Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Just be sure to use the method described in the video, to all your animation mods.
in both taverns and wild.
this mod has inspired me to make my own race mod.
I can tone them down a touch of people wanted and still have them be threatening. I've been playing again lately and working on more additions but haven't an ancient ogre do that much damage yet.
It is time consuming but it can add a lot variation and you could settle in other "empire" places. Last time I made a mod I made a king gorillo companion so I pretty easily cleared the areas.
it would be great if you could just seperate this into two mods. i absolutly love the cosmetic work you did its a 10/10 and i think thats why most people are subbing, not for the ogre spawns haha.
Burning Forest - 3.2%
Cannibal Plains - 1.8%
Dreg - .07%
Fog Islands - 1.6%
Greenbeach - 2%
Grey Desert - 1%
Heng - .2%
Hiden Forest - 1.7%
High Bonefields - 1.5%
Leviathan Coast - 9%
Okran's Valley - .9%
Shun - 2.6%
Sinkuun - .8%
Skimsands - .5%
Sniper Valley - 1.3%
Sonorous Dark- .7%
Spider Plains - .8%
Stenn Desert - .6%
Stobe's Gamble - .7%
Stobe's Garden - 1.3%
Stomgap Coast - .7%
The Crags - 1.4%
The Eye - .2%
The Great Desert - .1%
The Hook - .6%
The Outlands - 2%
The Pits - 2.3%
The Pits East - 1.8%
The Swamp - .9%
Vain - 2.8%
Venge - 1.6%
In most areas (not all), regular ogres are weighted to 3 times the spawn chance of ancients and young ogres are weighted to 5 times the chance of ancients. Some areas may have regular or young ogres but not ancients. I'll post a list of spawn rates in a followup comment.
I can make them simply not spawn in some areas but would prefer some input from people to decide which areas. I can also drop the spawn rate of normal and young ogres but without reweighting the spawn list of everything in a given zone (which I am not doing) that would increase the chance of ancients spawning slightly.
Fire giants could get buffs to crafting skills but debuffs to dex.
Cloud/storm get buffs to shooting and dex.
Hill should be the brute with a biggol strength buff and heavy weapons but be literal ass at everything else that requires a delicate touch.
Ice could perhaps be the tankiest, high limb health compared to the others, maybe a buff to toughness if that's a thing idk if it is I never checked.
All giants should have a strength buff of some kind except the cloud/storm maybe for balancing sake, or perhaps they jsut have a slightly lesser one. Also eating should be a problem. perhaps a little less than a troll's hunger or more depending on how stronk you make them if you do
I personally will try to make new stuffs but it takes time and still need to learn the whole thing.
Also, any chance of getting a more pointed nose for the gobbos whilst you're at it? the fat nose doesn't really suit the race.
It's fine if you cba, as it's still a great mod, but I thought I'd ask just in case they were easy fixes.