stallionsden
Tester
no dont be sorry all good. Glad we sorted it.Ahh, there's nothing wrong with it then. My apologies for not testing before posting about it. I just thought it wasn't working since it still says disabled.Sorry about that!
no dont be sorry all good. Glad we sorted it.Ahh, there's nothing wrong with it then. My apologies for not testing before posting about it. I just thought it wasn't working since it still says disabled.Sorry about that!
Thanks for the update! I just started playing a new game with the "invisible animal fix" mod added and noticed the insane number of wolves and bears about. Thought something was up, so I came to check the forum thread and sure enough... haha. Does this update tone down the wolves and bears as well? I am literally running into 4-5 wolves on my screen at any one time LOL.UPDATE TO INVISIBLE ANIMAL FIX
** completely re write modlet
** added in
- Moose (50% bigger then a stag)
- Deer (40$ bigger then a Doe)
- Hen (Slightly bigger then a chicken)
- Hare (slightly bigger then a rabbit)
- Pig (Difference between a pig and boar is the pig will run away from you)
- Python (Is non lethal and just slithers around doesnt attack)
** Kept the remove invisible code so no invisible animals spawn
** increased spawn chances of the stag, doe, rabbit and chicken (Matches the new animals spawns)
** made the enemy animal spawns to 0.9
AM I 100% HAPPY- NO
IS IT BETTER THEN PREVIOUS VERSION - YES
WILL CONTINUE TO WORK ON THIS TO MAKE IT WORK BETTER - YES
Yes it did. As with the vultures.Thanks for the update! I just started playing a new game with the "invisible animal fix" mod added and noticed the insane number of wolves and bears about. Thought something was up, so I came to check the forum thread and sure enough... haha. Does this update tone down the wolves and bears as well? I am literally running into 4-5 wolves on my screen at any one time LOL.
I guess it may be different each run thru. IDK i will go try another game and see if i get this toUnless there is a need to unload the chunk by running out of range, in order to respawn the entities, it seems to still be way too many.
I logged out of the game, removed the old mod folder and pulled the new one in, and booted the game back up. Logged in and there are 3 wolves on screen. I move a bit away from those and see 2 more wolves and a bear on screen at once. Haha.
I think I will remove the mod, log in and run way out of range, then put the mod back in and check it. If there is a need to do so?
UPDATE TO INVISIBLE ANIMAL FIX
** completely re write modlet
** added in
- Moose (50% bigger then a stag)
- Deer (40$ bigger then a Doe)
- Hen (Slightly bigger then a chicken)
- Hare (slightly bigger then a rabbit)
- Pig (Difference between a pig and boar is the pig will run away from you)
- Python (Is non lethal and just slithers around doesnt attack)
** Kept the remove invisible code so no invisible animals spawn
** increased spawn chances of the stag, doe, rabbit and chicken (Matches the new animals spawns)
** made the enemy animal spawns to 0.9
AM I 100% HAPPY- NO
IS IT BETTER THEN PREVIOUS VERSION - YES
WILL CONTINUE TO WORK ON THIS TO MAKE IT WORK BETTER - YES
If your on discord guppy server haigna explains it fully how it was Meant to be and how tfp ended up doing it.The new animals are just scaled variants of the vanilla ones, right? We've been using the scale adjusted mods for the vanilla animals for some time now. (Khell?) I'm wondering if we'll see a conflict?
The biggest issues we are seeing are:
Without the mod animals are just WAY too scarce. (Someone suggested looking at the respawn delay in the main feedback post)
With the last iteration of your mod we had way too many animals period. Meat was too plentiful, as were aggressive animals.
My only concern with the new version is that meat is even more plentiful than before.
Does this just completely get rid of all invisible animals? (I've yet to understand the thinking in TFP implementing them in the first place.. it makes more sense to correct spawn probability and respawn rate than to add some bandaid junk code in.
There has to be some way to fix animal abundance, unless they really broke the probability code. (And I've been wondering about that because of the broken loot percent probability Fataal mentioned a day or so ago.)
I didn't even think of looking in spawning lol will add it to the modlet soon toI'm going to try his recommended fix, setting friendly animal spawning to 1 day and see what that changes. I DO like the idea of several sizes of the rabbits and chickens though.. the vanilla smaller ones could actually be called quails. I'd also like to see a lot more of the smaller animals, but I'll see how this change affects things first.
Only if you have a special knife on you lolHmm.. what if I loot a dead cheerleader? Does she open??DDD
It should be as long as khelldons modlet isn't named the same as mine or the entities are not named the same.Now you have got into sizes with the animal modlet will this be ok to use with Khelldon's Modlets...?
I use his bigger bunny and chicken, get piggy, baby bears and the bigger buck and doe.
Thanks for carrying on with this modlet.