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Author notes
Feel free use thes creatures in your own mod. Just please give me credit where credit is due. Note that not all the creatures are my own work. Make sure to check my credits section or contact me for more information.
File credits
Bethesda for the great game of Morrowind quorn for the Flesh Atronach and Iron Atronach CaptainZaltan for the Bone Atronach Alaisiagae for most of the textures on the new ingredients Lady Eternity for the Air Atronach Thanks to Archive Textures for making so many wonderful textures available for free. ( http://archivetextures.net/ ) Thanks to Spiral Graphics for some truly creative seamless textures. ( http://www.spiralgraphics.biz/packs/ ) OperatorJack for the MWSE Magicka Expanded framework Reizeron for the blank spell icon rot for fixed particle effects on creatures (https://www.nexusmods.com/morrowind/mods/46194)
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Changelogs
Version 3.01
Fixed bugged swamp myconid model
Version 3.00
Added support for Magicka Expanded MWSE framework. Use a pre-3.0 version if you do not want to use MWSE.
Fixed particle animations on Myconids thanks to Rot's Creature VFX mod.
Version 2.13
Fixed collision on the Swamp and Telvanni Myconids
Version 2.12
Tweaked UVs on the Telvanni Myconid to be more aesthetically pleasing
Removed unused myconid texture
Removed stalhrim texture which was replacing the associated texture in the game (unadvertised change)
Version 2.11
Fixed icons not showing up properly
Version 2.10
Air Atronach removed, creature speeds rebalanced, void essence and crystal chunk re-mapped
Version 2.05
The Air Atronach no longer has missing texture issues.
The Swamp Myconid used to have the fire-texture particles, now it has a more appropriate particle effect
Version 2.00
Lots of new stuff: Unique ingredients; 5 new monsters; all creatures are summonable now; two version are now included, one with only summons and one with summons and leveled list additions.
Version 1.00
Initial Release
NEW IN VERSION 3.00 Atronach Expansion is now dependent on Magicka Expanded which uses MWSE to inject brand new spell effects into the game. This means that the new summon spells no longer use janky morrowind scripting, they show up as legitimate new effects in the game with their own icons and names. And can be used in spell making and enchanting! The cast effects now look like other conjuration spells as well.
This mod takes several community resources as well as my own work and adds seven new types of monsters as summonable creatures.
Bone Golem: This fleshless undead golem will directly damage your health with it's Deathbloom spell.
Flesh Atronach: The equivalent of a Poison Atronach, this daedra was featured in Oblivion SI.
Iron Golem: This golem has no spellcasting ability but is immune to shock. Choose your spells carefully
Swamp Myconid: Found in the Bitter Coast Region, this strange creature is the weakest of them all, but don't take it too lightly...
Telvanni Myconid: Created from the minds of powerful wizards, these creatures are a formidable foe.
Ash Golem: The Ash Golem is often summoned by powerful Mabrigash to ward off unwanted attention.
Crystal Golem: This animated mass of wizard crystal is a foe to be reckoned with.
Go to Mona's Spell Boutique, just outside the front gates of Tel Branora to buy some Summoning spells.
Vanilla-style spell icons for the new MWSE spell effects