, thank you for sharing your tweak!
    3. WarHexpod
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      Thanks for sharing your edits!
  4. BeezleTheMad
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    Lovely mod with killing all the things now optional.

    However, it makes the deer/elk screechy, which gets a little annoying after a while of puttering around outside my Lakeview home.

    If anyone could help me with where the deer sound is, I could work around this by substituting a quieter noise.
    1. nodude2016
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      BeezleTheMad, if you can place the sound file responsible for the roar of the deer in your game folder yourself. I will do it, but for now try installing an improved version of this mod, where the overall volume of the deer roar is reduced and the parameters are adjusted due to the latest game changes - so I'll leave the file here, take it -> Real Wildlife Behaviour.esp -> this need all DLC and USSEP!
    2. ghostsof99
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      Thank you for sharing, you should make an upload so your version doesn't get lost
  5. deleted119721
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    Thank you very much ...... just what i wanted.

    You might want to add slaughterfish too ... they sometimes chase you onto dry land which would be OK if they weren't still using the swim animation.

    Your mod also generates errors in both the CK and SSEedit regarding the burned spriggan DLC2 script .... please have a look.

    I just removed the edits with SSEedit
    1. Elentarien
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      Thanks. I'll investigate that when I get time. Might be a bit, though. I got a new puppy this month - she was only 6 weeks when we got her and . . .she's taken over my life. Gaming and every other hobby has been shelved until I can take some life back. I'll definitely add this to the 'to do' list for this mod, though.

      Are there slaughterfish in Skyrim? I did not realise that. I don't think I've ever seen one! Not that I spend a ton of time in the water, mind you. . .
    2. deleted119721
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      Yes the slaughterfish are annoying and prone to un-immersive behavior. Just add them "neutral" to the player, follower and playerhorse faction relationships.

      I can send you a appended and fixed version of your mod if you like.
    3. gkk7z
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      Sorry if I'm a bit late with this one. I have only recently discovered this particular mod:

      The errors that are being thrown out by SSEEdit are the result of a missing master, in this case Dragonborn.esm, although Dawnguard.esm should also have been added by the author. Essentially, the two new references added to the plugin (xx013B74 and xx01B63F) are acting as replacements for records from the two DLC's named above (original references are 02013B74 and 0401B63F). This mod could potentially cause problems if not repaired, including breaking the intended functionality of the Burnt Spriggan added by Dragonborn.

      For anyone wishing to fix the issue themselves, you will need to do the following:

      1. Open up SSEEdit and load the plugin for this mod. Once loaded, right-click on the plugin and select Add Masters. Now select Dawnguard.esm and Dragonborn.esm and click OK. Next, right-click on the plugin again and select Sort Masters. Now close SSEEdit, making sure to save the updated plugin. Finally, reload SEEEdit (as well as the above plugin).

      2. Click the + sign next to Real Wildlife Behaviour.esp and open up the section called Non-Player Character (Actor). Find the record for DLC1EncSprigganEarthMother, right-click, and select Change FormID. Change the first 2 digits to 02 and then click Okay. Next, locate the record for DLC2EncSprigganBurnt (below the previous record) and repeat the above process, this time changing the first 2 digits to 04.

      3. Click onto any other record within the plugin, and then back onto DLC2EncSprigganBurnt. You should now be able to see all of the various details of the record, including 3 references that say <Error: Could not be resolved>. Right-click on the first of these (top one) and select Edit. When you see the warning message, just click Yes. Press the Home key, and then change the first 2 digits in square brackets to 04. Now do the same with the second (middle) reference.

      4. For the third (bottom) reference, right-click at the top of the reference box (you will see "Property" on the left of the window) and select Remove. This carries over a change made by the Unofficial Patch. The mod is now fully repaired, and you can go ahead and close SSEEdit, making sure once again to save the amended plugin. I would advise copying the repaired plugin from your data folder to a safe location in case you ever need to reinstall the mod.
    4. DarkDominion
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      Thanks , I will bookmark this and change it in SSEEdit asap.

      Also : Elentarien will you update the mod according to this ?
    5. gkk7z
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      No worries, glad to help
    6. DarkDominion
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      Small correction/add on :
      3. Click onto any other record within the plugin, and then back onto DLC2EncSprigganBurnt. You should now be able to see all of the various details of the record, including 3 references that say <Error: Could not be resolved>. Right-click on the first of these (top one) and select Edit. When you see the warning message, just click Yes. Press the Home key, and then change the first 2 digits in square brackets to 04. Now do the same with the second (middle) reference.

      4. For the third (bottom) reference, right-click at the top of the reference box (you will see "Property" on the left of the window) and select Remove. This carries over a change made by the Unofficial Patch. The mod is now fully repaired, and you can go ahead and close SSEEdit, making sure once again to save the amended plugin. I would advise copying the repaired plugin from your data folder to a safe location in case you ever need to reinstall the mod.


      at 3. :
      Make sure the top reference also has the FORM ID called SPEL: inside the brackets, like this [SPEL:0402...] and the second reference should have [RFCT:0402...] showing, like the original to the left.

      Other than that perfect guide
    7. gkk7z
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      This last step is not necessary, as the only data required to successfully change a FormID reference in SSEEdit (or any other version of xEdit) is the actual FormID number. Even if, for example, you misspelled the Name/EditorID or entered the wrong Group reference (such as MGEF), as long as you enter a valid FormID, the record will update correctly.

      The additional data auto-added by the editor can actually be used to verify any FormID that you have entered when building/modifying a plugin. The method described here also allows for much faster editing. Let's say you want to add a reference to gold (currency) into a specific record, instead of entering: Gold001 "Gold" [MISC:0000000F], you can simply type F and hit enter, and the record will update in exactly the same way.
    8. Elentarien
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      Yes, I wlll fix this on the actual mod as soon as I get a moment - or ten. Might be a little bit. The puppy has been keeping me so busy that I haven't had time to do much else (and when I do have time I end up falling asleep instead of getting stuff done. Ugh!). But yeah, I'll see to this ASAP.
    9. DarkDominion
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      @gkk7z :
      Well, I needed to change it to what I said because it only showed the numbers and not the group ref. and it still showed and error even though the numbers were correct.
      When I also put in the group ref. the errors were gone.

      Not saying I know better, just saying what I experienced in case anyone else might also.
      Nonetheless: thanks for your help !
    10. AlreadyFree
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      In case anybody else had the same problem I had: For some reason the form id for DLC2EncSprigganBurnt needed to be changed to 03 instead of 04. The changes in step 3 also needed to be 03 instead of 04. Not sure if it's a typo in the guide or if my Dragonborn form ids are different for some reason. I did clean my masters so maybe that's why. But just a head's up.
    11. mukjin
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      Thanks, AlreadyFree. That was the case for myself as well.

      Additionally, those two Spriggans appear to have been changed to the fox race, instead of spriggan. Not sure if this was intentional, but I reverted that change. Regular wolves also had responsibility set to "Any Crime" which didn't seem to match other animals, so I set it to no crime for consistency.
  6. AlexStargazer
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    Hi! Does anyone know if this mod is compatible with Tame the Beasts of Skyrim SE II? I imagine there might be a conflict.
  7. Farazon1234
    Farazon1234
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    If you want to fix the issues in this mod just use xedit to copy over the real Burnt Spriggan and give it the adjustments made from this mod. Which will add the master. After this just delete the original burnt spriggan (which is not added to game, why its added no idea.) from the mod and then clean it. No more errors and you have the correct Burnt Spriggan . You can also delete or ignore the Spriggan Mother since it also is not added to your game. 
  8. Logan311970
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    Thank you Thank you Thank you! I was thinking about this at work today, and was talking to a colleague about how I like to play a Ranger character and absolutely HATE it when every animal attacks and I have to defend myself.  I said I would have to look into making a mod and he suggested checking around, which VOILA here you are. 

    Thanks again!
  9. Yanhazu
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    please make a friendly animal version
  10. Trazibol
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    This mod brings a good realism to the wild fauna, in general the animals systematically flee in front of the man,
    except rare exception, the elephants which are not afraid of anything and for good reason,
    the wild boars which know themselves powerful.

    In addition, the forest scenery is all the more realistic.
    Superb Mod.
  11. BlazeStryker
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    I suspect mcbarker lives in a region where the wild critters are... impinged upon. That tends to have them tetchier from the start. Conditions affect cases, after all. Overall, I have very fond memories of the realistic behaviors mod in Oldrim and I'm glad to see the cause carried on.