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Creature Overhaul

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Skyrim Creature Overhaul

 

PLEASE READ THE DESCRIPTION

 

REQUIRES DAWNGUARD AND DRAGONBORN

 

 

CO More Creatures:

This mod simply places 280+ vanilla creatures around Skyrim. More specifically, it only adds them in notable places so that you're sure to encounter them on your travels but you won't see them scattered randomly in the most unseen places.

 

I've tried to achieve that by sticking to immersion. Big word, I know. What I mean by that is that you're not going to find creatures in place where there usually are none of that type. For example: You won't find a Frost Troll roaming around in the city of Riften. On the other hand, I've made sure that a place like Falkreath has a tendency to tame more wild Wolves than for example Whiterun due to Falkreath being a more forest-y (?) area where a lot of Wolves roam the area. This also means that the citizens of Falkreath for example are more accustomed to seeing and handling these kinds of beasts and are therefor more willing to have them as a sort of pet in their inn or their home. Additionally you won't find many animals - especially not wild beasts - in a place like Solitude. A harsh region like Eastmarch however is likely to have a few more feral furry companions. Hopefully you get the picture here.

 

Having said all that, I have included some exceptions to my own immersion rule. A few placed creatures may not really fit somewhere but I can safely say that it's not the end of the world if a few more creatures exist in your world, now is it :)? Creatures like Frostbite Spiders, Chaurus and Werewolves for example don't seem like they can be tame at first glance but you can even find examples of them being passive towards humanoids in vanilla Skyrim: Sinding the werewolf, the Dark Brotherhood which has a tame spider and Chaurus in general obey and cooperate with the Falmer, who are just blind and savage Snow Elves

Another sort of exception to my immersion rule is the inclusion of creatures near POIs like shrines or standing stones for example. And lastly, you will also find region specific animals inside of almost all Jails. You're not in there for fun - the guards want to see you perform behind those bars or they might just want to intimidate you with their new critters...depends on what kind of mods you've got installed

 

Oh, and the creatures are by no means completely harmless. They are passive until provoked. If you think that you can simply attack a tame wolf or a tame troll without repercussion then you're in for an ass whoppin'. They are still animals after all. Oh, and don't worry if they get killed. They'll respawn after some time has passed.

 

TLDR:

It places passive critters all around Skyrim. Limited to Inns, Farms, Hunter/Fisherman Camps, POIs, Orc Strongholds, Cities and Jails.

 

Types of creatures placed by this mod:

Atronachs - Flame, Frost and Storm

Bears - Black, Brown and Snow

Chaurus - Normal, Hunter and Reaper

Death Hounds

Gargoyles

Huskies - Normal and Armored

Ash Hoppers

Boars

Lurkers

Mounted Rieklings

Rieklings

Seeker

Dogs

Dwarven Constructs - Centurion, Sphere and Spider

Elks

Foxes - Normal and Snow

Frostbite Spiders - Normal and Large

Giants

Horses - Black, Piebald, Bay, Dappled and Palomino

Mammoths

Sabre Cats - Normal and Snow

Skeever

Spriggans - Normal and Earth Mother

Trolls - Normal and Frost

Werewolves

Wolves - Black, Red and Ice

 

Compatibility:

Some creatures may get stuck inside of walls or something if you have mods installed that edit cities.

Other than that, it should definitely be compatible with anything else. It just places stuff and is 100% vanilla

 

You can even recruit some creatures if you have the mod Vokrii installed

 

Highly recommended:

 

(Download the SE version of SL Aroused Creatures and then overwrite it with the Aroused Creatures SE/LE Tweak from OsmelMC)

And don't forget to pick any of the amazing SLAL packs for more creature animations

 

A MESSAGE TO PEOPLE WHO JUST WANT MORE CREATURES IN THEIR SKYRIM BUT DON'T LIKE BEASTIALITY:

I got your back. These creatures are just edited duplicates of vanilla records. I did not add any meshes of that sort. It's just an .esp anyway. As a consequence they will use meshes that you've installed. The creatures I've added will NOT have genitals if you don't have MNC installed.

 

 

CO Creature Edit:

This one simply edits the values of a lot of vanilla creatures. Edited values include PC level multiplier, min/max level, movement speed, Starting Health, Damage, Attack effects, aggression level and aggro distance (but only for Slaughterfish because these fuckers are so annoying).

 

This means that almost all enemy creatures are a threat to the player...as they should be. "Elite" enemies, like the snow variants, also have a higher PC level multiplier so that they feel like a real threat instead of just a slightly stronger recolour of an existing enemy type. With this installed, you won't be able to tank most creature attacks. To be more specific, a single wolf can kill you in 2-3 hits when you're not wearing armor and have 100 health points. Brutal creatures with serious killing power like the chaurus variants will easily kill you in 1-2 hits - even with decent defensive stats. This should make you way more cautious of the predators of Skyrim.

 

Preparation and in-combat attentiveness are key.

 

Highly recommended:

Any dodge mod. Trust me, you'll need it.

 

OBIS to make bandits stronger. Complements my mod as both drastically increase the difficulty.

 

Compatibility: IMPORTANT!

Anything that modifies creature-specific records in the Non-Player Character and Race tab will conflict with my mod (Use TES5Edit to check for possible conflicts). This unfortunately also means that my mod overwrites some of MNC's height and skeletal model edits. The following creatures are affected: Chaurus, Frostbite Spider (all 3) and Chaurus Hunter.

 

My reason for this is because I always play with the setting "Even Actors Height" unchecked due to all my races being the same height. I was never satisfied with the misalignments caused by this option so I just created an esp that set every race to the same height while also reverting MNC's changes to the aforementioned creatures. This was way back in 2018 and since then I've never had to fiddle around with the alignments of actors all the time. You can download my SnoiPersonalEdits file which just sets every race to the same height. Fortunately, this change can easily be reverted so please do that yourself if you have problems with my way of doing things.

 

 

Q 'n' A I guess... :

CO More Creatures

Q: Why did you make a mod that does exactly what the old Sexlab More Creatures mod does?

A: I've used Sexlab More creatures before and I find that it adds WAY too much creatures which are also WAY too close to each other. I don't wanna get chased by 10+ horny dogs/horses on my way past Whiterun Stables. I also didn't think cramping a ton of animals inside and outside of cities was neither immersive nor a pleasant way to help initiate creature sex. Cities felt like they were designed as a breeding zoo instead of being a place where actual humans live that may want to keep a certain animal as a pet. I'm exaggerating as you can tell but you hopefully know what I mean. I also craved creature variety which the original mod didn't offer. 

 

Q: Will you place chickens, slaughterfish, goats, cows, rabbi-

A: By order of the Jarl stop right there! I have no intend to place these kinds of animals. Ever.

 

Q: Can you add [insert valid animal name] in [insert region name]?

A: If it fits immersion-wise and I think it would make a good addition then yeah, I will consider your request.

 

CO Creature Edit

Q: Dude, enemy creatures do insane amounts of damage. Even a single wolf can easily fuck me up.

A: Git gud.

 

Q: I don't like how you set the values of creature X. I'd recommend setting them to Y.

A: Just open TES5Edit and edit them to your liking. It's as easy as it sounds.

 

Other

Q: ENB?

A: Mainly Caffeine ENB but with a bit of Tetrachromatic ENB. To get the cel-shaded effect you need to go into your enbseries.ini, scroll down to [EFFECTS] and set EnablePrepass to true. Like this:

EnablePrepass=true. Tetrachromatic ENB offers the required ENBEFFECTPREPASS.FX.INI file. Or you can just download my enbseries folder from the download section of this file (SHIFT + BACKSPACE opens the ENB menu ingame jfyi). Just install the requirements as well as the recommended Natural Lighting and Atmospherics for ENB from Caffeine ENB and well just read the description in general.

 

Q: What armor/clothing are you wearing in your screenshots?

A: The Amazing World of Bikini Armor, Bikini Ascend, The Book of UUNP and Vanilla TMB Armors and Clothes.

 

Q: Why do your dogs look like red wolves?

A: I replaced the dog meshes and textures with the ones from the red wolf because the vanilla dog is SO INCREDIBLY HIDEOUS. No retexture is EVER going to fix that.

 

Q: Nice Poses. Where'd ya get them from?

A: GSPoses & SLAL by Gunslicer

 

(Special Thanks to MadMansGun for helping me out. Amazing guy!)

 

A list of all placed creatures and where you can find them:

Spoiler

Snoipeh's More Creatures - Creature Locations

 

ATRONACH FLAME - 2 Total
1x College of Winterhold
1x Hall of Countenance

 

ATRONACH FROST - 1 Total
1x College of Winterhold

 

ATRONACH STORM - 1 Total
1x College of Winterhold

 

BEAR BLACK - 4 Total
1x Eldergleam Sanctuary
1x POIReach03 (Near Bthardamz)
1x POIVolcanicTundra09 (Near Mistwatch)
1x Mixwater Mill

 

BEAR BROWN - 3 Total
1x Heartwood Mill
1x Sarethi Farm
1x Ivarstead

 

BEAR SNOW - 2 Total
1x Winterhold
1x POISnowy10 [Shrine of Talos] (Near Saarthal)

 

CHAURUS - 8 Total
1x Halfmoon Mill
1x Morthal
1x Abandoned Shack
2x Sacellum of Boethiah
1x Alchemist Shack
1x Dawnstar Sanctuary
1x Morthal Jail

 

CHAURUS REAPER - 2 Total
1x Blackreach (Near Sinderion's House)
1x The Apprentice Stone

 

CHAURUS HUNTER - 3 Total
2x Blackreach (POIBlackreach05)
1x Abandoned Shack

 

DEATH HOUND - 11 Total
2x Volkihar Courtyard
1x Icewater Jetty
1x Alva's House (Cellar)
2x Redwater Den
5x Castle Volkihar

 

GARGOYLE - 4 Total
1x Volkihar Courtyard
1x Castle Volkihar Exterior
2x Volkihar Ruins (Soul Cairn Portal Room)

 

HUSKY ARMORED - 10 Total
4x Fort Dawnguard Exterior
3x Solitude
1x Riften
1x Solitude Docks
1x Dragonsreach

 

HUSKY - 20 Total
3x Solitude
2x Whiterun
2x Riften
1x Stonehills
1x Rorikstead
2x Dragon Bridge
1x Stendarr's Beacon
1x Whiterun Stables
1x Riverwood
1x Four Shields Tavern
1x Blue Palace
1x Frostfruit Inn
3x Fort Dawnguard

 

ASH HOPPER - 3 Total
3x Kolbjorn Barrow

 

BOAR -2 Total
1x Raven Rock
1x Bujold's Retreat

 

LURKER - 3 Total
1x Tel Mithryn
1x Beast Stone
1x Raven Rock

 

MOUNTED RIEKLING - 2 Total
1x Skaal Village
1x Raven Rock

 

RIEKLING - 10 Total
3x Skaal Village
2x Northshore Landing
5x Raven Rock

 

SEEKER - 3 Total
2x Temple of Miraak
1x Water Stone

 

DOG - 23 Total
1x Solitude
2x Whiterun
2x Markarth
2x Riften
1x POITundra08 [Lake Ilinalta Fisherman Camp] (Near Half-Moon Mill)
2x Solitude Sawmill
1x Whiterun Stables 
1x Katlas Farm
1x Rorikstead
2x Karthwasten
1x Salvius Farm
1x Battle-Born Farm
2x Pelagia Farm
1x Chillfurrow Farm
1x Bannered Mare
1x Silver Blood Inn
1x Haelgas Bunkhouse

 

DWARVEN CENTURION - 1 Total
1x Understone Keep

 

DWARVEN SPHERE - 3 Total

1x Reachwind Eyrie
1x Understone Keep
1x Mzulft

 

DWARVEN SPIDER - 6 Total
2x Blackreach
2x Markarth
1x Deep Folk Crossing
1x Avanchnzel

 

ELK - 4 Total
1x POIPineForest01 [Lake Ilinalta Hunter Camp] (Near Guardian Stones)
1x POITundra32 [Shrine of Stendarr] (Near Swindler's Den)
1x POIPineForest02 (Near Half-Moon Mill)
1x POIReach05 (Near Bruca's Leap Redoubt)

 

FOX - 10 Total
1x POIPineForest13 [Lake Ilinalta Fisherman Camp] (Near Lakeview Manor)
1x POIReach12 [Waterfall] (Near Reachwind Eyrie)
1x The Lover Stone
1x The Atronach Stone
1x Merryfair Farm
1x POIVolcanicTundra11 [Shrine of Talos] (Near Cradlecrush Rock)
1x Anise's Cabin
1x POITundra05 [Lady of the Lake/Excalibur reference] (Near Bleakwind Basin)
1x Vilemyr Inn
1x The Drunken Huntsman

 

FOX SNOW - 3 Total
1x POISnowy01 [Hunter Camp] (Near North Cold Rock Pass)
1x POINorthernCoast12 [Abandoned Hunter Camp] (Near Northwatch Keep)
1x POISnowy05 [Shrine of Mara] (Near Volunruud)

 

FROSTBITE SPIDER - 2 Total
2x Reachcliff Cave

 

FROSTBITE SPIDER LARGE - 2 Total
1x POITundra25 [Abandoned Camp] (Near Folgunthur)
1x POINorthernCoast10 [Abandoned Camp] (Near Folgunthur)

 

GIANT - 3 Total
1x POITundra30 [Shrine of Zenithar] (Near Broken Fang Cave)
1x Rorikstead (Vicinity)
1x Loreius Farm (Vicinity)

 

HORSE - 30 Total
Black (Whiterun Hold + Falkreath Hold):
1x Falkreath
1x Half-Moon Mill
1x Crabber's Shanty
1x Rorikstead
1x Battle-Born Farm
1x Pelagia Farm
1x Honningbrew Meadery
1x Riverwood
1x Loreius Farm
Piebald (The Reach):
1x Dushnikh Yal
1x Mor Khazgur
1x Left Hand Mine
Bay (Eastmarch):
1x Hlaalu Farm
1x Kynesgrove
1x Narzulbur ORC STRONGHOLD
1x Angas Mill
1x Nightgate Inn
Dappled (The Rift):
2x Fort Dawnguard Exterior
1x Shor's Stone
1x Heartwood Mill
1x Largashbur
1x Angarvunde
1x Ivarstead
Palomino (Haafingar + Hjallmarch + The Pale):
1x Morthal
2x Dragon Bridge
1x Cliffside Retreat
1x Dawnstar
1x Hall of the Vigilant

 

MAMMOTH - 1 Total
1x POITundra30 [Shrine of Zenithar] (Near Broken Fang Cave)

 

SABRE CAT - 5 Total
1x Old Hroldan Inn
1x Rorikstead
1x Soljund's Sinkhole
2x Mor Khazgur

 

SABRE CAT SNOW - 1 Total
1x Shrine of Azura

 

SKEEVER - 21 Total
1x Markarth
3x Riften
3x Peryite Shrine
1x POINorthernCoast18 [Shrine of Talos] (Near Ysgramor's Tomb)
1x Moorside Inn
1x Hags Cure
1x Winking Skeever
1x Solitude Jail
2x Thieves Guild
2x Ragged Flagon
3x Markarth Warrens
1x Hall of Attainment
1x The Bee and Barb

 

SPRIGGAN EARTH MOTHER - 1 Total
1x Arch Mage's Quarters

 

SPRIGGAN - 1 Total
1x Lady Stone

 

TROLL FROST - 5 Total
2x Narzulbur ORC STRONGHOLD
1x Dawnstar Sanctuary
1x Dawnstar Jail 
1x Windhelm Jail

 

TROLL - 9 Total
1x Markarth
1x Riften
2x Dushnik Yal

1x Sky Haven Temple
1x POIVolcanicTundra14 (Near Steamcrag Camp)
1x Largashbur
1x POIVolcanicTundra03 [Fallen Tree Bridge] (Near Hillgrund's Tomb)
1x Cidhna Mine

 

WEREWOLF - 6 Total
2x POIPineForest15 [Abandoned Shack] (Near Pinewatch)
1x POIPineForest06 [Abandoned Alchemist Camp] (Near Half-Moon Mill)
1x Falkreath (Vicinity)
1x Twilight Sepulcher
1x Falkreath Jail

 

WOLF BLACK - 26 Total
1x Fort Dawnguard Valley
2x Whiterun
5x Falkreath
1x Pinewatch
1x Half-Moon Mill
1x Hunter's Rest
1x POIPineForest10 [Hunter Camp] (Near Sunderstone Gorge)
1x POIReach16 [Shrine of Dibella] (Near Old Hroldan)
1x Drelass Cottage
1x POISnowy06 [Hunter Camp] (Near Hamvir's Rest)
1x POITundra17 [Shrine of Kynareth](Near Brood Cavern)
1x Cliffside Retreat
1x Riverwood
2x Dead Man's Drink
1x Dragonsreach
1x Falkreath Jarl's Longhouse
2x Candlehearth Hall
1x Whiterun Jail
1x Sleeping Giant Inn

 

WOLF ICE - 14 Total
4x Windhelm
1x Angi's Camp
1x POIFallForest20 [Hunter Camp] (Near Kagrenzel)
2x POISnowy18 [Hunter Camp] (Near Hlaalu Farm)
1x POISnowy32 [Hunter Camp] (Near Red Road Pass)
1x Palace of the Kings
1x Hall of Countenance
1x Nightgate Inn
1x Braidwood Inn
1x The Frozen Hearth

 

WOLF RED - 16 Total
3x Ancestor Glade
2x Eldergleam Sanctuary
1x Riften
1x POIFallForest14 [Burnt House] (Near Stendarr's Beacon)
2x Snow Shod Farm
1x Shor's Stone
1x POIFallForest30 [Hunter Camp] (Near Autumnshade Clearing)
1x POIVolcanicTundra06 [Hunter Camp] (Near Eldergleam Sanctuary)
1x Darkwater Crossing
1x Ivarstead
1x Riften Jail
1x Vilemyr Inn

 


  • Submitter
  • Submitted
    05/05/2020
  • Category
  • Requires
    Dawnguard and Dragonborn
  • Special Edition Compatible
    Yes

 

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Q: Will you place chickens, slaughterfish, cows, rabbi-

A: By order of the Jarl stop right there! I have no intend to place these kinds of animals. Ever. I MIGHT consider adding a few dwarven constructs and/or atronachs but don't get your hopes up.

 

😄👍

 

Exactly my thoughts!

That alone forces me in an immersive way to install your mod 😅

 

(hoping for the constructs and atronachs anyways, because => Billy's awesome animations)

Link to post

Will have to try this out - been using the old more creatures forever, but I agree it has some oddities and I always feel the urge to do a major culling on a new game near Whiterun stables.  Thanks for the share.

 

I do think placing a handful of dwarven automatons in Markarth, especially the palace and the museum, would fit well with the mod description.  It is almost criminal that those animations are so rare to see, and we all know Calcelmo is probably a super-perv who wouldn't mind if his research materials got a little... frisky.

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do something new. add some immersive fish is water. Eg: water near steps at whiterun some non hostile harvest able fish that swim around (Salmon). near dragonsrich hostile big fish (re-spawn).

evil creatures in hall of the dead (non hostile just lurking around, not pet) bandits and such have there own pets bear, wolf, trolls and such. hostile to  PC not Them, Will come handy during enslaved period. Vamps have hounds etc.

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9 hours ago, Kotazero said:

what enb are you using

I'm using Caffeine ENB.

 

Hint: You'll get this "cel-shaded" look that I have by going into your enbseries.ini and set EnablePrepass to true. You can find it under [EFFECT]. Love that shit.

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10 hours ago, donttouchmethere said:

(hoping for the constructs and atronachs anyways, because => Billy's awesome animations)

Yeah, Billy's animations are a blessing to this world. Unrivaled imho

8 hours ago, Reesewow said:

I do think placing a handful of dwarven automatons in Markarth, especially the palace and the museum, would fit well with the mod description.  It is almost criminal that those animations are so rare to see, and we all know Calcelmo is probably a super-perv who wouldn't mind if his research materials got a little... frisky.

Looks like you people want to see some Dwarven Constructs. Sure. I'm kicking it up the priority list so you can probably expect them in the next update. Don't quote me on this tho.

 

I'm currently placing and testing Horses (unsaddled), Sabre Cats, Giants and Werewolves (Forgot to mention them in my mod description. I don't think it's immersive at all but I REALLY wanna see some Werewolf action and I may be completely wrong here but you can't encounter them in the wild, right? I've accumulated almost 2k hours in Skyrim LE and SE and I have never seen them apart from those that are held captive at Gallows Rock. I decided to do them after thinking about how those captured Werewolves were able to just chill in their Werewolf form forever so it might not be that immersion breaking...except for the part that mine are going to be passive.

 

About Giants: Y'all probably remember the quest "A Night to remember" in which you are LITERALLY able to trade with a Giant. Looks like those things are capable of trade. Not to mention that they can be friendly enough to do it with a human. Anyway, I'm gonna place one or two Friendly Giants in a fitting place. They have domesticated Mammoths which offer some delicious Cheese. This could canonically make them a trade partner for a Hold. And I hope you all know what my good friend Braum has to say about mouldy milk...

"When life gives you curdled milk, be patient. You get very good cheese!"

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3 hours ago, aeonflux88 said:

As creator of GuardTrolls I find this sentence personally offending. Just joking. 😄

Nice Mod will check it out. We need more content like this 👍

Oh my... I felt a bit bad after seeing your mod just before I uploaded mine. Quite the unfortunate timing. But it's good that we both offer some creature fun - we just went in different creative directions I guess. My trolls are definitely not as smart as yours though :)

 

aN7k596V_700w_0.jpg

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4 minutes ago, Snoipeh said:

I'm currently placing and testing Horses (unsaddled), Sabre Cats, Giants and Werewolves (Forgot to mention them in my mod description. I don't think it's immersive at all but I REALLY wanna see some Werewolf action and I may be completely wrong here but you can't encounter them in the wild, right? I've accumulated almost 2k hours in Skyrim LE and SE and I have never seen them apart from those that are held captive at Gallows Rock. I decided to do them after thinking about how those captured Werewolves were able to just chill in their Werewolf form forever so it might not be that immersion breaking...except for the part that mine are going to be passive.

 

ok will have to try this out on next new game (be a bit delayed though due playing Temple of Elemental Evil right this minute).  

just a couple of placement ideas

 

Sabre Cats = near Rorikstead, maybe Dragon Bridge, Old Holdran, and possibly the Lorieus Farm (or however its spelled).

Giants = Hall of the Vigilants, Dawnstar (fish possible here also), Shor's Stone, and Kyne's Grove, inside the first part of the Fallowstone Cave.

Werewolves = anywhere really could work, but preferbly somewhere not in a main city.  (the only place i have run into "wild" werewolves was in Falkreath hold, between Falkreath and Helgen

                        south of Lakeview Manor on that road and then extremly rarely)

Constructs = Markarth (as previously mentions by Reesewow), and a good other choice could be inside Sinderion's Laboratory, and any other dwarven ruins.

                     oooohhhhh yeah could place some by each of the great lifts to/from Blakereach.

Rieklings = Skaal Village, the Abandoned Farm (or is it house) se of Raven Rock, Raven Rock, Azura's Shrine, Septimus Signus's Outpost, by Boethiah Shrine, and possilby just outside Sarthaal.

 

these suggestions would make sense to me from an immersive perspective. do with them as you wish.

 

thanks for the mod (yes it will replace what you made it to replace :))

 

Link to post
1 hour ago, Snoipeh said:

Oh my... I felt a bit bad after seeing your mod just before I uploaded mine. Quite the unfortunate timing. But it's good that we both offer some creature fun - we just went in different creative directions I guess. My trolls are definitely not as smart as yours though :)

 

aN7k596V_700w_0.jpg

you guys can work together and make ultimate mod that not only place creatures most immersive way also give them purpose like dogs roaming around market and sniffing other dogs*, a place to spend the night. trolls guarding the palace may frisk PC for stolen item:classic_wink:. some fish moving around water and such.

also integrate MNC.

*I barely see any animal animal action even though animations exist, reason is no mod do just that.

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12 hours ago, Mr.Gentle said:

Absolute god send , i hope to see more of the "wilder" type of creature , certainly! immidiate download.

I hope you like Werewolves then. The 1.1 Update has got your back in that case.

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12 hours ago, Sucker343 said:

dogs roaming around market

I'm just a novice modder but I did place dogs around markets because it's only logical to do so. I might thinker with their roaming ability in future. The creatures I placed roam around but only in a relatively small area.

 

12 hours ago, Sucker343 said:

sniffing other dogs*, a place to spend the night. trolls guarding the palace may frisk PC for stolen item:classic_wink:. some fish moving around water and such.

Uff... I'm not sure if I'm able to do such a task.

 

13 hours ago, Sucker343 said:

also integrate MNC.

I'm not sure I can follow you here. What do you mean by that? My mod places creatures that use the meshes and textures you've installed. They all will be equipped with genitals if you've installed MNC. They are pretty much just edited duplicates of existing creatures and so they will look exactly like the wolves, trolls, horses etc. that you encounter normally.

Link to post
2 hours ago, Snoipeh said:

I hope you like Werewolves then. The 1.1 Update has got your back in that case.

Thank you very much for this mod! i too found that the original more creature had way too much and i think it lacked diversity but yours is great!

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