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Edmond Noir

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EdmondNoir

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348 comments

  1. Kantikis
    Kantikis
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    What is the difference of SkyTEST - Realistic Animal Behaviors (Lite Version) and this. Thanks!
    1. EdmondNoir
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      It was made in 2016 over half a decade ago and has nav mesh editing which shouldn't have been in there (can break other mods and cause CTDs) and doesn't have any of the features fixes or updates that the latest version of SkyTEST added in the half a decade it was released, and its not supported.

      So this mod is a lite version of the latest file to include all of the fixes and updates that have occurred in the last half decade+ and I'm supporting it. I also fixed the bugs in the latest version as well in this Lite Version too. :)
    2. Kantikis
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      Thank you
    3. EdmondNoir
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      Well thank you for asking the question. Its a good question and gives me a opportunity to better explain the difference. Ill sticky this. Kuddos for a good question.
  2. EdmondNoir
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    Is It Compatible/Patch Questions:
    Due to the light nature of this mod 99% of the time a patch is no longer needed and instead a change to your load order is all that is required (i.e. my mod should come before x or after x). I do not mind helping people out with compatibility but ONLY if you spent at minimum 2 min looking at my mod and the mod in question in xEdit.

    Because this mod is so light weight it only take a couple min to check compatibility - specifically you only need to look at about 50 records which can all fit on your screen at once. All you have to do is expand each tab and look for records in Red. Green, yellow, and white records can be ignored, red records require your attention but ONLY IF those records are edited by both mods. So in perspective here you are expanding tabs and only looking for a single color on your screen. It takes 2 min. I want to push you all to be better modders so to that end doing what I described above will teach you how to check. I am busy making and updating mods so this 2 min inconvenience burden should fall on you not me. That said however you can absolutely report back and ask me questions about findings if after 2 min you are lost - or say you don't understand please help - i am always happy to help :)
  3. Naraksama
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    Thank you very much. SkyTest was lagging and giving me crashes.
    1. EdmondNoir
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      im not sure it would be the cause of your lag but a bad patch for sure can cause a crash and the original version required a ton of patches for sure :)

      glad it helps!
  4. Lacrimusa
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    Hi Edmond!

    Just installed your ESL file, saw some conflicts on xEdit with these mods:

    Witcher Horse Expansion
    CCOR
    Simple Hunting Overhaul
    and Bears of the North (I saw your comment suggesting that the patch is not necessary anymore)

    Is any patches required for other mods? If no, does load order matter? 

    Edit: About the wolf pack between Riverwood and Embershard Mine, the wolves kills the alpha wolf for some reason. Can it be explained by this mod?
    1. EdmondNoir
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      thats a issue with you using cutting room floor as it relates to the wolves killing the alpha. you will need a patch. Also fyi in real life there is no such thing as a alpha wolf. just a shameless pug on a dumb fact no one seems to know lol. 

      I would look at whats being overwritten from those mods and mine and see if a patch is necessary. Bears of the north does not require a patch place my mod after. As a rule I will assume my mod needs to win conflicts. so you will need to review xedit and ask those mod authors if they can make a patch for their mod and mine should one be needed. 
    2. Lacrimusa
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      Lol, every day, a new piece of information. I checked them in more detail and have done these modifications with my very limited patching knowledge for Witcher Horse Expansion:

      I made a patch based on your mod and only added "OBND - Object Bounds" and "WNAM - Worn Armor" data from the Witcher Horse mod. How does it sound?
    3. EdmondNoir
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      very likely just fine. Albiet what my mod cares more about is the NPC record and more specifically the factions and packages associated to it. so as long as those win your fine. you can forward anything else through and overwrite. just factions and packages should win. hmmm also the race should win more specifically anything relating to size and attacks. 
  5. Luxembroom
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    Hello!

    I love your implementation of cowardly animals who run away from you.

    But every time this happens, my dummy companions keep chasing them, because these animals are still considered enemies in fight mode.

    Is there a way to make animals stop their battle state when they run away from you?
    1. EdmondNoir
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      When they run they stop their battle state- its your companion that has not. So no not on the animals side.
    2. Luxembroom
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      I still see the red dot in the compass, as if they were my enemies.
    3. EdmondNoir
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      Well i wish you luck in looking into this!
    4. RooksGambit
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      I have this exact same issue. If anyone finds a solution please post it here. It's driving me crazy
    5. enbl1tenment
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      Hello. Can you tell if some lines in .esp file are responsible for this behavior? So removing them will remove the "flee" function altogether.
      I'd like to keep all other aspects of this mod but not the fleeing animals when their health is low.
    6. EdmondNoir
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      The issue is with another mod not mine. I dont know the mod causing it. More likely a interaction of the two. 
  6. mylolyo
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    Animal Behaviors are more realistic now. But it happens sometimes the aggressive animal just stares you, either not running away or attacking
    1. EdmondNoir
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      that is a issue with the engine/load order you have. it has nothing to do with this mod. a delay in behavior is a native issue to the game and can be worsened by a having a high script load and just in general assume if you have a ton of mods its going to worsen. 
  7. mossyhut
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    I laughed out loud in delighted shock when a lone wolf started circling my test character and actually behaving like a predator would without its pack!!! And the way rabbits move is so cute, they don’t run in a straight line. It makes hunting an actually fun challenge and this is now necessary in my load order! Thank you so much.
    1. EdmondNoir
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      Thats so cool to hear im really happy you are enjoying the work :)
  8. Santheos
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    Hi and thank you for the mod.

    If you use this with "The Gray Cowl of Nocturnal"  (Normal and 10th anniversary edition), the desert wolves in that mod will attack each other. I made a very small patch so they stop killing each other. If you or anyone else want to use that patch, it can be found here.

    See this post on GCoN page for more details. Thank you mannygt for the help.
    1. EdmondNoir
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      feel free to host the patch on nexus and link it to my mod if you like :)
    2. Pharzel
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      I tried installing your patch but I get a warning of missing the master for the regular full version of Skytest
      
    3. RayvenFeather
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      download the legacy version of this mod that has the same name as the original or rename the file you have. 
  9. Migueldovakin
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    Thank you for your mode! I enjoy using it a lot. There seems to be a compatibility issue with Beyond Skyrim: Bruma. Wolves there attack each other at sight and do not behave as a pack in the way they do in vanilla Skyrim. Is there a solution for these issue? Anyone knows if there's a patch available? Would change the load order fix the problem? Thanks! Also, there's a compatibility issue with fishing from the aniversary edition, the frenzy mudcrabs became invisible with this mod installed, there's already a patch available for it, in case of anyone else having the same problem. 
    1. EdmondNoir
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      invisible mudcrabs is due to the racial changes not being present in the anniversery edition file so forward those changes - in the future i will be removing the mud crab racial edits so that wont be necessary - as it makes things run smoother without having to patch like that. As for Beyond Skyrim Burma - i dont know what they did but that sounds like a issue on their end. If you are only seeing normal wolves there and they are not unique in look in any way then i would say thats a bug and they accidently used some wolf asset they shouldnt have or made a custom wolf npc when it was not necessary and for no reason. 
    2. Migueldovakin
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      Thank you for your kind and quick response. I´ll wait for the future update concerning the mudcrab issue. With Bruma, the wolves seem to be unique, as they look different than the vanilla ones and are call "timber wolf" and "pack wolf". So probably they are a custom wolf npc. The definitely have custom assets. 
  10. wefalltomorrow
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    Thanks for this awesome mod! will you update the legacy version to v4.2? For some reason Gate To Sovengarde uses v3.6 so I'm trying to update the mod manually. Also any chance to have the OneWithNature patch work with the legacy version? Cheers!
    1. EdmondNoir
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      long term it will be double the work to maintain the legacy version - more importantly users were constantly using patches for the original SkyTEST with my legacy version causing them CTDs and blaming me for it when I explicitly say do not use legacy patches for original skytest. That said the newest version removes this issue because its renamed thus preventing that issue from coming up.

      Anyway you can just use the change log to guide yourself load both mods up and then update the legacy version with the edits i made in the latest version. 
  11. DatRedGuy
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    Finally switched over after I found a compatibility patch was breaking creature behaviors
    Glad I did, this rocks
    1. EdmondNoir
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      Thanks dude! I have another update coming this year it should increase compatiblility actually via updating how mudcrabs were modified by specifically not touching the race record. This will nix some compatability issues with the mud crab race. 
  12. temmo45
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    CTDed but I have no patches for Skytest, just this mod.

    Crashlog
    1. EdmondNoir
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      Right so this mod cant cause a CTD for you. based on the log it looks likely like Precision.dll is interacting with something causing the issue i would be curious if you were shooting a slaughterfish or something too or if something like a AOE spell hit it maybe.

      That said this mod is used by 160,000 people and no one has had a issue unless they were using a outdated patch. Also if the crash was caused by my mod it has to be repeatable without fail. This mod at its core is primarily edits to animal HP and factions and it includes a few custom behviors but no scripts no interactions with anything else. It literally cant crash you game. Its super good to use a log to analyze but you have to factor and filter things. Like for example the mod Immersive Patrols has no issues or CTDs BUT if you get a CTD likely that mod will show up becuase in just about every cell there will likely be a patrol. Does that mean that mod is causing the CTDs? No. It just means it is in most of  your loaded cells so if you see a log with that mod you know to ignore that mod and look elsewhere. Hope that helps and best of luck!
    2. temmo45
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      Thank you. I was indeed hitting it with the basic Flames spell and Belrand was pounding it with Apocalypse spells I believe, possibly also hacking it with his axe. I also use ''NPC Spell Variance''
    3. EdmondNoir
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      Yea I dont touch any of that.... Just because you see a name in the crash log doesnt means its the culprit. you have to figure out what was happening* is it repeatable* who to rule out* etc. The issue was your interaction with that slaughterfish not anything with me. I changed the faction thats it and I dont change the interaction. If you look at what I do youd see that a faction edit cant crash the game. There is nothing unhandled. Only unhandled exceptions crash the game. 
    4. temmo45
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      Okay so It's likely Animation Motion Fix being the culprit in combination with Precision. Others reported the same CTD on the AMF page. Sorry if my comment looked like I implied yours is causing the CTD which is not the case. I needed the fresh eyes for a lead :p Thanks again.