Real Wildlife – Skyrim

Skyrim Mods |

Real Wildlife – Skyrim

Over 490 new variants of the natural wildlife of Skyrim!

Version: 1.343
by Nedius

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IMPORTANT NOTE
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This mod has now been fully cleaned, as should, as far as I know, run without any crashes or other issues. Obviously, mods that alter wildlife and behaviour may cause issues, but I have done my best to avoid this by making all my creatures unique.

However, it won’t ‘work’ with mods where you need to eat, as my food won’t have the scripts to make them a requirement. If someone knows how to add those, would love the help!

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NOW WITH IMPS MORE COMPLEX NEEDS COMPATABILITY OPTIONAL FILE!

OvOver 490 new variants of the natural wildlife of Skyrim! Revised AI and wildlife faction interaction, 16 new lore friendly diseases, 45 new ingredients, 21 new foods and 21 new recipes!

1. Instillation
2. Note on Merging Leveled Lists
3. Features
4. Known Bugs
5. Known mod conflicts & Patches
6. Plans for Future
7. Requests

Animals don’t only come as adults! When travelling the wilderness of Skyrim, you can now animals of all sizes and ages, healthy and diseased. With hundreds of additional variants of creature, with Real Wildlife – Skyrim feels more alive than ever.

1. Instillation
Extract the .esp into your Skyrim datafolder (probably located at
C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data) or some similar location.

Select the plugin via the plugin menu on the load menu, or via the Mod Manager of your choice.

Please ignore the ‘0.1’ at the end of the mod. This will not be changed so that people using systems such as NMM, BOSS will be unaffected.

2. Leveled Lists
Real Wildlife – Skyrim edits the leveled lists for the basic Skyrim game. If you are concerned that this will affect other mods, I recommend creating a merged mod using a tool such as Wrye Bash.

3. Features
This mod includes:
•Over 490 age and disease based variants of the following:
oBears (normal, cave and snow)
oCows
oChaurus / Charus Reaper
oChickens
oDeer
oDogs
oElk
oFoxes / Arctic Foxes
oFrostbite spiders (over 50 additional variations of these…)
oGiants
oGoats
oHorkers
oHorses (all types)
oIce Wraith
oMudcrabs
oRabbits
oSabre Cats (normal and snow)
oSkeevers (multiple variations including many new diseased variants)
oSpriggans / Spriggan Matrons
oTrolls / Frost Trolls (including a new ‘Demented’ variant)
oWolves (Normal, Red and Ice)

•The lore-friendly diseases added in this mod now include:
oBloodlung
oCollywobbles
oDampworm
oDroops
oFeeble Limb
oGreenspore
oHelljoint
oRed Rage
oRust chancre
oSerpiginous Dementia
oShakes
oSwamp Fever
oTicklebritch
oWither
oWitless Pox
oYellow Tick

For list of effects they give, please see the very bottom of this file (in case of spoilers!)

•Enhanced difficulty – Juvenile, Adult and Mature creatures are more challenging than Skyrim’s base wildlife.
•29 new ingredient variants (e.g. eyes, hearts, claws and meat for appropriate creatures)
•20+ new foods (creature meats)
•11 new food recipes
•New additions to existing leveled lists are few, but include:
oWild dogs to the ‘prey’ / ambient creatures
ostray cows to the ‘prey’ lists in appropriate areas
oTiny, non-aggressive spiders to ambient creatures.
oSmall, non-agressive Skeevers to take the place of common ‘rats’.
oWild horses and Wild cows to plains ‘prey’ lists.
o’Demented Trolls’ – They act a little unpredictably. Basically, I needed a creature to carry ‘Serpiginous Dementia’…

This means you can now encounter hundreds of variations on the existing wildlife – a bit more natural. Oh, and in response to requests, the creatures I’ve decided are ‘fast’ have had their speed increased by 25%. And a number of wildlife have had they basic AI altered – Many variants will be more passive, give warnings, run away etc. But not too much – I may make a specific ‘Passive Real Wildlife – Skyrim’ version of the mod for those who want the wildlife to all but ignore the PC.

4. Known Bugs
•Reanimated horses do not animate. This is a feature of the basic Horse Race from the vanilla game, which I’m hesitant to alter to reduce the risk of conflicts.
•Cows – They’re filled with helium. Why this is, I’m not sure. It’s been suggested that it’s caused by the alterations in scale, that anything other than 1.0 will cause this, but I’m not sure.
•Some creatures occasionally do not animate, but this is rare – possibly caused by a problem with how the game handles altered levelled lists.
•Some users report CTDs, but I’ve been unable to replicate them, so can’t say why this is happening.

5. Known Conflicst
•Wars In Skyrim and the ‘Hunter.esp’ from Monster mod have caused a few users to experience CTDs. I’m not sure why, as there are no obvious direct conflicts. Will continue to try to work it out, but I’m afraid it may be a bit beyond me…
•Any mod that adds scripts to food, to introduce hunger etc – the food from this mod will not affect hunger. Currently working on compatibility with Darwin’s Nightmare.
oTR-Basic Needs &
•Skyrim Creatures Alive – Not a REAL conflict, but my creatures continue to spawn on a levelled basis, where as the SCA creatures are not levelled and all variants will spawn from level 1. A conflict of philosophy rather than anything else.

6. Plans for the Future
•Ongoing AI Tweaks and addressing bug reports.
•Ability to turn horns and bones into more items – bone handled items, etc.

7. Requests:
Things I need (requests for anyone skilled enough to do it!):
•new animated baby creature models (specifically Slaughterfish, mammoths, cows, goats, horses)
•A working, textured version of the ‘small bird’ model in the Moving Static section of the CS.
•Script to make animals slow as they are more injured.
•Script causing a chance of catching a disease if you eat a diseased food
•New ingredient models (internal organs, ‘splodge’ for me to retexture)
•Any lore-friendly new creatures (I’d especially love some Vvardenfell wildlife – Nixhound, Scribs, Netches, Kagouti, Alit and Guar etc)
•A way to stop cows floating about like balloons.
•Ideas – What would you like to see in a more natural wildlife?


Author: Nedius
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