Having the same issue. Center mass shot on the big mother and the kill cam showed it going right through him! Would have laughed, but was too busy avoiding being launched to Secunda.
Another spawned giant worked fine though. Maybe from another mod that spawns giants? Will check again.
ADDED: I've only been able to kill giants by shooting them in the groin, or chopping at their ankles with my sword. I was hoping this mod would make giant attacks more epic. Can't endorse this mod.
Can you offer an SE port of the 1.5x size version of the mod please? I'm doing my own which is just saving the plugin in CK but I don't know if that's all there is to converting this mod. Thanks PS. If anyone wants to try my 1.5x size SE conversion here are mine. Hope it works, it should. The first one affects all Races where the second file is only Giants and Mammoths: https://drive.google.com/file/d/1Y0sYVHypky6Utgv_lWKN2Boxlx8ermC6/view?usp=sharing https://drive.google.com/file/d/153LWq0M9XIo-hnXVKbYLgnOrofW4KBiC/view?usp=sharing *If it's not alright for me to post these links please send me a direct message and I'll remove them.
"You're on 10, all the way up, all the way up...Where can you go from there?Nowhere. What we do, is if we need that extra push over the cliff...Eleven..."
Or I would appreciate the version with the 1.5x smaller giants. Although it might just be a CK resave required for the patch on the oldrim mod. I'm not sure.
I'd like to request this, as well. I don't think of giants as literally being giant. Like a human with gigantism, they're bigger than most folks but not enormous.
But the giants are literally giants. They aren't a race of men nor mer or a beast race. In fact, Nords and Giants used to be one race back when they lived on Atmora. Some nords are born with a condition called 'giant's blood' which literally makes them huge. Look up Lyris Titanborn from ESO, she has giant's blood. Only Nords can be born with that condition as it's a recessive gene from their Atmoran ancestors. Nords are the second tallest race condition and the tallest race of 'men'. Unless you consider the giant's blood condition in which case they're the tallest and strongest race. Once upon a time Nords could speak with giants, but the knowledge of their language was mostly lost and forgotten after Sinmur. I've been hunting for a mod that allow you to learn giantish and speak/trade with giants. after your relationship increases with them enough they'd come help you in battle if you were under attack.
This actually seems to be a base problem with SE. Its even apparent on vanilla mudcrabs, go try to loot a giant mudcrab and youll see the hitbox area to get the loot prompt is not accurate to the size of the mudcrab.
Ive been working on this all night, tried everything. Changing height via the race records as opposed to the NPC records DOES seem to work for the most part (which is what this mod does), but it isnt calculated 100% of the time. I have a feeling there is an issue with the processing in special edition where hitboxes are sometimes being calculated before the height scale changes are registered.
Ive literally tried everything to fix this issue. Ive rescaled the nifs, the skeleton, ive changed the OBND object bounds values on the NPC records, ive changed the size of the bounding boxes in the skeleton, ive changed the size of the collision models in the base nifs. NOTHING works 100% of the time.
There is numerous ways to upscale actors in skyrim and I have tried all of them, none of them work all the time so I do believe this is a bug based on not correctly prioritising values when the engine reads a record.
Sooo I wonder if that's what is I have been noticing. There are times, especially with the bow and very close to a target, I mean real close. Let loose an arrow and it goes right through the target as though the aim was completely off. I am aware of tweaking arrow trajectories and all that and that isn't what I am talking about. A wolf could be standing 10 feet from me, not moving, bow pointed directly midpoint and passes right though not registering a hit.
if you've changed the sizes if the wolves then yes this is very likely. It could also be just when you are close, the arrow may not leave from where you think it does. We can add trajectory and crosshair tweaks which work for anything a few metres away and more but close up can still be off.
Has anyone experienced the same problem as me regarding giants? They have to be hit from the waist down, otherwise arrows and spells pass right through them.
31 comments
ADDED:
I've only been able to kill giants by shooting them in the groin, or chopping at their ankles with my sword. I was hoping this mod would make giant attacks more epic. Can't endorse this mod.
Thanks
PS. If anyone wants to try my 1.5x size SE conversion here are mine. Hope it works, it should. The first one affects all Races where the second file is only Giants and Mammoths:
https://drive.google.com/file/d/1Y0sYVHypky6Utgv_lWKN2Boxlx8ermC6/view?usp=sharing
https://drive.google.com/file/d/153LWq0M9XIo-hnXVKbYLgnOrofW4KBiC/view?usp=sharing
*If it's not alright for me to post these links please send me a direct message and I'll remove them.
"You're on 10, all the way up, all the way up...Where can you go from there?Nowhere. What we do, is if we need that extra push over the cliff...Eleven..."
I.E Argonian, Nord, ETC.
This actually seems to be a base problem with SE.
Its even apparent on vanilla mudcrabs, go try to loot a giant mudcrab and youll see the hitbox area to get the loot prompt is not accurate to the size of the mudcrab.
Ive been working on this all night, tried everything.
Changing height via the race records as opposed to the NPC records DOES seem to work for the most part (which is what this mod does), but it isnt calculated 100% of the time. I have a feeling there is an issue with the processing in special edition where hitboxes are sometimes being calculated before the height scale changes are registered.
Ive literally tried everything to fix this issue. Ive rescaled the nifs, the skeleton, ive changed the OBND object bounds values on the NPC records, ive changed the size of the bounding boxes in the skeleton, ive changed the size of the collision models in the base nifs. NOTHING works 100% of the time.
There is numerous ways to upscale actors in skyrim and I have tried all of them, none of them work all the time so I do believe this is a bug based on not correctly prioritising values when the engine reads a record.
It could also be just when you are close, the arrow may not leave from where you think it does. We can add trajectory and crosshair tweaks which work for anything a few metres away and more but close up can still be off.
Can you make it compatible with mods which add or modify the Giants?
Like:
Monster mod
http://www.nexusmods.com/skyrimspecialedition/mods/5559/?
or
Beasts of Tamriel
http://www.nexusmods.com/skyrimspecialedition/mods/5404/?
Thx