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File credits
Piratelord: Creaturex XI Antares: Antares creatures and Undead - Arise from Death Melchior Dahrk: some resources and ideas (Antares creatures integration, Better Dwarven Spectres - Mer and Maidens Edition) Grond1911: Dragur Diversity Yar-Yulme: Bloodmoon creatures Manauser: Riekling knock-off R0: some resources Stripes: centurion bomber Autolock: centurion bombers Articus: some models from daedric Intervention and golden saints models Westly: Unique corpus stalker and twilight Neoptolemus: some models from The Undead and Unique Creatures Symphony team: clannfear and daedroth models tronvillain and Joseph Melia: Better Scamps, Scamp Retexture and storm atronach retexture Ruffinvangarr: horned scrib retexture, playtesting and suggestions Leyawynn: Golden Saint Variety
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Changelogs
Version 2.8
fomod installer added some creatures from the latest OAAB update
Version 2.2
Removed a few models that were using BC assets.
Version 2.1
Various improvements and fixes Removed a few creatures Replaced mod-added ingredent with stuff from TR_data and OAAB_data Replaced mod-added weapons and armors with stuff from TR_data and OAAB_data New additions: - Land Dreugh from OAAB_data - Xivilai from TR_data Big cleanup of various unused resources Removed some features from the main esp and moved them to optional esp files - Soulless summons is now an addon - Daedric creatures using bound equipment is now an optional addon (and also supports creatures from OAAB and TR_data) - Netcth and netch betty no longer have a slight glow so there's an optional plugin for those who liked this features
Version 1.8.0
Rebalanced some items, removed some stuff and other general improvements here and there.
Version 1.7.2
Added all the dremora variants from Dremora Overhaul (and fixed the glowing heads issues on the models)
Version 1.7.0
Implemented predatorial simulation like in Triangletooth ecology mod Made the mod dependent on TR_data and added some creatures from TR_data. Fixed a small issue where the wandering spirit wouldn’t check if the player has enough money to make a donation. Merged with OAAB_leveled creatures. Applied fixes from VFX restoration to some of the new creatures
Version 1.6.5
Necromancers now wear hoods from OAAB_data Added 2 more dremora variants Deleted an unused script Added a third esp variant: same as Creatures_rp_standard but without variants for corprus stalkers
Version 1.6.4
Repackaged with the new tool by G7 to grab some missing assets
Version 1.6.3
Lowered the aggression value of some creatures Lowered the number of spawn points for bugs and rats in Balmora and Ald'ruhn. They are an immersive touch, yes, but they're also annoying.
Version 1.6.2
Fixed a couple of leveled lists.
Version 1.6.1
Fixed an issue with the diseased Kagouti being assigned to the wrong model.
Version 1.6
The mod is now dependent on OAAB_data. This was done for several reasons: 1. Since some of the creatures are in the repository (and more will be added in the future), the zip can be smaller and better organized 2. I found some new resources in OAAB_data that I wanted to add
With the new update, I added -Dark seducer (was already in the mod but the model in OAAB_data is more vanilla friendly) -Battlespire inspired Hearde -Blind slaugherfish
Added some ingredients from OAAB_data to various creatures: guar meat, daedroth teeth, clannfear claw, slaugherfish meat, spider venom and more. These ingredients already have Ashfall support.
Additional changes: - Reorganized some levelled lists so the spawn rate of golden saints is lower. - Added the chance for golden saints to drop valuable items (2% chance). - Added dark seducers to the Purist version -Removed gorgons from the Purist version
Version 1.5.1
Rebalanced some creatures and added a couple of missing textures.
Version 1.5
- Rebalanced various undeads - Improved compatibiliy with QuickLoot - Added two new creatures: Wraith and Xivilai (both in the standard and purist version) - Added a couple of missing textures
Version 1.4
Rebalanced the land dreugh, tweaked some meshes and textures to have them blend better with the rest and further reduced zip size.
Version 1.3
Fixed a script to make sure creatures will always spawn at a reasonable scale.
Version 1.2
1.2 Fixed a typo, an issue with the kwama workers and ran the textures through Ordenador for optimization.
Version 1.1
1.1 Some tweaks, deleted un-named vampire and werewolf hunters, added a new creature.
Version 1.0.1
Hotfix for a couple of issues and cleaned the zip of un-needed files
Version 1.0
Initial release
Donations
Both straight donations and premium membership donations accepted
This mod takes inspiration from many other creature mods: Triangletooth Ecology Mod, Creatures XI, The Undead and Antares's arise from death to add some new creatures and make AI tweakes meant to improve gameplay and immersion. It also works as a TR_data and OAAB_data creatures integration mod.
What's actually new here?
New creatures
- Dark Seducer (from TR_Data) - Xivilai (from TR_Data) - Herne (from OAAB_data) - Wraith - Devourer (from an early Hunger concept) - Spiders (vanilla has web spiders as statics, so we can assume there's spiders) - Cephalopod and some new fishes (from TR_data) - Some new beetles (from TR_Data) - Vermai (from TR_Data) - Some new dwemer creatures. I think here some creativity can work. Still, there's no uber-creative stuff - Riekling variants and the ability to knock-off mounted rieklings - Some draugr variants - Land dreugh (from OAAB_data) - Dremora variants - Necromancers - Weaponized dwemer ghosts and female variants of dwemer ghosts (OAAB_data) - Shalk and Guar herders - Baby variants of many creatures (guars, nix-hounds ecc) - Unique models for many creatures with a unique ID
New mechanics
- Predatorial simulation - AI tweaks: apart from predators and cliff racers, most creatures are passive unless you get too close - Some creatures can spawn at random scale and their aggression level is related to their size (a small rat is more likely to flee while a bigger rat is going to be more aggressive, for instance) - Some undead are "revenants" and can arise from death and fight again - Some skeletons have a new death animation where they will break into pieces while falling down - Dead adventures in tombs and ruins
Regarding the design of the new creatures The new additions are meant to fit in with the original game. This means there's no 2k, reflective, high poly stuff.
Balance and compatibility As I had to edit many creatures and compatibility was going to be a problem, I decided to align my edits with Mort’s rebalance mods (they are way to logical to be skipped and you should really use them).
This means the three following mods are highly recommended as otherwise balance is not going to be very consistent.
Apart from this, the mod is compatible with pretty much everything.
Lastly, a couple of optional esp files
- 01 Glowing Netch and Netch Betty: this will make netch and netch betty emit a bit of light. It's a feature from Creatures XI that I didn't 100% agree with but didn't want to simply remove either
- 02 Daedric creatures use bound equipment: this is a rebalance change featured in some rebalance mods like BTBGI and it goes a long way to reduce the crazy amount of gold you get by looting dremoras and golden saints. This also convers creatures from TR_data and OAAB since they've been integrated - 02 As an alternative, there's a version that handles this differently. Thanks to a neat script by RogiVagel, daderas are still going to use all the various weapons they use in vanilla, but there's a chance the weapon will be removed on death. At lower levels, the weapons are very likely to be removed but the drop rate gets higher and higher as you level up.
- 03 Summons have 0 souls: another change that I didn't want to include in the base esp. Removing the ability to soultrap summons obviously prevents you from abusing enchant.
As some of you are aware, this mod was once quite different and had many many more additions. Thing is, as I kept on playing and modding my taste changed. I decided to drastically reduce the amount of new things added by the mod and only keep what really fits into the game. Older versions are archived and you can still grab them but they're not supported anymore.
CONCLUSIONS As always, if you find bugs please report them. Suggestions and feedback are greatly appreciated.
CREDITS TriangleToogh: scome scrips Piratelord: Creaturex XI Antares: Undead - Arise from Death Melchior Dahrk: some resources and ideas Grond1911: Dragur Diversity Yar-Yulme: Bloodmoon creatures Manauser: Riekling knock-off R0: some resources Stripes: centurion bomber Autolock: centurion bombers Neoptolemus: some models from The Undead and Unique Creatures Ruffinvangarr: horned scrib retexture, playtesting and suggestions Leyawynn: Golden Saint Variety Ignis-of-Vinheim: Dremora Overhaul natinnet: Sixth House Weapons