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Posted

So ... is memory really the only "stress" this puts on the engine? I don't really care about a gajillion types of wolves but I would like some variety among giants, for instance, so I thought about installing a couple of packs.

 

Problem is I don't know how it assigns textures -- when an area is first loaded? What kind of problems does that cause?

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Posted

For every enemy spawned that has a variant, then a random texture choice will get picked.

The more variants the larger the memory use since a unique texture is required every time.

If you only do giants the impact will almost not be noticeable since they normally spawn few at a time and far between.

 

So yeah memory is effectively the only thing stressed by this.

Posted

You really notice memory problems with mods that add spawns to the animals/creatures that AV has packages for. I think for giants you might check out InsanitySorrow's AV stuff. I think he has a giants package, but it may only be linked on the Beth forums or TES Alliance.

 

AV actually has support for weapons and armor too, but no one used it.

Posted

I was looking at these guys. Giants, hagravens, falmer and trolls. Falmer are mosly indoors so should be OK I'd think. The rest are rare enough I don't think it'd be a problem.

 

EDIT: And I'm not adding creature spawns with any mods.

Posted

I have used those and they are excellent. The Falmer variants StarX did are a must for AV users.

 

Yeah, I was already using his monster retextures but stumbled across the AV package and it got the wheels turning. :)

Posted

Oh ok, I see how this works. I'm assuming I have to install this similarly to Dual Sheath Redux Patch (execute it through MO and then create the .esp from the overwrite folder)?

 

Does anyone have any recommendations for a texture pack? I'm assuming since STEP uses bellyaches animal pack, bellyaches AV pack is an obvious choice? If I install that, do I need the Bellyache's animal pack mod from STEP (not sure if I'm overwriting textures?)

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