The Elder Scrolls V: Skyrim

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Hunting Rebalanced
 
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Feb 11, 2013 @ 2:23pm
Jun 24, 2014 @ 5:14am
9 Change Notes ( view )

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Hunting Rebalanced

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In 1 collection by Altbert
Hunting & Gathering
8 items
Description
You can only take one mammoth tusk, when there are four, only one chicken breast when there are two, only one antler when there are two, only one horker tusk when there are three! Sometimes only 2 ounces of meat and you have to leave several pounds of meat behind.

No more! But ... a goat leg of merely one pound? Weights have been adjusted, but at least you can feed your family for a week, when you have shot a bear, a deer, an elk or a cow.

Bears: 4 sets of claws, 20 pieces of beef and 1 hide
Beehives: 4 honeycombs, 100 bees and 2 husks
Chickens: 2 breasts
Cows: 20 pieces of beef and 1 hide
Deer: 15 venison, 1 hide and 2 antlers
Elks: 15 venison, 1 hide and 2 antlers
Giants: 2 toes
Goats: 1 hide, 2 legs and 2 beef
Hagraven: 4 feathers and 4 claws
Horkers: 3 tusks and 30 meat
Horses: 20 meat and 1 hide
Mammoths: 1 snout, 4 tusks and 40 beef
Sabre cats: 1 pelt, 2 teeth and 2 eyes
Slaughterfish: 1 scales and 20 eggs (50% chance)
Bird nests: 3 eggs, but only during spring
Dogs: 2 pieces of dog meat
Pheasant: 2 breasts
Salmon: 6 pieces of meat
Chaurus egg sac: 10 eggs
Spider egg sac: 10 eggs, with an additional chance of 5-20 more
Spriggans: 1 taproot and 1 portion of spriggan sap

Changes the weight of some ingredients:
Raw beef: from 0.2 to 4.0
Venison: from 2.0 to 7.0
Goat leg: from 1.0 to 8.0
Hawk feathers: from 0.1 to 0.05

Rev. 2-5: minor changes

Rev. 6: Raw Beef for mammoth and bear changed to Mammoth Meat and Bear Meat; trolls now give 5 portions of troll fat; added Wolf Meat (same as dog meat); weight changes: Mammoth Meat 10.00 and Bear Meat 5.00

Rev. 7: Bear and Mammoth meat can now be cooked; recipes added.

Rev. 8: Changed all cooking recipes to be more in proportion to the amount of salt; also added new ingredients to some of the recipes; added new and healthy stews: Nordic Stew, Mushroom Stew and Marine Stew; added fillets to slaughterfish and a recipe to cook the fillets (although the fillets look the same as the cooked fillets); slaughterfish have a 100% chance to carry scales, but a 60% chance to carry eggs; removed the treasure loot from the animals;
merchants (in shops and on the streets) have more (leveled) gold

Rev. 9: Minor changes, such as the names of some new food.

Hunting Rebalanced:

Dawnguard edition: http://steamcommunity.com/sharedfiles/filedetails/?id=126902249
Hearthfire edition: http://steamcommunity.com/sharedfiles/filedetails/?id=126904147
Dragonborn edition: http://steamcommunity.com/sharedfiles/filedetails/?id=126908288

If you are going to subscribe to all four plugins, be sure to put the vanilla edition first in load order before the other three.

All "Hunting Rebalanced" plugins and the "Filled Barrels and Sacks" plugin have been merged into my 50th plugin, called "FIFTY": http://steamcommunity.com/sharedfiles/filedetails/?id=179564140

KNOWN CONFLICTS:
NPC Hearts & Mudcrab Merchants by Palorius
139 Comments
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MEDICxCrawford Apr 24 @ 8:35am 
ah ok thank you this is all new to me. just got me a pc about 6 months ago. you have been a big help
Altbert  [author] Apr 21 @ 11:05am 
Say, you have all DLCs, Arthmoor's unofficial patches, SkyUI and my mod installed, load order would be:
00 Skyrim.esm
01 Update.esm
02 Unofficial Skyrim Patch.esp
03 Dawnguard.esm
04 Unofficial Dawnguard Patch.esp
05 HearthFires.esm
06 Unofficial Hearthfire Patch.esp
07 Dragonborn.esm
08 Unofficial Dragonborn Patch.esp
09 HighResTexturePack01.esp
0A HighResTexturePack02.esp
0B HighResTexturePack03.esp
0C Unofficial High Resolution Patch.esp
0D skyui.esp
0E anotherhuntingmod.esp
0F HuntingRebalanced.esp
10 yetanotherhuntingmod.esp

Any mod that alters the same vanilla objects as in my mod and put higher in load order (e.g. 0E) can be "conflict looser" and put lower in load order (e.g. 10) can be "conflict winner", depending on the severity of the conflict. 0E and 10 are examples, not existing mods!
Altbert  [author] Apr 21 @ 7:56am 
Load order determines which ESP (mod or plugin) precedes over another. Say, for instance, you have changed the contents of the same book in two different ESPs. The contents you will see ingame are the contents of the book in the ESP that is lower in load order, that is the ESP with a higher ID. This goes for all objects in the game, NPCs, doors, containers, etc. Easiest way to set load order is to use a program called LOOT (formerly BOSS) or Wrye Bash. However, not all mods are covered by LOOT or Wrye Bash, so I personally also use TES5Edit to find conflicts and change load order in Wrye Bash manually or even remove mods! I prefer Wrye Bash as you can also use it as a mod manager to (de)install mods and to find which mods I have used with a particular save.
MEDICxCrawford Apr 20 @ 8:36pm 
im gonna sub but i need someone to explain to me the load order. how do i set them
Altbert  [author] Mar 6 @ 3:30am 
... but this can only be done in the Hearthfire edition of this mod!
Altbert  [author] Mar 6 @ 3:20am 
Thx! I will do so in the next update.
Blood Pays Mar 5 @ 5:06pm 
Please change Mudcrabs to drop 6 Mudcrab legs versus only one. But the rest of your mod is great thanks...
Ellorienne Jan 2 @ 3:17pm 
Thanks :) I did finally work it out. It was quite simple in the end really. Making a new leveled object with 3 eggs in it, and then changing the ingredient on the nest to the new one - I think this is basically what you meant?
Altbert  [author] Jan 1 @ 5:32am 
Sorry to say, but I don't seem to be able to find where I made the changes for the number of eggs. It has been long ago when I worked on this mod. Changes should have been made in the ingredient production. So, e.g. BirdEgg01 should have been changed to something like _amm_BirdEgg01, and this changed to produce 3 eggs. If not, it's not implemented and I just forgot all about it.
Ellorienne Dec 31, 2014 @ 9:29pm 
Thank you, I did have a look, but I had already starting working on using the CK myself and made the small changes that I needed. Out of curiousity, how did you edit the number of eggs a nest yields? I can see where you changed the season, but I can't find how to change the number of eggs that you get. I did for cabbages and leeks harvested from my homestead (to match potatoes and tomatoes), and I tried adding the same script to it, but there aren't any options in the dropdown box to customise it properly.