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File credits
Kevin "Kab" Boissonneault: Scripting, stat design, encounter table design, sound design Kamer: 3d modeling, monster design, animation
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Dungeons now have a fixed encounter table. Leaving and re-entering the dungeon won't change it
Version 1.3.3
Bears use the smoother walk animation.
Fixed casting problem with Homunculi, and casting problem with Dremora Churl when using a DEX addon that changes spellcasters (ex: Kab's Unleveled Spells).
Version 1.3.2
Fixed lag issue with "class" enemies
Removed "Disable Spiders" option (use DEX Sans Spiders addon)
Version 1.3.1
Fixed error while loading mod on non-English systems
Fixed error message when using Kab's Unleveled Spells
Added new Barbarian graphics
Version 1.2.3
Increased size of Grotesque
Setup work for DREAM patch
Version 1.2.2
Fixed troll corpse hitbox
Version 1.2.1
Fixed Gloom Wraith size
Fixed some enemy sounds. Dogs now bark.
Version 1.2
Fixed some textures being larger than necessary
Changed Grotesque scale (from big statue to small imp)
Fixed Skeletal Soldier not taking half damage from slashing weaponms or not taking double damage from silver
Updated dremora graphics
Donations
No donations accepted
Adds tens of new monsters and human enemies, for use in dungeons, wilderness encounters, and quests. Encounter tables have been reworked to include most of the new enemies by default. The mod includes some tweaks to classic enemies, for a more consistent experience between classic and new enemies.
Features
32 new monsters, and 13 new human enemy classes. Includes many classics from other Elder Scrolls games as well as unused Daggerfall assets. New monsters cover the entire level range, from level 1 to level 20, and even beyond
New monsters have custom spellbooks, new on-hit effects, as well as some new unique mechanics
Dungeon and wilderness encounter tables have been redesigned entirely. In addition to including the new monsters, they've also been rebalanced to reduce "out of level spawns" (ex: a dragonling at level 2), as well as having more consistency in dungeon theme and team design
A few classic monsters have been rebalanced. This makes their challenge more consistent with their expected rating (both for better or for worse), and in some cases the original monster simply had copy-pasted dummy stats that were never completed
The mod itself is extension-friendly and future-proof. Other mods can add new monsters, replace Expansion monsters, and use any of those custom enemies in quests and custom dungeons
Monsters
Bat (level 1)
Goblin (level 2)
Mudcrab (level 2)
Wild Dog (level 3)
Skeletal Soldier (level 3)
Lizard Man (level 4)
Lizard Warrior (level 8)
Wolf (level 5)
Snow Wolf (level 10)
Hell Hound (level 15)
Ghoul (level 5)
Dire Ghoul (level 13)
Dremora Churl (level 6)
Grotesque (level 6, gargoyle variant)
Boar (level 6)
Faded Ghost (level 7)
Blood Spider (level 7)
Mountain Lion (level 8)
Stone Golem (level 8)
Ice Golem (level 9)
Iron Golem (level 10)
Land Dreugh (level 9)
Will-o'-wisp (level 9)
Troll (level 11)
Homunculus (level 12, imp variant)
Ogre (level 13)
Minotaur (level 15)
Medusa (level 16)
Gloom Wraith (level 19)
Fire Daemon (level 22)
Maybe a secret monster or two...
Installation Unzip the Daggerfall Enemy Expansion.dfmod file into your Mods folder. Be sure the file is still named exactly as written here (Discord uploads replace spaces with underscores).
Compatibility
The mod overwrites other enemy rebalance mods like Meaner Monsters, though it mostly includes some of the same changes. Incompatible: - Bossfall