File information
Created by
LevinLozenges and 4thUnknown and JP193Uploaded by
LevinLozengesVirus scan
About this mod
Integrates the powerful 4thUnknown Minotaur enemies into the Enderal worldspace.
- Requirements
- Permissions and credits
-
Translations
- German
Some have chosen to live in solitude with nature, some ally with the Wild Mages and have learned to practice magicks, whlie some place their lot with the Skaragg as hired muscle. Some have been driven feral by the Red Madness, reducing them to mere beasts.
Their goals are all the same: to trample and defend their land against any unlucky Prophets that come their way.
Features
- Horned bois and girls to test your mettle against.
- A diverse faction of hardy elite enemies, ranging from warriors, beasts, archers, and shamans, towering over their existing highwaymen/Wild Mage/Skaragg counterparts.
- Minotaurs wield mighty two-handed weapons or dual wield weapons to fight, styles not commonly seen among the bandit population.
- Feral Minotaurs act as roaming enemies throughout the landscape, attacking anything in range with their goring attack.
- 44 Hand-Placed enemies with thought in mind to current encounters, either spicing up existing encounters, or replacing some repeated encounters with Lost Ones or wolves with these new enemy types.
- 3 Elite Minotaur Boss enemies to fight, with unique Minotaur loot to collect.
- New enemies are all integrated within Enderal's leveling system, with their stats adjusted to match Enderal's progression.
- Map image attached with all the Minotaur placements.
1. First install my Gargoyles In Enderal mod here https://www.nexusmods.com/enderalspecialedition/mods/734
- This is required since the Feral Minotaurs use the Gargoyle skeleton and animations and my mod implements Gargoyles into Enderal.
- Install both files(the main file and the fix by Xtudo), then HIDE OR DELETE the "Rename_this_ok_it_is_1Minotaurs_now.esp" .esp file from its archive.
- Pick the 1st file on the files list. HIDE OR DELETE the "ForswornMinotaurs_MinotaursSE.esp" file from its archive after installing.
The load order and the files should look like the following below.

Compatibility
This mod disables a few enemy placements so they don't overlap with the placed Minotaurs - this mod may be incompatible or need a patch if you see Lost Ones or extra wolves with Minotaurs. As of this posting I have not seen any mods on the Enderal SE Nexus that affect the enemy placements that I touch on in this mod.
This mod adds minotaur enemies to the following locations and may need a patch if there is a mod that edits these locales. Some objects, structures, and/or items have been moved to accommodate for the added minotaur enemies in these cells.
- Castle Firerock
- Glowstone Grotto
- Lightgrove
- Mossy Mud Pit
- Halfmoon Isle
- Ark's Last Watch - Watchtower
I always recommend installing mods on a new save, but adding this mod mid playthrough should be fine as long as your Prophet has not visited the above areas as it does not touch any quests or scripts. Load this mod later in your load order.
Feedback
Admittedly this mod has been made without much play-testing. I erred on the side of caution with the minotaur stats and levels. Please let me know if you find the enemies too easy or too hard, and I can make balance patches in the future to accommodate.
Credits
Permissions from 4thUnknown to post this patch and their amazing work with the Minotaurs - https://www.nexusmods.com/skyrimspecialedition/mods/48864
Permissions from JP193 to post this patch, utilizing their amazing work in diversifying the Minotaurs with Forsworn Minotaurs - https://www.nexusmods.com/skyrimspecialedition/mods/49035