The problem with livestock is that they count as NPCs, which means more load for the CPU even though they're just standing around doing nothing.
Also, there's already a plethora of mods that add livestock to cities and farms on the nexus, and they're compatible with ETaC, so that could be a decent alternative without making ETaC even more performance-hungry.
4. Requests/Demands
Started by
missjennabee
, Jun 04 2014 02:16 PM
131 replies to this topic
#31
Posted 11 June 2014 - 05:15 PM
#32
Posted 11 June 2014 - 06:11 PM
I didn't say quantity over quality.
Just one more type of animal in each town, for the sake of domestic livestock diversity: a pig, a duck, geese, etc.
edit: by one type of animal in each town I mean: pigs in the colder regions, one pig per town, ducks and geese in the warmer, milder regions.
Just one more type of animal in each town, for the sake of domestic livestock diversity: a pig, a duck, geese, etc.
edit: by one type of animal in each town I mean: pigs in the colder regions, one pig per town, ducks and geese in the warmer, milder regions.
Edited by thordir, 12 June 2014 - 07:08 AM.
#33
Posted 12 June 2014 - 03:29 AM
Thank you for adding the Merging files section. It is exactly what I hoped for. I appreciate your personal kindness. Please keep dreaming big and caring! You are quite awesome.
#34
Posted 12 June 2014 - 01:47 PM
ETaC actually does add farm animals to almost all of the towns, although it's only adding vanilla type animals (cow, goat, chicken) and it sounds like you're looking for NEW animals. Oddly enough, I actually did just add ducks to Morthal lol. As for pigs and the like, I'd first have to find and get permission to use the meshes for them, since making them myself is just not going to happen (me + blender = not on speaking terms.)
BUT. I'll see what I can do
In the meantime though, as CJ said, there are other mods out there that do this.
BUT. I'll see what I can do
#35
Posted 12 June 2014 - 01:47 PM
#36
Posted 13 June 2014 - 09:14 PM
Would you add some sort of hideout when playing as a thief in select few small settlements? There is a book which mentions shadowmark, any places mark by the symbols can either hold stash for thief or as a thief's hideout for them to rest.
Speaking of which, I would like to suggest adding shadowmarks on some of the buildings you added in the settlements. Really fits in the lore very well to show the presence of the thieves guild.
Speaking of which, I would like to suggest adding shadowmarks on some of the buildings you added in the settlements. Really fits in the lore very well to show the presence of the thieves guild.
#37
Posted 14 June 2014 - 06:41 AM
Riverwood already has a hideout, so does Morthal.
#38
Posted 14 June 2014 - 11:42 AM
#39
Posted 14 June 2014 - 02:06 PM
I'm actually already in the process of going back through and doing this. They've been added to new Morthal, and I'm hoping to get them in the rest of the towns prior to the next release.I would like to suggest adding shadowmarks on some of the buildings you added in the settlements.
As for hideouts, as Thordir said there is already one in Riverwood
#40
Posted 14 June 2014 - 02:10 PM
These are good ideas
and I probably will use some variation on a combination. I THINK (although to be honest, I can't recall off the top of my head lol) that I've got a hunter in there already... so probably the father as a fisherman, with ...
Thanks !!
^^ I like this a lot so will definitely enact it for the kid. Just need to double check on what other sorts of people I've got in there relative to what the parents will do.The young boy can be the blacksmiths apprentice, and have the same blacksmith AI as Alvor's daughter, or help his mother at the stall/shop.
Thanks !!
Edited by missjennabee, 14 June 2014 - 02:10 PM.



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