gwyllgi Posted July 10, 2013 Share Posted July 10, 2013 does anyone know the latest most stable versions of these mods? i hear they were really good and unlike project legacy were relatively finished in their core concepts. Link to comment
cornbreadtm Posted July 10, 2013 Share Posted July 10, 2013 I suggest not using either. Since neither of them have been updated for close to a year and they can cause CTDs if your using the latest update. There are new mods that have replaced them though. http://skyrim.nexusmods.com/mods/11836/? - DFB - Random Encounters - adds a lot of extra spawn points. This makes all of the following mods better. http://skyrim.nexusmods.com/mods/24913/? - Skyrim Immersive Creatures - Adds monsters + Increases spawn sizes by adding extra types of monsters to the spawns. (e.g. Whole families of wolves; alpha, adult, young) http://skyrim.nexusmods.com/mods/31264/? - OBIS - Organized Bandits in Skyrim - Adds bandits to wild life spawns and roads with the bandit patrol plugin, along with adding an extensive variety of bandits to the game in the main plugin. If you want a warzones feel than: http://skyrim.nexusmods.com/mods/24913/? - Monster Mod - Adds monsters to the leveled lists. http://skyrim.nexusmods.com/mods/18997/? - Monster wars V6 - Adds monster mod monsters to exterior map along with patrolling guards (blue stripes) to fight the monsters. Pretty much a super version of warzones with monsters. Link to comment
gwyllgi Posted July 10, 2013 Author Share Posted July 10, 2013 do any of the monster related mods come in a less lore crushinglingly bad version? Link to comment
jimdandy28 Posted July 10, 2013 Share Posted July 10, 2013 do any of the monster related mods come in a less lore crushinglingly bad version? Immersive Creatures has an mcm menu to remove stuff you do not want, and all it takes is a search on the nexus to get the lore friendly patch for Monster Mod. Honestly, it would have taken you less keystrokes to look for yourself than to ask. Link to comment
gwyllgi Posted July 10, 2013 Author Share Posted July 10, 2013 but if i did that i wouldn't have found out if there would be any complications like the above. Link to comment
jimdandy28 Posted July 10, 2013 Share Posted July 10, 2013 but if i did that i wouldn't have found out if there would be any complications like the above. A quick scan of the comment section will almost always pop up any potential issues. Between boss, tesvedit, and just opening it in the ck you will usually find many of the others. You should be doing atleast some of that before adding it to your game if you want it to be stable, especially if you are running a large amount of mods. Link to comment
gwyllgi Posted July 13, 2013 Author Share Posted July 13, 2013 but if i did that i wouldn't have found out if there would be any complications like the above. A quick scan of the comment section will almost always pop up any potential issues. Between boss, tesvedit, and just opening it in the ck you will usually find many of the others. You should be doing atleast some of that before adding it to your game if you want it to be stable, especially if you are running a large amount of mods. true. also i cant explain it but ever since fallout NV's monster mod i hate it when they come out with them, most of the assets seem to be reused from early iterations, which makes it look like really bad cardboard cutouts, so to speak. still are these the only options, i'd like to know before a go ahead and do this. Link to comment
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