Чтож... Я уже какое-то время занимаюсь созданием модификаций к этой игре, но мне всё ещё сложно делать какие-то выводы. Так что просто хочу сказать спасибо сообществу, за что что могу спокойно делать то, что мне нравится. И, надеюсь, то, что нравится вам. Возможно это последний мод, выпущенный мной в этом году, так что я заранее хочу поздравить всех с наступающими праздниками. Заботьтесь о том, что ценно для вас. Ещё увидимся. Удачи (:
Well... I've been creating modifications to this game for some time, but it's still difficult for me to draw any conclusions. So I just want to say thank you to the community, for whatever I can safely do what I like. And hopefully what you like. Perhaps this is the last mod released by me this year, so I want to congratulate everyone on the upcoming holidays in advance. Take care of what is valuable to you. See you again. Good luck (:
Had a heart attack when I read the "Perhaps this is the last mod released by me" But then I realised this year and we re close to end of year. Cheers and thank u for ur wonderful work, have a nice holiday!
Wondering if anyone knows how to make this into an Orc Preset for playing. The Shrekventurer inside calls to me. Lol but for real guys, I'd love this as a preset if that's possible.
Yeah, the same happens to me. I wanted to start a new game because I want to get rid of Populated Skyrim Reborn but it brakes my save. So I decided to start fresh, and I can't do this either
Bad answer. Turning On/Off mods while the save is going on changes existing refs. This ogre mod is very likely not going be at the very bottom of the load order. Likely up higher after city/town/interiors/homes etc.
I guess maybe not your problem because the mod is stand alone but it would be very rare to only have this one mod installed. =)
It's not a bad answer, modding your game before the scripted intro sequence is generally a really terrible idea. Usually you want to turn all your mods off until it is over, or else just use one of the alternate start mods.
It's only because that sequence is super touchy when it comes to FPS and other variables, you can mod before the Helgen sequence and the game runs just fine, if you're intro is broken use the Alternate Start mod adds cool character lore anyway.
@Krixost "4thUnknown" said nothing in reference to turning on and off a mod, he simply implied you leave the mod enactive until after you leave the mountain, then enable it and I agree with @Kraymar in that it's best to let the initial start of the game run until after the starting sequence has completed, leaving all mods not related the start of the game IE Race Menu, Alternate Start etc... once the sequence is complete and after you've left the mountain doing a hard save log out of the game and then enable all disabled mods, by doing this you can actually continue using this save for every playthrough as it's not yet contaminated with mods also eliminating the need for the mod "alternate start" if you so choose as you've already left the mountain.
If I use Alternate Start and after I've made my choice within that mod and it's done it's thing, after I log and enable all mods I disable that mod as I no longer need it and I've never had any issues by doing so as it's still at the start of the game once you've completed the start sequence.
When I play FO4, I use this same method of leaving all mods disabled except mods needed during the start until after I've left the vault, I hard save then log off and enable all mods keeping the save for the next many playthroughs reverting back to that save I created after leaving the vault.
Love the look and how they 'thomp' around. These are forest smashing everything! One shotting all my followers (the heavy ones) my summons and me in less than 30 seconds. hahaha. I saw you wrote they are dangerous but this is far too much. I am trying to tone it/them down now. Endorsed for a great NPC in the game to be feared. =)
Thanks for making this and sharing it with us.
-------- I figured out how to make them not so overpowered. Similar to giants but also different. They are at least doable this way. Such a great NPC to have in game. So worth doing this! I did not know this but there is an Ogre with the Orcs. Then with the JJerem Orc strongholds.....f**k me....this will be fun. lol
For reference at Player level 10: - They regen like Trolls (no changes. Works great too!) - They can dispatch 3 brown bears - They can dispatch 3 followers in iron heavy armor. 1 with 1h Axe and Shield, the others with 2h weapons. - Then me with my Flame Atronach and me shooting with Crossbow and kiting. Still kills me with a charge slam. =) - We won 1 of 4 fights against this Ogre and it cleaned up on the 3 Bears too. =) - So this thing is doable at level 10 with 3 solid followers. They will most likely die and cannot disengage. I could disengage easily. Melee is a death sentence for certain. =)
Start with these in YOUR set up and see how you like. Adjust as needed. Explanations of each is given. Owner of the Swamp is a Boss so set it a little higher if you want. - xEdit - 1Ogres.esp go to
Non-Player Character (Actor) - Stamina Offset: 25 (helps them pause between attacks) - Level Mult: 1.10 (was 1.25 which is too high) - Calc Max Level: 20 (Keeps them more 'Normal' but also varied. Especially with Rebalanced Zoning [aka unlevelled Skyrim])
Race - Ogre - Male Height: 1.02 (males are larger and stronger than females....Forgotten Realms. These look like them. =) ) - Female Height: 0.98 - Starting Health: 250 (this is in a formula with their health from the NPC stuff. Can get really high.) - Starting Stamina: 100 - Attacks (Sorted): In Order Top to Bottom. Some of these don't make any sense but work well in game with how the math works. - Damage Mult: 0.25, Attack Chance: 0.01 (Forward Power Attack) - Damage Mult: 0.25, Attack Chance: 0.15 (Forward Stomp) - Damage Mult: 0.25, Attack Chance: 1.00 (Back Attack) - Damage Mult: 0.25, Attack Chance: 0.50 (Club Attack 1) - Damage Mult: 0.25, Attack Chance: 0.50 (Club Attack 2) - Damage Mult: 0.25, Attack Chance: 1.00 (Hand Swipe Attack) - Damage Mult: 0.25, Attack Chance: 1.00 (Bash Start)
You can mix it up from there to get them how you want. They are really dangerous and fun. *hugs* K.
You can, but first you need to remove the worldspace(and navmesh info) additions and that add location assets(ogre hole as well) and navmesh and only keep the sub block temporary npc placements. then you can safely compact and mark as ESL. This can all be done in SSEdit. This way you can keep the ogres placed in vanilla areas, but remove the ones that would break and cause CTD's with this mod if you were to compact without removing the new areas.
They are different plugin formats, both have a limit on the loading order. ESLs have a limit of around 4096 plugins in the game, whereas ESPs/ESMs have a limit of around 255 plugins
Probably the funniest start to a game I've ever had. I was super immersed, ready to start a new ultra-modded playthrough, and then a giant ogre comes in and annihilates everyone including myself whilst a guard is shouting "someone do something"
You've gotta install Fiona compatibility patch. Just don't install Donkey expansion pack, because then you'll have way more dragons than you can handle. :-D
216 comments
Возможно это последний мод, выпущенный мной в этом году, так что я заранее хочу поздравить всех с наступающими праздниками. Заботьтесь о том, что ценно для вас.
Ещё увидимся. Удачи (:
Well... I've been creating modifications to this game for some time, but it's still difficult for me to draw any conclusions. So I just want to say thank you to the community, for whatever I can safely do what I like. And hopefully what you like.
Perhaps this is the last mod released by me this year, so I want to congratulate everyone on the upcoming holidays in advance. Take care of what is valuable to you.
See you again. Good luck (:
But then I realised this year and we re close to end of year. Cheers and thank u for ur wonderful work, have a nice holiday!
Your work is beautiful as always. We are lucky for you to share your work!!
I guess maybe not your problem because the mod is stand alone but it would be very rare to only have this one mod installed. =)
all your mods off until it is over, or else just use one of the alternate start mods.
If I use Alternate Start and after I've made my choice within that mod and it's done it's thing, after I log and enable all mods I disable that mod as I no longer need it and I've never had any issues by doing so as it's still at the start of the game once you've completed the start sequence.
When I play FO4, I use this same method of leaving all mods disabled except mods needed during the start until after I've left the vault, I hard save then log off and enable all mods keeping the save for the next many playthroughs reverting back to that save I created after leaving the vault.
Thanks for making this and sharing it with us.
--------
I figured out how to make them not so overpowered. Similar to giants but also different. They are at least doable this way. Such a great NPC to have in game. So worth doing this! I did not know this but there is an Ogre with the Orcs. Then with the JJerem Orc strongholds.....f**k me....this will be fun. lol
For reference at Player level 10:
- They regen like Trolls (no changes. Works great too!)
- They can dispatch 3 brown bears
- They can dispatch 3 followers in iron heavy armor. 1 with 1h Axe and Shield, the others with 2h weapons.
- Then me with my Flame Atronach and me shooting with Crossbow and kiting. Still kills me with a charge slam. =)
- We won 1 of 4 fights against this Ogre and it cleaned up on the 3 Bears too. =)
- So this thing is doable at level 10 with 3 solid followers. They will most likely die and cannot disengage. I could disengage easily. Melee is a death sentence for certain. =)
Start with these in YOUR set up and see how you like. Adjust as needed. Explanations of each is given. Owner of the Swamp is a Boss so set it a little higher if you want.
- xEdit - 1Ogres.esp go to
Non-Player Character (Actor)
- Stamina Offset: 25 (helps them pause between attacks)
- Level Mult: 1.10 (was 1.25 which is too high)
- Calc Max Level: 20 (Keeps them more 'Normal' but also varied. Especially with Rebalanced Zoning [aka unlevelled Skyrim])
Race
- Ogre
- Male Height: 1.02 (males are larger and stronger than females....Forgotten Realms. These look like them. =) )
- Female Height: 0.98
- Starting Health: 250 (this is in a formula with their health from the NPC stuff. Can get really high.)
- Starting Stamina: 100
- Attacks (Sorted): In Order Top to Bottom. Some of these don't make any sense but work well in game with how the math works.
- Damage Mult: 0.25, Attack Chance: 0.01 (Forward Power Attack)
- Damage Mult: 0.25, Attack Chance: 0.15 (Forward Stomp)
- Damage Mult: 0.25, Attack Chance: 1.00 (Back Attack)
- Damage Mult: 0.25, Attack Chance: 0.50 (Club Attack 1)
- Damage Mult: 0.25, Attack Chance: 0.50 (Club Attack 2)
- Damage Mult: 0.25, Attack Chance: 1.00 (Hand Swipe Attack)
- Damage Mult: 0.25, Attack Chance: 1.00 (Bash Start)
You can mix it up from there to get them how you want. They are really dangerous and fun. *hugs* K.
I noticed a few conflicting navmeshes with with Ryn's Dragon Mounds Collection.