The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Hunting Rebalanced
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Archie Maddox-Hinton Apr 10, 2017 @ 2:11am 
Understandable, thanks anyway
Altbert  [author] Apr 9, 2017 @ 3:35pm 
I don't know about Dragon Dung and I will try to look into it. NPC Hearts is another thing. The creator of this mod has made some bad decisions which he/she refuses to solve and will also influence other mods. If Dragon Dung is on Nexus and over 2 MB in size, I can't help you. Only solution for the moment is to put both mods lower in load order than mine. I'm sorry, but I can't create a patch for every possible mod that conflicts. It would give me a day's work without pay, which I can't afford!
Archie Maddox-Hinton Apr 9, 2017 @ 3:52am 
The mod is not compatiable with Dragon Dung and NPC hearts (thats the name of the mod), I would like to see these two be able to work together as it troubles me when I can't find one of the items added by both mods on something like a wolf
G1NG3RCL4U5 Apr 24, 2015 @ 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, 2015 @ 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, 2015 @ 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.
G1NG3RCL4U5 Apr 20, 2015 @ 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, 2015 @ 3:30am 
... but this can only be done in the Hearthfire edition of this mod!
Altbert  [author] Mar 6, 2015 @ 3:20am 
Thx! I will do so in the next update.
Blood Pays Mar 5, 2015 @ 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, 2015 @ 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, 2015 @ 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.
Altbert  [author] Dec 30, 2014 @ 2:42am 
@Balthias: I will check it out, and if it does I will put it in the description above.

@Ellorienne: Thank you! That was my goal. You might want to check out my "Hunting and Gathering" mod.
Ellorienne Dec 29, 2014 @ 3:52pm 
I really like how well thought out your mod is. I am more of a purist than a roleplayer and was looking for only a few simple changes (like goat horns and sabrecat teeth) when I stumbled across it, but I was really impressed with how balanced this looks, especially in comparison to other hunting mods out there.
Balthias Dec 2, 2014 @ 1:01pm 
It also conflicts with Ebonvale. Not sure why may have something to do with some modified animals in town.
Altbert  [author] Sep 19, 2014 @ 12:44am 
Delete the files huntingrebalanced.esp and huntingrebalanced.bsa (and if present also the .bsl and .ckm files) in the Skyrim Data folder. Start the game, save, exit and restart the game again. This should solve the problem.
Good Ol' Rainbowpet Sep 18, 2014 @ 5:36pm 
is there a way to get rid of the files completely? im trying to fix my game after i uninstalled this mod and it prevented animals from dropping certain items and even after being uninstalled it still made the animals drop the modded amounts... is there a way to fix that that you know of... and i already tried uninstalling and reinstalling
Altbert  [author] Jul 16, 2014 @ 3:41pm 
@Good Ol' Rainbowpet: I know! I already changed it in the description above.

@lyzle: No, only the big toes of the giant are considered ingredient. As for the salmon meat: is another mod interfering?
Iyzle Jul 16, 2014 @ 3:23pm 
Could you increase giants to 10 toes instead of 2, also could you make it a 50% chance to get salmon roe from salmon on the hearthfire version, and, i only get 1 salmon meat per salmon, even with this mod?
Good Ol' Rainbowpet Jul 16, 2014 @ 3:13pm 
NPC hearts and Mudcrab merchant are both one mod
Altbert  [author] Jul 16, 2014 @ 2:24pm 
OK, thanks. I will put those two mods in the description as conflicting!
Good Ol' Rainbowpet Jul 16, 2014 @ 2:16pm 
I had to get rid of the other mod so anyone who sees this dont mix the mod NPC hearts and Mudcrab merchant mod with this one cause it gonna cause issues
Altbert  [author] Jul 15, 2014 @ 2:02am 
How about spriggans, beehives? Do these give the normal quantities? If so, then the other mod is conflicting. You could try to switch load order, but I don't think it will help. Best way is to merge the two mods together with TESVEdit.
Good Ol' Rainbowpet Jul 14, 2014 @ 8:20pm 
The mod doesnt seem to work right now. It was working before and quite well but now it isnt because some animals dont give even their vanilla number drops like the goat only gives me a single goat leg, no hide, horn or anything else. I got a mod that adds the ability to loot hearts from creatures and i was wondering if that might have some kind of conflict with this mod or if there is a glitch.
Altbert  [author] Jun 24, 2014 @ 8:34am 
@ Shonner: I don't think iNeed will conflict with Hunting Rebalanced, but will definitely conflict with my mods Barrels and Sacks, Fifty and Hunting and Gathering. The parts from iNeed that will most probably conflict with these other mods are the food weight and value changes and the reducing of barrel contents. But, I don't think the conflicts will be severe and will not probably cause CTD or any other heavy problems. As far as Hunting Rebalanced and iNeed are concerned, you will have to figure out load order, or let Wrye Bash and/or BOSS do the job.
Shonner Jun 24, 2014 @ 5:58am 
@ Altbert, does your Hunting Rebalanced work with iNeed?
Altbert  [author] Jun 24, 2014 @ 5:20am 
@ Shonner: The update has been uploaded.

@ schoelzer: The recipe is not missing, there just isn't one! There is no cooked version in the game of either dog meat and wolf meat, and I am not able to create the textures for it.
schoelzer Jun 24, 2014 @ 3:27am 
why cant i cook all the wolf meat? the recipe is just missing ?
Altbert  [author] Jun 23, 2014 @ 6:46am 
@ Shonner: Yes, I know. In the Creation Kit I must have hit the 1 and 4 key on the numpad instead of only the 1 key. I will probably update the mod this evening (NL time).
Shonner Jun 23, 2014 @ 2:38am 
@ Altbert, when in the cooking menu, you'll see that some food has an amount number listed after the food.
Altbert  [author] Jun 23, 2014 @ 1:31am 
@ a duck named bill: prices haven't changed

@ Shonner: my fault! I must have mistyped in the recipe. I will update the mod asap.
 Yung Ducky  Jun 22, 2014 @ 9:26pm 
This does NOT change hunting prices right? I have another mod that increases pelt prices and such, figured it would go nicely with this mod as long as it doesnt conflict.
Shonner Jun 13, 2014 @ 8:42pm 
I have 56 cooked goat legs some how. I grab 2 at a time from a goat. When I go to cook a goat leg, it says I have (14) I can cook. Pow! 14 cooked goat legs. 4 times of this and I have 56. Maybe these are servings? I don't see the weight divided up though for each serving. Happens with other items I cook. I'm using the lastest USKP, loaded first before this mod.
Bektar May 31, 2014 @ 6:07pm 
Stop making things heavier! For the love of god, I can't take it anymore! I loot one deer and I'm overencumbered. I love getting a decent amount of meat because I use mods that add eating and drinking requirements, but I can't carry enough food with me anymore. Please! I'm begging you!
B4dM4n May 19, 2014 @ 8:29pm 
oh, that explains the goat horns are missing, thanks.
Altbert  [author] May 18, 2014 @ 10:30am 
@MYeti: Mammoth pelt is added in my remake: Hunting & Gathering

@crowdog: mudcrab legs are only available in the Hearthfire edition
B4dM4n May 18, 2014 @ 8:39am 
mudcrab legs are gone, don't care but thought you would like the tid bit of feed back.
Narjnaar May 12, 2014 @ 3:48pm 
Nice mod. But, can you add mammouth pelt.
Altbert  [author] Mar 15, 2014 @ 3:40am 
Only the big toes are considered ingredients!
kailynschristiansen Mar 14, 2014 @ 4:41pm 
gaints nee 10 toes's but a ok mod
Saiiko Mar 11, 2014 @ 8:47pm 
i like it, but i had to undownload it cause for some reason no matter how hard i tried to kill anything on horse back it wouldn't work. and im not a bad shot, im a great archer but i think im glitching. but it fixed when i uninstalled it, but i love the concept of it.
Altbert  [author] Mar 11, 2014 @ 3:38pm 
But ... salmon spawning areas are always far upstream in calm water (as far as I know). So, if there are salmons there, I could about half of them carry eggs, and if there are none, I could put some salmon there.
Doctor G Mar 11, 2014 @ 2:31pm 
thanks again altbert your mods are great
Saiiko Mar 11, 2014 @ 1:13pm 
@Altbert ohhhh
Altbert  [author] Mar 11, 2014 @ 12:53pm 
Roe is only found in jumping salmons, as these are travelling to the spawning grounds. So, the other salmons are considered male or non-spawning female (non-mature).
Saiiko Mar 11, 2014 @ 12:18pm 
@mrktucson i agree, salmon should contain the eggs in them
Doctor G Jan 24, 2014 @ 6:51pm 
can you add fish eggs to salmon?
Red-_-Monkey Nov 16, 2013 @ 1:57pm 
God damn mushroom people lol
Altbert  [author] Nov 14, 2013 @ 8:42am 
I will leave it be till the coming weekend and then change names of the stews and the meat. Dog and wolf meat should look the same, but have different names. I will look into that as well and update at last on sunday. This may also count for "Fifty", a mod where I combined all four Hunting Rebalanced mods.