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SE Demonic Creatures v1.6 - Safe for Work edition v1.6


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About This File

  

WARNING: WORK UNDER DEVELOPMENT...  No development on this one

 

This is the "SAFE FOR WORK" edition of Demonic Creatures -> For the NSFW version go here:

https://www.loverslab.com/files/file/15135-demonic-creatures-mod-version-v16-lese-patch-161/

 

DO NOT RE UPLOAD ON ANY OTHER MOD SITES. If I want to, I'll do it myself.

 

 

 

Possible Quest breaking Bugs: Read first:

Spoiler

The mod still considered beta. My fix for preventing non draugrrace creatures to spawn in quest critical areas with trap linked coffins failed. They spawn nevertheless, even if I create new actors that only consists of a nude armorless draugr. Skyrim still spawns a heavy armored Deathlord. So there is something here that I yet do not fully understand.

So where does this leave v1.5 compared to v1.4? Well, much better. That invisible actor is gone and could be the reason why these quests won't complete. So v1.5 is more stable with regards to this than v1.4, but I can't say users will not experience qust halting issues like before in v1.5.

The quests and ruins where this issue can occur:

 

Dustmans cairn (Companions quest  Proving Honor). The final coffin-door can't open after the battle. because the Dragur behind the door is unable to push it out.

Dead Men's respite (Tending the Flames in Solitude for the Bards College), King Olaf might not rise up from the coffin in the end)

Solitude Catacombs (The Wolf Queen Awakens), Potema might now show herself, or also, the first gate she opens to let you in won't open.

Shroud Heart Barrow (Lifting the Shroud), at the end of the tomb (Shroud Hearth Depths) there is an area with lots of coffins. Sometimes these coffins fail to open, hindering the boss draugr from coming out. If he's not killed, the brigde won't lower.

 

*** Despite this, I replayed the Quest Tending the Flames 12 times (yeah I hate it now). Over 2/3 of the times a non draugrrace creature apperaed in the final boss room. It broke the chronological coffin pop ups. But everytime the King Olaf still rise up as he should (as long as the creature was killed). So it's not certain that you will run into trouble.

 

Temporary solution: Use console commands. Make a save BEFORE you go inside these ruins and keep it. If the quest fails you, go back to your save. If you did not have this save, just leave the area and wait 11 days so the cell respawns.

 

V1.6: Note 10.03.2022: No issues on this matter reported for version v1.5. Maybe we got it?!?!

         Note 28.04.2022: Still no more issues reported! One foot in the air and wispering hooray!

 

 

(List of creatures is hosted inside the download "Patches, Textures & Documents V1.X")

 

 

Picture Galleries:

 

 

 

 

 

MOD DESCRIPTION:

 

This is a creature mod that brings 335 new monsters, animals, ambient small ones and fish types to Skyrim&Solstheim. Inside and outside. In addition to the vanilla spawns there is also many extra spawns with patrol markers (both inside and outside). My goal is to have enemies behave more dynamically to the world. Instead of always patrolling short distances between A and B, some enemies will now patrol further.

 

"See that ruin up there? Bleak Falls Barrow. When I was a boy, that place always used to give me nightmares.
Draugr creeping down the mountain to climb through my window at night, that kind of thing. I admit, I still don't much like the look of it.
" Hadvar

 

I also aim to get the main enemies you encounter more up to date according to the lore. Both Falmers and Draugrs are supposed to venture outside their cave systems for either gathering supplies, hunt or just spread terror to the outside world.

 

"The road to Whiterun's not safe these days. Lots of travelers just... disappear, south of Dragon Bridge. Can't find a trace of them." Solitude guard

 

Now these words actually holds some truth in them. Added actors from this mod, be it Draugrs or Falmers will now leave their caves and go on raids together in groups lead by leader. Usually they will go out after dusk on patrols and they will go back in again before dawn (unless they are aggroed). They won't go near settlements (not 99% certain, u know, rabbits and deers), but will in some cases attack forts, guard holds that will be an easy prey for them. Group size is everything from 2-7 actors.

 

Maybe sleeping outside that nordic ruin isn't that safe anymore. Maybe you shouldn't go through the swamps of morthal as low level since you now a group of grummites protects the area aggressively from outsiders.

 

Mod features:

 

- 335 new creatures (including leveled variants)

- 26 new scripted WEQuests which includes demonic creatures (similar to the quest that spawns three patrolling stormcloaks)

- Daedra may spawn in all type of caves (Goblins are being worked on)

- Human actors (bandits, vigilants, mages, adventurers, hunters etc) have a slight spawn chance in all type of caves. Fighting with you or against you.

- Demi Gods that are way harder to defeat than others may spawn in all type of caves, can be hostile, (Sanguine Mistress, Female Daedroth, Silver Demon and Servant of Malacath)

- Small swarms of skeletons and other creatures inside tombs here and there.

- Many new patrols (and group patrols) with wolf packs, draugrs, falmers, grummites, zombie hound packs, skavens, ancient tree guardians. Some has large patrols covering many cells. Some patrol at night and some at day. None of these uses extra scripts, only AI packages.

- Small curious "things" here and there. Be it prisoned NPCs, small letters containing clues about powerful ingredients or stories about NPCs.

 

Modding philosophy:

 

- BE AWARE: Some few of these creatures are godlike and will not go down easily. This includes all DemiGods and the Ancient Tree Guardians (protectors of the forests). They have a greater amount of health (1200 pluss) and do huge damage to you. They can also spawn from level 1 and might put an end to your cave mission. I play the game with a follower framework (EFF) which makes me able to toggle aggressivness on/off for followers so they won't get stuck in certain death situations. Sometimes it's best to just run.

 

- Besides the above, most creatures are close too vanilla when it comes to health, magic and stamina, but they do slightly more damage.


 

Patrols more explained:

Spoiler

Draugrs:
New draugrs actors inside tombs. They blend with vanilla ones, patrollingen from A to B, but when night comes, they will follow their leader outside of the tombs for an exterior patrol.
Sometimes it's just to get those needed supplies. Other times they go to Dragon shrines to pay their tribute to their original masters. Sometimes they attack bandits who occupied their habitats. When their done (if they survive) they will go back to their interior patrol routes. Many nordic ruins also has extended interior draugr patrols, not only from A to B, but perhaps even A to G through the whole cell. Some exterior ruins also have draugrs guarding them outside.

 

Falmers:
Same as with draugrs. New actors added inside the caves. When night comes they too will venture out. Sometimes they set up a ambushstand at some road to attack unlucky travelers.
Other times they directly launch attacks on settlements (none of those non-combat friendly settlements), or just simple hunting patrols around exterior areas before they go back at dawn to their cave positions again.

 

ZombieDogs:

Zombiedogs go in groups. They rest at day near selected nordic ruins, and go for patrols in the evening when sun goes down. When dawn comes they will return to their resting place. All groups is located around whiterun plains for now. At low PC levels, these dogs can take down alomst anything but a giant. So avoid them or go with followers.
 

Ancient Tree Guardians:

The protector of the forests and descendant creatures to Kynareth. They are hostile towards anything that walk on two legs and carry a weapon. It's said that some of them has accepted human hunters as inhabitants of the woods, but it is yet to be confirmed. They patrol the forests endlessly and only rest at night. They have abilities to spit a fluid that interacts with the ground so that the roots themselves will magically bound to the tree guardian, and wherever the tree guardian hits, roots will shoot up attack you (uhm.. ok I admit. Just like a lurker attack, but it sounds really cool). They are extremely strong and regenerate health in combat but very vulnerable to fire. The guardians are present in three areas: Falkreath forest (west of Hunter's rest), the Eastmarch forest (around Mara's Eye Pond) and the last one is near the forest area surrounding Autumnshade Clearing (north west of Riften). Best left alone by low level characters

 

Swamp Predators:

The swamps near Morthal lacks hostile creatures. I've added a couple of new spawn points linked to longer patrol routes used only by Demonic Creatures.
        
Wolves:

Similar to zombiedogs. A wolfpack of 8 members travel through Falkreath forest changing location day by day. Variants includes all vanilla and Mihail cyrodiilian wolves.

 

Skavens:

Shady nomadic merchants with close ties to bandits. They will travel between bandit camps to exchange stolen goods. They are not hostile to humans and will try to keep a low profile. They are allies with bandits, so if a bandit aggros something, they will side with the bandits immediately. So time your attack on the bandit camps. The skavens are strong in numbers.

7 different bandit locations for now. No civilwar fort locations.
        
Single Skaven spawns through leveled lists (or skavens in random WEquests) will still be hostile to humans.  
 


Grummites:

5 grummites will patrol together in the swamps north of Morthal. They travel/patrol during day and rest at nights. They use camps where those exist.

 

Notes:

- You won't get flooded with actors. Skyrim is big. Unless you stay near the cave entrances during late evening/night, this will mostly be an immersion feature.
- If group actors are aggroed, they won't end their patrol until one of the fighting parties is defeated.
- All patrolling actors are new actors and come as an addition to vanilla actors. No vanilla actor modified.
- Not all actors leave their cave every day. Some just a few selected days.
- The group actors are placed around several spots in the caves (not together). Expect caves to be a bit more populated.
- All actors are leveled. You will meet tougher ones as you level up.
- Sleeping outside an cave entrance might lead to patrol actors popping up around IF you wake up in the period their supposed to be outside. Be cautious around cave entrances.
  Make it a good habit to save before sleep.
- Entering a cave in the exact moment a group of actors are on their way out might lead to a messy situation for you. Not much I can do about it but remind you about Hadvar's words.
- Killing a leader of a patrol group will lead the group to loosen up and not stick together but instead follow their path individually.
- Group actors will spawn again according to interior rules: 10 days!

 

 

DemiGods - Servants of the Daedra:

 

Servants of Daedric Princes and Daedra like creatures can be encountered in nordic ruins. These are creatures or humans who made a pact, either willingly or forced, with the Daedra. Some of them are hostile and some are not. Unless provoked of course. I was tired of being the only superior being in Skyrim. The gods in Skyrim are weak. You would expect they sent something more than a lousy two handed dremora against you. I want the feeling that there is always something stronger than you.These creatures have higher health than usual and are well skilled. They are possible to beat, but best option for a low level (below 35) might be to flee or sneak through. They can spawn no matter what level you are. So expect trouble.

 

SPAWNING METHODS

 

Some friendly ones will pop up in your game already from level 1, but the larger part of them starts to show from level 10 and up. I might change that in future versions when there is more creatures to distribute. However, I aim to keep DC creatures at 30% of the spawns you meet (keep in mind that if you play with SIC or other large creature mods this spawnrate is heavily reduced).

 

Spawning ways - Details for those who have time:

 

Leveled Character Lists - LCHar:

The main spawn system is Skyrims Leveled Character Lists (LCHar). They are used in exterior cells as well as in interior cells.
My mod adds "sister" LCHars with demonic creatures that will be placed inside Skyrims vanilla LCHars. So when you are hiking around in Skyrim that bear
you usually encounter might be a Welva, the troll might be a mihail grahl and so on. Same with dungeons.

Random Wilderness Encounters - RWE:

These are spawns that are triggered by scripts. Each encounter event has one script attached. The new RWAs are added to the WEQuests located "Story Manager Quest Node" Identical to Skyrim vanilla WE quests. Instead of three imperial soldiers patrolling roads or wilderness you
will see perhaps three goblins of some type or something else. You get the idea :). These spawns are kind of rare. Skyrim adds 68. Dwanguard adds another 22.
This mod adds 26 (as of v1.3). Some of these events has conditions that needs to be fulfilled. Those conditions can be area based (hold locations),
your level, quests that has started or not, creature levels etc. When there is a total of 116 different Random Quests competing for a chance to spawn, to get
that one special quest you wish to see is fairly small. If you also has forexample Skyrim Immersice Creatures installed, you will notice that some of those events
has a higher spawn chance than others and will then dominate.

EXTRA Leveled NPCs - LvL NPs:

In dungeons there is now a chance to encounter Daedras, Goblins, Skavens and other humans. There is also a few places where there is skeleton hordes. Drowners might arise from waters in greater numbers than before. Some places might have small battles between goblins and skavens. Warlocks and draugrs. I just started this so no point in exaggerating. It is what it is for now. A secret doorgate might not just hide that chest anymore.

Static placement:
The most common way to introduce NPC in the world. when you are enter the cell, they are there handplaced waiting always. A few creatures in this mod is handplaced
but that is mostly friendly ones.

 

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SKYRIM LEVEL DISTRIBUTION RULES:

 

Leveled Character Difficulty Modifier:

An NPC spawned from a LCHAR is placed in the word through an Leveled NPC (LvL). The LvL NPC contains a LCHAR as template which holds the actors it can choose from.

In Creation Kit World view/cell you can see these Leveled NPCs as M-markers. They can have the following color options which tell you their expected difficulty related to your level:

 

Green M "easy":  leveled actor spawns creatures 1/3 of your level

Yellow M "medium": leveled actor spawns creatures 2/3 of your level

Orange M "hard": leveled actor spawns creatures the same level as you

Red M "very hard": leveled actor spawns creatures 1,25 greater the level you are

 

Bethesda states that more than 50% of the spawnpoints shall be green actors. With this information you know it will take a while before Mihails Ice Titans becomes "common". They're level 65 and won't spawn in those green M-markers before you are at least level 195. They will spawn in red M-markers (very hard) when you are level 52. But there is few of them. Considering the fact that most leveled lists also has the attribute to spawn "ANYTHING up to" means that the chance to see those higher level enemies are scarce.


Respawn rules
An interior dungeon cell or similar resets itself after 10 days (if you did not enter it). An exterior cell takes 31 days to reset it self (again, if you did not enter it). So say you travel back and forth whiterun - Rorikstad as a level 10 character. THe LCHARs will then spawn creatures the first time you travel the distance. Those creatures will then stay there until they are either killed by you or something else, or you stayed away from that route/cell for 31 ingame days. You get the idea. If this is your favourite route and nothing gets killed you will still see nothing but level 10 creatures when you are level 100.

 

 

 

REQUIREMENTS.

 

Skyrim DLCs (Dragonborn and Dawnguard).

 

Soft requirement: Sexlab (can be opted out with patch)

 

INSTALLATION (after Hard requirements are installed):

 

(This mod shouldn't overwrite anything cruical, to avoid even getting the question, check this out:

 

- Case 1, you already have mihail mods installed. This mod includes several of mihails mods and will overwrite already installed mods. Mihails original mods places creatures is handplaced. The creatures in this mod is randomly choosen through leveled lists. Y ou can keep mihails ESPs active or not. Your choice. Side effect will be more creatures.

- Case 2, you already have Skaven creatures from previously installed. Let this mod overwrite assets in other mods that uses Skavens. There is many mesh and node fixes I've done on the Skavens.)

 

1 Download text file in download section.

2 copy link in txt file  and download from mediafire.

3 extract rar file and copy paste content into your Skyrim data folder (mod managers also works).

Important: If you are NOT using sexlab, you must go to section 07 in "SSE SFW V1.6 Options&Docs" and copy the ESP there and overwrite with the one in your Skyrim\data folder.


If you have creature mods installed that modifies Skyrim vanilla LCHARs (leveled character lists) you must make a bashed patch using Wrye Bash (https://www.nexusmods.com/skyrim/mods/1840). If you don't do it, the creature mod ESP located lowest in your load order will overwrite the mods higher. Many mods alter these LCHARs (Skyrim Immersive Creatures, Monstermod, rogue-like encounters, and many more).


UPGRADING FROM V1.6 TO VX.X:

 

 

 

UNINSTALLATION OF V1.6

 

Find Uninstallation instructions in the "SSE SFW V1.X" Options&Docs" download.

 

KNOWN BUGS v1.6

 

 

- SE ONLY: Sanguine Mistress hand textures that are "off". Don't have a clue whats causing it. The tail is also slightly miscolored.

- Confirmed: If a non draugr creature spawns in coffins or other ambush furniture the coffin might not open. Not a serious issue unless it does it in a quest critical area (read Possible Quest breaking Bugs at the top.

- Drowner ambushes can be buggy. Sometimes they are not hiding properly in ambush state. Sometimes they do.

 

TEXTURE THAT YOU CAN DOWNLOAD TO INCREASES QUALITY:

Spoiler

Many creatures re-use your default installed textures. These are just suggestions you can install to enhance quality (LE links, but I'm sure there is SE versions out there):

 

Draugr Texture by Kajuan: https://www.nexusmods.com/skyrim/mods/66026

Skeleton Texture by Kajuan: https://www.nexusmods.com/skyrim/mods/67871

Hagraven Texture by Kajuan: https://www.nexusmods.com/skyrim/mods/67075

Falmer Texture by Kajuan: https://www.nexusmods.com/skyrim/mods/66770

Giant Texture by Kajuan: https://www.nexusmods.com/skyrim/mods/66428

Ancient Dwemer Metal by SRW0: https://www.nexusmods.com/skyrim/mods/75610

Rustic Frostbite spider by Gamwich: https://www.nexusmods.com/skyrim/mods/92686

Rustic Gargoyle by Gamwich: https://www.nexusmods.com/skyrim/mods/77778

Rustic Death Hound by Gamwich: https://www.nexusmods.com/skyrim/mods/77415

Rustic Spriggan by Gamwich: https://www.nexusmods.com/skyrim/mods/92055

 

 

ADDONS AND COMPATIBILITY PATCHES FOR OTHER MODS:

Spoiler

empty

KNOWN CONFLICTING MODS

Spoiler

All mods that edits Animal Leveled character (not a total list):

- Skyrim Immersive Creatures
- Monstermod
- Beast of Tamriel
- Skytest Animals
- Rogue-like Encountes *** Se below too!

 

Solution to this:

To achieve compatibility with the mods above (and others), use Wrye Bash to make patch which merges the creatures lists. Otherwise the last mod in your load order will overwrite the other. No creatures will show from the first one!

 

 

Other conflicting mods:

- GENESIS (may lead to CTD, it would need a patch) (https://www.nexusmods.com/skyrim/mods/67811)

- Rogue-like Encounters: It's not compatible because mihail meshes&texture folders is placed in same path as this mod. This means meshes, textures and skeletons will be overwritten (https://www.nexusmods.com/skyrim/mods/70032)

- Demonic Creatures SE MCM addon: It's a conflict with the racename for Bloodsuckerfish that seems to lead to CTD for users.

 

Minor mod conflicts:

- Rieklings in Skyrim - https://www.loverslab.com/files/file/4485-rieklings-in-skyrim/  (places NPCs in same area as this mod. Might not be an issue)

- Interesting NPCs - https://www.nexusmods.com/skyrim/mods/8429/ (the mod alters many interior building cells which leads actors/letters not showing where they are supposed to. Also    some minor conflicts between whiterun prison zombies and the Wispmother).

- Skyrim Immersive Creatures - SIC: Some locations might have new actors in same spot with both Demonic Creatures and SIC (Example: Autumnwatch Tower)

- Immersive Patrols 2 - THe travelling merchants may start a fight with the semi friendly Skaven patrols. This can lead to unwanted fights around settlements. Will be fixed.

 

 

FREQUENTLY ASKED QUESTIONS

Spoiler

Can you remove creature X from the pack (or change level of when creature spawns through leveled lists)?

I want to remove a certain creature from spawning (starts at step 1)

Change the level which a creature spawns (customatization steps start at )

 

Read the spoiler for procedure in Tes5edit:

Spoiler


To sum up the tabs (the categories shown on your left in tes5edit after you expand a mods espused in tes5edit:

 

"armor addon": creates the link between 3d model (nif file in your data\meshes folder) and the mod esp
"armor": contains the skin of the creature and uses armor addon as a reference. It also does other things.
"non-player character (actor)": Or the "NPC", is the creature you encounter in your game wearing the armor

 

These are the records you basically need to establish a simple "NPC/creature" in skyrim.
It might be a fourth tab, the "race", but most of the creatures in this mod uses vanilla races.


The NPC however, does not exist as anything else as a record in the mods esp.
You won't encounter it in the game unless you spawn it through console using it's Base Id simply because there is no user or referencer that is using this NPC record yet (hereby called user).

The users so far in this mod is:


"Leveled NPC": (Signature LVLN): The so called LCHARs (leveled character lists) which is responsible to spawn every creature in Skyrim in an immersive way using dedicated spawnpoints.
"Cell": (Signature ACHR? This is world reference. A rather static way of placing NPCs in the world. You simply drag your NPC Id into a world cell in creation kit and there and it stays there no matter what level you are.

"QUST" Meaning the creature is used in a quest. If the creature has this user, you need to edit the relevant Quest itself.

 

So to the question, how to remove a creature from the game without getting errors in any way?

 

What needs to be done is to remove NPCs record from its users. How to know which user a NPC is referenced in?

We'll remove the NPC record with the name spiderironmaiden from its excistence in the world(but keep it's npc data together with armor addon and armor)

 

----> BACKUP demoniccreature.esp!!!
 
Load Tes5edit:
 
1. Fire up tes5edit

2. unselect all mods except demoniccreatures.esp, press ok, load or whatever it says and wait until its finished loading.

Find your creature (spiderironmaiden):

3. Expand the demoniccreature.esp which is now showing up on the left below it's master esps (window1). Find "non-player character (actor) and expand it.
4  You know see a long list of NPC actors.To simplify searching in tes5edit, click "Name" (almost at the top, still in window1, to the right of FormID and EditorID). This sorts all NPC records by names alphabetical.
5. Locate ur creature and select it (window1). Look for Spiderironmaiden.


Find your creatures users:

6. Now look on the right side (window2). See all its data starting with "record healer" at the top, then signature NPC_. The tab selected to show these data is called "view". The view tab is where you can set attributes to your creatures (find this view tab together with several other tabs at the bottom in the window).
7. You don't want to change the creature data, but it's users. we need to change tab from "view" to "referenced By". So look at window2 at the bottom and locate the tab called "referenced By" (to the right of "view") and select it.
8. Now you see all the users of this Spiderironmaiden. It has two users. Both with signature LVLN, so we have two leveled NPC lists. DEMLCharAnimalHills and DEMLCharAnimalForestPredator

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Step 8.1 only relevant for those who want to edit the level for when a creature spawns

 

Step 8.1 If you want to change the level a creature spawns take a break at step 8 at and look carefully through all creature content in the list. Locate the one you want to modify, and simply edit the level field with your desired level input. Also see info about Leveled Character Difficulty Modifier and how it affects the creatures spawning based on level in LCHAR.

Remove the NPCs users:

9. We have to remove spiderironmaiden from these two lists. So doubleclick the first, DEMLCharAnimalHills and you will be transported to this list and its content.
10. You now see the leveled list with its EDID-Editor ID DEMLCharAnimalHills, and below, its content: two NPC records and two LVLN records.
11. Locate "Leveled List Entry" just above the DEMspiderironmaiden but below DEMLCharGallimimusADv.
OBS!!! NOT "Leveled list Entries" at the far top. That will remove the whole list.
12. Now right click the empty cell to the right of the cell containing "Leveled List Entry". Only if you have rightclicked in the correct location a choice to "remove" this entry will show. Click "yes I'm sure cause I am in fucking charge here". The whole entry containing DEMspiderironmaiden will be gone. There should be one NPC and two LVLN records left in the list.
 
Remove second user:

13 Now spiderironmaiden is removed from one list. Time to do the same with leveled list no2. Go back to step 5, and follow same procedure until step 12.
14 Confirm your edit by again doing step 5, 6, 7 and 8. Check that there is no users left in the "referenced By" tab. The creature is now a ghost in the mod, but you can still spawn it through console since NPC record, Armor addon and armor records are still intact.


Save and exit

15 Save (make sure demoniccreature.esp is selected in the pop up box), pres ok and close Tes5edit.

Notes:


*** NPCs can be listed more than once in a Leveled list.
*** sometimes this is easy, sometimes it's a spiderweb of leveled lists integrating each other and you really need to have the tongue in the right position to remove the records correctly.
*** Note that NPC may still excist in the world for another 31 in game days. Visiting the world cell before 31 days will reset this counter. Best way to see the effects right away: Find a cabin and sleep for 31 days.

Can you make a MCM with creature toggle?

I want it, but I have not the skills to make it.

 

Can you replace the texture in X with X?

You can do this either in outfitstudio (OS) or Nifscope. Search online for tutorial.

 

CREDITS

Spoiler

SPECIAL THANKS TO:

Ashal - for keeping this site fantastic

madmansgun - for his work related to Creature Framework and MoreNastCritters SLAL edition

factoryclose - for the ABC Skeleton Schlong Rig

RebyaAs - for making a detailed handbook with pictures and formids of every creature. Also extensive testing of the versions. Saved me from many patches!

 

MESHES AND TEXTURES


Textures from MonsterRaider (Feminine Argonian Textures (Chameleon and Lizard) https://www.nexusmods.com/skyrim/mods/62574
clawed feet by artifex0 "Argonian Raptor Feet" https://www.nexusmods.com/skyrim/mods/19283
Fairskin textures by Halo https://www.nexusmods.com/skyrim/mods/51602
Jackga Elysium Armor: https://steamcommunity.com/sharedfiles/filedetails/?id=550205386

Ninestaka's bikini armor: https://www.nexusmods.com/skyrim/mods/83383

Deer Hooves and Tail by Setribb: https://www.nexusmods.com/skyrim/mods/83524

KS Hairdos Renewal by Kalilies  :https://www.nexusmods.com/skyrim/mods/68311

Devious Devices Assets by Zadil https://www.loverslab.com/files/file/269-devious-devices-assets/

Race Records from Skyrim underground by AncientKane https://www.nexusmods.com/skyrim/mods/75004

The Eyes of Beauty made by LogRaam https://www.nexusmods.com/skyrim/mods/13722

Amulets of Skyrim made by UNI00SL https://www.nexusmods.com/skyrim/mods/57113

 

HELP FROM OTHER USERS

Razzor69 for contributing with meshes (and converting from SE to LE)

Littleman for converting the mod to Skyrim Special Edition

bcw81 for script testing and overall bug fixing

madmansgun for technically support

Nessa for technically support

Rickyking01 for testing

RebyaAs for creating a handbook with pictures of all creatures (the handbook is located inside the download "Dino free version & documents"

 

BOOKS AND LETTERS

 

The mod includes several letters and books. Many written by Nessa):

- 2 letters concerning Goblin-ken written by Nessa (correspondance between Tullius and Commander Maro (Maro's outpost in Dragonbrigde, and Castle Dour, Solitude.
- 3 books about new Demonic Creatures:

    * Reports of Animunculi by Calcemo (location Understone keep)

    * Uncommon Animunculi, v1 by Calcemo (location Understone keep)

    * Drowners: A Sellsword's Guide by Amanda Alleia (Old hrohan Inn, Vilemyr Inn and Sleeping Giant Inn)

 

Many thanks to Nessa for contributing with these works!


CREATURES

 

reuse of assets... If you want to use something just give me a call.

 

Creatures by Outlawer:

Apes of Tamirel: https://www.loverslab.com/topic/164037-tamirel-of-ape-baka-abc-henati-creature-addon/

Goblin Slayer inspired creatures  https://www.loverslab.com/files/file/15215-sse-goblin-slayer-inspired-goblinsbaka-abc-hc/


MIHAILMODS

Wampa https://www.nexusmods.com/skyrim/mods/93711
Hummingbirds https://www.nexusmods.com/skyrim/mods/86335

Grummite Weaponry https://www.nexusmods.com/skyrim/mods/106833

Daedrats and Dusk Panthers- https://www.nexusmods.com/skyrim/mods/90188/
Zombie dogs and Skinned Hounds - https://www.nexusmods.com/skyrim/mods/90151
Lesser Werewolves- https://www.nexusmods.com/skyrim/mods/90251/
Goblins https://www.nexusmods.com/skyrim/mods/93766/   *** Stevierage for dickyfying the mihailgoblins
Ogroid https://www.nexusmods.com/skyrim/mods/93985/
Grahl https://www.nexusmods.com/skyrim/mods/100282

Ice Titans- https://www.nexusmods.com/skyrim/mods/91010

Wolves of Cyrodiil - https://www.nexusmods.com/skyrim/mods/87163 and CD PROJEKT RED - for the original wolf model and textures

Thri-Kreen Warriors: https://www.nexusmods.com/skyrim/mods/102374

Water hags: https://www.nexusmods.com/skyrim/mods/87210/

Enemy Bats https://www.nexusmods.com/skyrim/mods/88088

Racoons and Skunks https://www.nexusmods.com/skyrim/mods/92865

Squirrels: https://www.nexusmods.com/skyrim/mods/88992/

Durzogs: https://www.nexusmods.com/skyrim/mods/106573

 

Creatures by Grawi:

Bone Dragon: https://www.loverslab.com/files/file/16599-huossadraco/

Gryphon: https://www.loverslab.com/files/file/16825-gryphon-in-skyrim-le-se/

 

RomeoZero RZ skeletons  https://www.loverslab.com/files/file/11612-skeleton-texture-replacer/

This skeleton is used as a base in following creatures:

Ancient Skeleton Priest, Daedra Worshipper, Ancient Skeleton, Armored Ancient Skeleton, Molested Zombies, all types of skeleton mummies.

 

RTX Slaugtherfish Retexture by theRagMan: https://www.nexusmods.com/skyrim/mods/6999

 

Female HDT Zombies, textures from Draugr horrific textures by GrVulture Link: https://www.nexusmods.com/skyrim/mods/74217
Bodymesh from jacques00. Female body physics .xmls + weight painting by Bazinga
Rigging it all together: Meme Supreme ; https://www.loverslab.com/topic/81992-hdt-female-draugrs-for-vanilla-and-immersive-creatures/?_fromLogin=1

 

Female Giants:
Model and textures picked up from jacques00

 

Dwarven Doll and Dwarven Warrior Doll:
VICN https://www.nexusmods.com/skyrim/mods/65134 AND

AVS MOD "Dwarven Modular Automaton + Automated NPCs 1-2021": https://www.loverslab.com/files/file/8624-dwarven-modular-automaton-automated-npcs/

VICN for feets and hands. AVS for the rest.

 

VICN creatures https://www.nexusmods.com/skyrim/mods/65134

- draugr dog
- falmergargoyle
- grummites
- scamp
- snowgoblins
- falmersentinels
- spidermara
- spiderironmaiden
- baliwog
- littleshoggoth
- benthicangler
- bloodsuckerfish
- dwarvenripper
- draugrbrutes
- falmerbrutes
- trollgargoyle (named as blue and red demon in this mod)
- weregargoyle
- hunger

- Abhorred Demon (Weregargoyle by VICN)

- DwarvenRipper by VICN, similiar to Dwarvenmatron but with humanlike torso

- Dwarven Wereconstruct by VICN (aka Dwarven Punisher), Dracowarrier for the flame shout.
- Little Centurion by VICN
- Dwarven Empress by VICN
- Dwarven Skullbot"Eggman" by VICN
- Dwemer Smasher by VICN
- Dwemer Worker by VICN
- Dwarven Ripper by VICN
- Burned Skeleton / red skeleton devil by VICN
- Bone lord by VICN
- Demon Horse by VICN
- Ash Demon and Skeleton Devil (little skeletons) by VICN
- Skeleton Doombringer and Skeleton Conjurer by VICN (human skeleton)

- Dwarven Worm

- HorshoeCrab

- Crawler

- Necro Spider

- Flesh Grinder

- Falmer Riders (boarriekling type)

 

 

Vargr Dog by viltuska https://www.nexusmods.com/skyrim/mods/60613/


OpusGlass on the Nexus: Wendigo & howlers: https://www.nexusmods.com/skyrim/mods/90096
(opusGlass), LorSakyamuni, and CD Projekt Red.
File credits: CD Projekt Red for the original creatures in The Witcher 3.LorSakyamuni for porting some of the TW3 assets used.RustyShackleford for lore consultation.

Daedroth (Beasts of Oblivion - Daedroth) by DracoWarrior729: https://www.nexusmods.com/skyrim/mods/101128

Ogrim: Yogesh for the mesh. Jboyd4 for the rigging minermanb for the implementation

DEGONIANS: 4017jman https://www.nexusmods.com/skyrim/mods/72202

New Creatures (several used) by Robobirdie: https://www.nexusmods.com/skyrim/mods/94833

Tano and DB9S resources (https://www.nexusmods.com/skyrim/mods/95553/?)

JACKGA
- shivering bishop
- arachne, arachnecold and daedra spider
- sentinel sithis


CREATURE RESOURCES FILE 49682 by GendunDrup on skyrim nexus (https://www.nexusmods.com/skyrim/mods/49682/)
- ancient troll (green, but same as STRIGA) CD Projekt Red (The Witcher, The Witcher 2)
- wooly Rhino (viltuska (Rhinos of Skyrim) - Wooly Rhino)
- Panther frankthefish - Leopard, Lion, Lioness, Scar, Tiger, Panther
- mummy (Leodoidao (Mummy Draugr Creature Resource) - Mummy)
- black rat

- Rabbits (chaidutch, darkgray and white. Assets picked up from Gendunrups collection)

 

Other Creatures / Assets / Textures/ altered by me but originally created by others:

 

Ogre and Servant of Malacath by Mavixtious

Wearing Exposed Armors - Orcish Plate by Av1dPup1l https://www.nexusmods.com/skyrim/mods/29906

Wearing Orc Armor texture: aMidianBorn Orcish Armor by CaBaL120 https://www.nexusmods.com/skyrim/mods/29831?tab=description

Ogre Eye texture: The eyes of Beauty by LogRaam https://www.nexusmods.com/skyrim/mods/13722

Wearing Uruk Hai Helmet: Uruk-Hai Armor by Mandarinn https://www.nexusmods.com/skyrim/mods/28793

Drowner Skulker aka "underwater drowner"https://www.nexusmods.com/skyrim/mods/76524?tab=description (LorSakyamuni)
Design: CD PROJEKT RED. Model setup and textures: LorSakyamuni.

Ancient Tree Guardian - spriggan model and texture by Bethesda.

Leviathan: Original model made by cvbTruong: https://www.turbosquid.com/3d-models/3d-deep-sea-creature-rig-model-1182122

Silver Demon: Original model and texture made by FigureSculptor https://smutba.se/project/24/.

Hair from KS Hairdos. Armor is Jackga Elysium Mama armor https://steamcommunity.com/sharedfiles/filedetails/?id=550205386

Draugr Witches: Hairs: KS Hairdo. Armors: ChaPi Armor Collection
Amulets of Skyrim https://www.nexusmods.com/skyrim/mods/5711

Dwarven Minion: VICN for meshes.

Dwarven Skeleton Warrior: Arms and legs from VICN. Rest of assets from AVS Cyborg Collection Mod. Firebolt Weapon from Morenastycritters Mod.

Zombie Doberman: Model and Mesh picked up from here: https://no.pinterest.com/pin/424464333606098032/ Eyes reworked from the Eyes of Beauty mod

Crippled Skeletons: VICN for model. Romezero for textures. Rusty armor from CD PROJECT RED. Many thanks for them being permissive with their assets.

Draugr Bonebreakers: Reworked vanilla Solstheim Draugr.

Feral Werehounds: Models and textures from CD PROJECT RED. Many thanks for them being permissive with their assets. LorSakyamuni for the port work.
Both hounds uses default installed eye textures from Bakafactory ABC mod
Sound: Picked up from https://mixkit.co/free-sound-effects/

Draugr Caretakers: Armors: Furb's Thieves Guild and Nightingale Replacers-87021-1-1 by "deleted6973877" https://www.nexusmods.com/skyrim/mods/87021
Ancient Draugr Armor by DeserterX https://www.nexusmods.com/skyrim/mods/54423
Textures: Horrific Draugr Texture by grvulture https://www.nexusmods.com/skyrim/mods/74217

Mountain Lion, Leopard and Spotted Snow Senche-Leopard:

LorSakyamuni for the port work. Models and textures from CD PROJECT RED. Many thanks for them being permissive with their assets.
Eye textures picked up from "Eyes of Beauty"

Dragon Cult Guard: Romezero for Skeleton mesh and texture.
Armor from Gothic Plate Armor by Toasty Fresh https://www.nexusmods.com/skyrim/mods/83507
(Credits for model and textures on gothic armor: CD Projekt Red. Thanks to them for allowing modders to use their assets.
Weapons from: Runed Nord Hero Weapons prepared by thewingedloke: https://www.nexusmods.com/skyrim/mods/2525

 

Drowners (Drowner,  Dead, Skulker and Mucknixer)

CD Projekt Red (The Witcher, The Witcher 2). Many thanks for them being permissive with their assets.

LorSakyamuni for the port work. Texture enhancement & New Draugr Rig by me.

 

Misc:
www.gamebanshee.com for the high resolution map

 

Toads and Frogs:
LorSakyamuni for the Toads in the mod https://www.nexusmods.com/skyrim/mods/76524/?
Rigged by SpikeDragonLord and jboyd4 in the mod Beasts of Tamriel https://www.nexusmods.com/skyrim/mods/76203/?
Retexture by Cansu -> https://www.nexusmods.com/skyrim/mods/81383

 

Werelions by SpikeDragonLord and jboyd4 in the mod Beasts of Tamriel https://www.nexusmods.com/skyrim/mods/76203/?

Ghostmother: some textures from Billyy link (and clothingtextures is custom) :https://www.nexusmods.com/skyrim/mods/57691

Hair by KS Hairdos Renewal (see link in the meshes and texture credit section

 

Warzog: Durzog by Mr Siika. Textures by Corepc and Jdfan. Rigging and Enhanced Texture details by me.

 

Goblin Warzog Riders:

Durzog by Mr Siik. Textures by Corepc and Jdfan. Rigging and Enhanced Texture details by me.

Goblin: Goblin mesh and texture from Outlawer Goblin Slayer inspired creatures  https://www.loverslab.com/files/file/15215-sse-goblin-slayer-inspired-goblinsbaka-abc-hc/

Rigging together by me. Warzog

 

Critter fairies: MyBugs... NSFW Moths and Butterflies 1.2.0 Psycho_Bill https://www.loverslab.com/files/file/12710-mybugs-nsfw-moths-and-butterflies/
and g123e's Random Retextures --->  https://www.loverslab.com/files/file/14222-random-retextures/


4thUnknown

Clannfears  https://www.nexusmods.com/skyrim/mods/103306

Welvas https://www.nexusmods.com/skyrim/mods/105807

Scamps https://www.nexusmods.com/skyrim/mods/106309

Ogrims https://www.nexusmods.com/skyrim/mods/106252

Daedroths https://www.nexusmods.com/skyrim/mods/106399

Scrib and Kwama Forager: https://www.nexusmods.com/skyrim/mods/104195

 

If I forgot someone, please notfiy me.

 

Edited by Thor2000
refreshed picture links


What's New in Version v1.6

Released

fixed mediafire link.

Nothing new. still v1.6.

 

 



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