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Durai

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Durai

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28 comments

  1. LeboWolf
    LeboWolf
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    Are goblin weapons not supported yet?
    EDit: CC Goblin have no weapons T_T
    1. ArchGuardianAngel
      ArchGuardianAngel
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      • 10 kudos
      they never had weapons to take
  2. Chrtistian8OO
    Chrtistian8OO
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    I'm sure it's a mod conflict, surely, but has anyone experienced the goblins being spawned by this mod not being hostile? they're just... idle. and friendly. It's quite strange, and I'm not sure I dislike it yet lol. EDIT: was on an old mod version maybe latest will fix it. I'll test and figure it out first!
    1. Durai
      Durai
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      That wasn't just you; I encountered 1 several hours into testing. Wasn't sure if it was just me or the leveled list. Now I know.

      Some leveled lists seem to have either a script or quest tied to them that alters spawned enemies in slightly different ways.

      I used to use the Dark Brotherhood Assassin spawn LL for my Werebeasts mod, however every encounter using that LL caused both werebeasts to spawn an assassination note on their corpse.

      So most likely the Ambient Creatures LL I'm using for the Goblins causes them to spawn in a non-hostile manner (else rabbits and foxes would attack I guess?).

      I just added a SPID file that I *THINK* will fix the problem.
    2. Chrtistian8OO
      Chrtistian8OO
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      Happy to hear that. It was odd seeing those little fellers just grunt at me and stand there. I'll test shortly after I've gotten done studying.
    3. Chrtistian8OO
      Chrtistian8OO
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      Can confirm it works but my goblins have no weapons. surely an issue on my end. appreciate all the help!
    4. Durai
      Durai
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      Ah no, CC goblins wield no weapons (except Gogh). It was intentionally designed that way I guess? I think only Mihails CC goblins wield weapons. Maybe SPID can fix that...
    5. Chrtistian8OO
      Chrtistian8OO
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      I just came back to say that I found that out. Also quite odd the one that wield's a weapon is wielding a daedric artefact. That is wild lol.
  3. jensen010
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    With both this and immersive creatures installed, the additional spiders that spawn randomly when looting spider eggs get flagged as goblins and are both non hostile and have like 10k health haha. Im guessing this means we need a SIC patch?
    1. Durai
      Durai
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      10k health? What in the goddam...

      Yeah sorry but I stopped using SIC years ago. I'd get CTD's every so often. And looking from the Bug report page it seems like it's still an ongoing issue. I think the optional SPID I uploaded *SHOULD* address the non-hostility, but as for 10k health that is definitely NOT from SkyPatcher.

      The highest their Health should get is 420 (lol) and that's only because the CC goblins seem to be stuck at level 6, so even if I force them to higher levels, their health never increased. So I used SkyPatcher to give them a range from 50 to 420.

      If this becomes too big of a problem I think I'll switch from using the Frostbite LL to Deer or Elk for less conflicts.
    2. jensen010
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      Oh nice, I was about to jump in with the SPID patch so I'll see if that still happens. On the health amount, I didn't look at the actual numbers, and it was on a newish game, so I'm like lvl 5. However, whatever amount they had it took like 5 minutes to take down 4 small spiders with both me and my companion whacking away with two handers, lol.

      I'll check with the SPID patch running and see if that solves it. Thanks for that!
  4. AlexiousITA
    AlexiousITA
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    Just out of curiosity, where would these enemies spawn by default in the game?
    1. Durai
      Durai
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      Honestly I've no idea. Information regarding all 3 mods is spotty at best.

      The UESP seems to indicate the spawns are activated AFTER completing the corresponding quests, but some posts claim the spawns are active after the CC file is installed.

      Truthfully I've never encountered any of these out in the wilds without this mod.
    2. Sergg
      Sergg
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      I read somewhere that in the original DLC, they have a chance to appear instead of rabbits.
    3. DEEJMASTER333
      DEEJMASTER333
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      I encounter those insane hordes of zombies all the time, I only ever see Goblins near Gromm's pass.
    4. Ezeerfnif
      Ezeerfnif
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      Before the quest, Zombies and Bone Wolves have a few spawn points around necromancers, The Ritual Stone, and western Lake Ilinalta. Goblins have a handful of spawns near the southern borders of Skyrim, Riften especially, and Nix-Hounds tend to hang out around the ashy southern parts of Solstheim. Hardly exhaustive, these are all from my experience.

      After clearing The Rising Dead, the game can spawn packs of zombies at (most? all?) random encounter spots, but only at night, hence why people tend to avoid that quest like the plague(...of the Dead).
  5. nlmiller0064
    nlmiller0064
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    I have Plague of the Dead disabled not a fan of it, will this still work for the other creatures though ? 
    1. Durai
      Durai
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      Sure, just be sure to delete the Zombie folder and the others will work fine. SkyPatcher tends to cause CTD if it's referencing objects that aren't there.
    2. nlmiller0064
      nlmiller0064
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      alright thanks
  6. Heimond
    Heimond
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    Interesting. Only one question, this add them to places randomly or they are added to specific locations?
    1. Durai
      Durai
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      Goblins have been added to the AmbientCreatures (Foxes and rabbits) and FrostbiteSpider leveled lists. Wherever they would spawn now has a chance for Goblins to spawn instead (Whiterun/Falkreath/etc).

      The same goes for Rieklings, only in the snow versions of those leveled lists (Dawnstar/Windhelm/etc).

      Zombies and Bone Wolves share the SkeletonMelee leveled lists and each are added to 1 additional leveled list. Zombie will also spawn wherever Atronachs would, and Bone Wolves wherever regular wolves would.

      So no, they aren't hand placed anywhere. They'll just spawn via the leveled lists they've been added to.
    2. Heimond
      Heimond
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      Thanks for replying. And your placement of them in the leveled lists seems to make sense (for me at least), so I will try this out!
    3. Durai
      Durai
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      Thanks, looking forward to hearing your opinion!
    4. CKDN11
      CKDN11
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      You might need to make an exception concerning frostbite spiders. I had nimhe turn into a goblin until I removed the frostbitespiders in the ini files.
    5. Durai
      Durai
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      Lol I literally had that happen to me yesterday! I had no idea Nimhe was a random LL spawn??? I thought she was a hand-placed enemy!

      Working on an update now.
  7. MasterAskarus
    MasterAskarus
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    More variety is always better ;)
    No conflicts + default assets/enemies, sounds like a must have mod :)
  8. Siedle0100
    Siedle0100
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    Just to be certain, we don't need to have the original creation club content downloaded to use this? So it will work on Skyrim 1.597?
    1. Durai
      Durai
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      Seems I'll need to specify in the Requirements tab.

      This requires Anniversary Edition, not Anniversary upgrade.

      You'll either need the full AE or the CC files that contain the monsters.

      Plague of the Dead
      Bone Wolf
      Goblins

      This will work on 1.5.97 (after downloading on 1.6.+ and then downgrading to 1.5.97)