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Demonic Creatures - Mod Version V2.0


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Posted (edited)

i've found the camp of the goblin near the high rohtgar i think the best location would be the reach for them cause there's a lot of place they can hidde,  there is no snow and lot of space unttouched by other mods. i know you've mentionned you've been playing on tropical map this is why i'm telling you this.

 

i love this mod thks for you're work❤️

(sry fo my bad english) 

 

 

Edited by Aceforwin
Posted

I like this mod because it adds a lot of enemy variety to the game, but some creatures are pretty ridiculous and doesn't fit the game. Like the dinosaurs you find walking around. Is there any version of the mod that includes the most "lore-friendly" creatures?

Posted
6 hours ago, Lara89 said:

I like this mod because it adds a lot of enemy variety to the game, but some creatures are pretty ridiculous and doesn't fit the game. Like the dinosaurs you find walking around. Is there any version of the mod that includes the most "lore-friendly" creatures?

UP TO DATE Legendary Edition and Special edition: (valid for all versions)  Demonic Creatures Manager (xEdit Script) by SpectrumQT. Let's you remove creatures you don't want.

https://www.loverslab.com/topic/195178-demonic-creatures-manager-xedit-script/

Posted (edited)

I made this plugin to attempt to solve the improper spawning problem I have heard about. Though I have not tested it yet. Its supposed spawn vanilla monsters as opposed to the demonic creatures in the problematic areas. I also tried my hand at Skypatching an ini file, but I don't know how to do that or if I can control spawns that way. Feel free to find out internet. I doubt they work anyway. I would have sent this privately to thor2000, but I did not see an attachment area in dm, so here we are. And yes it is esl flagged. The areas I patched are:

 

"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."

 

Draugr Spawn Control.zip

Edited by hart02
To clear up confusion
Posted
On 6/24/2025 at 5:12 PM, haajasparx said:

Anyone want to help crowdfund moving the mod author to a different area so we can get most of the creatures back

If we had permissions, We could technically fork it and call it demonic monsters mod.

Posted (edited)

I use Simple Hunter Overhaul by jayserpa, it has several patches to exclude Mihail's Monsters from it's skinning list. Do those patches apply here as well?

Edited by Kruggar
Posted

Does this mod sexualise the CC goblins at all? I love the idea of the goblins that are around the skyrim world from CC could also be sexual with sexlab animations. So far they dont have genitals or have any sex anims via defeat or sexlab aroused creatures etc. :(

Posted

If a scene is triggered by a creature from another mod that was derived from the same creature pack, like say how Skyrim Underground uses Vicn's pack, would this mod add genital meshes to them? 

Posted

I want to make sure that I've got my modlist set up correctly, where can I go to make sure that the creatures from this mod are spawning correctly, specifically a ogrim, kraken, wendigo or welwa? I ran around for a while and didn't see anything, but I did remove a bunch of creatures from the mod. 

  • 2 weeks later...
Posted (edited)

Weird one. Some Followers become 'Invisible Race' after full defeat sequence, leaving only a generic head visible...

 

The character

 

- has generic, comatose looking head

 

- can be cl;icked on and show up OK in More Informative Console

 

- still has sufficient health not to be dead

 

but is otherwise totally unresponsive

 

'Setrace' commands don't work

 

Only common feature may be that the punch ups involved were with NPCs from the 'Demonic Creatures NSFW v1.94' mod 

 

Anyone got any ideas?

 

TIA for any/all suggestions

 

DQW  

 

EDIT:  Just had this issue repeat when a follower engaged in combat, at Folgunther, with one of the Fozzie Bear lookalike things.  Oddly, the NPC body disappeared, and the follower changed to become a member of the  'Invisible Race'.  But, in this case they didn't become totally unresponsive, but would still run around happily as if following, but only with a sort of generic expressionless head, and sword, visible.  Using 'setrace' to restore the follower's original Nord race did do that this time, but whilst all equipment and apparel were reinstated, the character then no longer used the originally providing mod head, textures and hair, but only the default Nord female head, textures and hair instead.  Wasn't fixed even after a save and restart, either

 

Anyone got any ideas what sort of weaponry/magic the creatures from this mod use that could do that to a follower NPC?

 

Any help welcome

 

DQW 

Edited by DonQuiWho
Posted

If animals aren't gonna do anything, is there any way to just disable them all? I wish there was an MCM or something where I could disable certain creatures, especially because I have a wolf retexture and the wolves added here don't fit well with that.

Posted (edited)

Hi, first of all, thanks for the mod!

I'd like to know if it's possible to add summonable creatures. I would like to summon Clannfears

 

Or at least make it possible to balance them. I like summoning Daedroth (Feral & Old Daedroth). They're too powerful to be only in the apprentice & adept category and require so little magika cost

Edited by Raydric
Posted (edited)
On 8/10/2025 at 11:39 PM, Raydric said:

Hi, first of all, thanks for the mod!

I'd like to know if it's possible to add summonable creatures. I would like to summon Clannfears

 

Or at least make it possible to balance them. I like summoning Daedroth (Feral & Old Daedroth). They're too powerful to be only in the apprentice & adept category and require so little magika cost

 

Summoned Clannfears make total sense imo, but In case Thor2000 isn't keen on adding it:
 

This is a bit advanced for beginners, so if you're not familiar with SSEEdit, you might find yourself in deep water. Use ChatGPT or a tutorial on youtube.


1. Open the mod in SSEEdit. 
2 Find the creature you want to summon and copy its id.

3. In the "magic effect" category, find a suitable effect, right click and choose "add as new record".
4. Rename(important!) to something that make sense and add to a new esp. 
5. Edit the associated item in the list to the right and paste the copied id.

6. Find an appropriate summoning spell and add as new record like in 3, adding it to the same esp.
7. Edit the cost and level of the spell to be balanced with whatever mod setup you have.
8. Save, activate the new esp and have fun!

If you have a lot of mods I recommend adding esl record flag in the header of the mod. A small file like that doesn't need to use an esp slot.

Edited by Omnishade
Posted
On 6/24/2025 at 11:12 PM, haajasparx said:

Anyone want to help crowdfund moving the mod author to a different area so we can get most of the creatures back

 

Is discord a viable platform for this?

Posted

Hi. Whenever I install demonic creatures, all forms of slaughterfish just stop moving. They stay completely still in the water until I kill them. At that point, they just ragdoll normally. Any suggestions on how to fix this?

Posted

Was there really a need to remove the creatures? Can't you just let another guy take credit and have them mod the creatures and sex stuff back in?

Posted

What a perk! We are speaking of VIRTUAL worlds with computer animated creatures. Next we get all combat mods for Skyrim censored and weapons are replaced by cotton balls because there is a law against hurting and killing other people! Games like Postal demonstrate very well that SOME programmers are still able to distinguish between fantasy and reality.

 

Realistic? What is realistic? A gorilla is realistic but a troll is not. An elephant is realistic but a mammoth is not because it is extinct. Add a few tentacles to a realistic black panther and you get an unrealistic displacer beast. Add a horn to a realistic white horse and you get an unrealistic unicorn.

 

"If it moves, it can be fucked." - "The little a**hole" comic by Walter Moers, Cartoonist

 

Realistic? I will tell you what is realistic. Saying "This is MY mod and I can do everything I want!!!" is just an arbitrary act and demonstration of an oversized ego and the fear to do anything that is even a bit controversial. The Postal guys and Walter Moers have the brain and the balls to think differently. Two thumbs up. But if a person hands out umbrellas for free, just to collect them again when it starts to rain I consider him a MEGA armhole! Sorry!

 

In this time of increasing digital fascism and oppression I suggest thinking about setting up alternative archive sites for controversial stuff which formerly has been legal. Can be essential to keep the freedom of the internet alive if things keep going to people's heads. Just my 5 cents.

 

A concerned Skyrim player.

  • 2 weeks later...
Posted (edited)

Looking for that fabled 1.93 + 1.94patch downloads. Somebodies gotta have it. Please share! Big thanks.

 

Also, fuck fascists.

Edited by Painbow69
Posted

Does this mod increase the number of animal spawns? Pairs of wolves and random prey are everywhere in my game and you can't even get defeated without creatures running off to kill at least two other creatures.

Posted
On 9/6/2025 at 8:21 AM, Painbow69 said:

Looking for that fabled 1.93 + 1.94patch downloads. Somebodies gotta have it. Please share! Big thanks.

 

Also, fuck fascists.

 

The oldrim download can be converted with Cathedral Assets Opimizer. It's a simple tool you can install to MO2 and does everything with the click of a button. I'd upload my version but I've made edits to leveled lists.

Posted

Hey,

 

has anybody some ideas or fixes for a set of problems that Demonic Creatures have?

 

I was working on a list a year ago but lost it, now starting from zero again with a "problem" list. 

I just wondered if anybody made a patch or has some idea, maybe I also did something wrong... 

 

1. Missing Schlongs

On some creatures (not "realistic animals" there are just no schlongs. Dwemer Spriggan for example among others. I

 

2. Wrong Alignment/Sizes 

For example the ogroid is completely missaligned during Giant Animations and fixing the Ogroid via SL commands ruins Giants.

Similar with some of the goblin creatures that seem to use Human Animations. They are just too big it seems or sit "too high" in the animations.

 

3. Weird Voices

Not to mention that some of the humanoid creatures come talking like some northerners :D

 

Also, has anybody experience in editing the ESP? I want to remove the mushrooms and other animals and dinosaurs that just dont fit the dark skyrim theme :P

 

4. Anybody made a patch to remove all SL incompatible Creatures?
Somehow Sexlab validates many creatures even when they cannot be used... (looking at you, shroomz again!) :D

 
 

 

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