File information

Last updated

Original upload

Created by

Danae et al

Uploaded by

Danae123

Virus scan

Some manually verified files

78 comments

  1. Danae123
    Danae123
    • premium
    • 375 kudos
    Locked
    Sticky
    I am working on an update to do the following:
    - Make healthy creatures not attack the player unless they get close (essentially what Passive Wildlife does, to some extent, because it's not compatible otherwise).
    - No summon farming addon
    - Patches for a few mods

    Feel free to point out your favourite creature mods, I may have missed them. Depending on the mod, I can add it to C&C, patch it, or at least let you know it's compatible :)
  2. Gerotaritor
    Gerotaritor
    • member
    • 5 kudos
    Where can I see the full list of built-in mods?
    1. bill8875
      bill8875
      • member
      • 7 kudos
      Its in the description (It should be worth knowing not all creatures/assets from these mods are in Creatures and Critters):
      - Bloodmoon creatures by Yar-Yulme
      - Creatures XI by Piratelord
      - Dwarven creatures by Yar-Yulme
      - Giants Ultimate by The PumaMan
      - Minions of House Dagoth by Neoptolemus
      - NazoX9's Daedra: Additions by NazoX9
      - Unique Creatures by Neoptolemus
      - Ranked Dremora by Neoptolemus
      - Turtle additions by Acid_Basik4
      - Morrowind Advanced by Gary Noonan/WormGod Elite, Stromgarde & Pookhill
      - R-Zero's Creatorium: Part 1 - Waters & Shores by R-Zero
      - Archimaestro Antares' Creatures (treant, frost giant, troll, hill giant)
      - Undead - Arise from Death by Archimaestra Antares
      - Wilderness Mod by The Pumaman
      - Dreamers Expansion by Aoimevelho
      - Cliff Racers by Danae
      - Draugr Diversity by Grond
      - The Undead by Neoptolemus
      - OAAB Creatures integration by Melchior Dahrk
      - Vanilla friendly creatures and undeads expansion by RP and various
      - Passive Wildlife (either Pumaman's or Poodlesandwich's)
      - FMI Lore-friendly cave rats by PoodleSandwich2
  3. Zzarcon
    Zzarcon
    • member
    • 34 kudos
    There are a few creatures that I would like to remove from certain areas, maybe in the future you could have a modular install.
    1. Danae123
      Danae123
      • premium
      • 375 kudos
      Modular version would be hell, especially when removing references from lists is tricky: merged_object does not register removed references, so we'd end up with an esp that removed each creature/creature type and that needs to load after merged_objects.

      Add to this that people would want different modularity, it's a lot simpler to open the CS, find the creature you don't like, check what list it is in, and remove from said list. :) Hope this helps!
    2. QuinnRed
      QuinnRed
      • member
      • 0 kudos
      Would you have a tutorial you could recommend for editing in CS as suggested? 
  4. Herbmeister
    Herbmeister
    • member
    • 0 kudos
    In the newest version (1.5.1 / 1.06), the options for TR and no summon exploit are no longer included in the files. Are these features now integrated into the main .esp? 
  5. Gerotaritor
    Gerotaritor
    • member
    • 5 kudos
    Are the mods presented in the "INSTALLATION" section already included in this mod?
  6. QuinnRed
    QuinnRed
    • member
    • 0 kudos
    I've noticed that armored zombies seem to fill the majority of tomb dungeons in my game so far.

    Is that intended, or just an odd bug?
  7. goodtim666
    goodtim666
    • member
    • 0 kudos
    The Creatures and Critters (not Creatures and Critters TR port) is making sum outside location in Mournhold to be forever night.  
  8. BioX853
    BioX853
    • supporter
    • 13 kudos
    Hi, is the creature fatigue value fixed yet?
  9. ThomasKells
    ThomasKells
    • premium
    • 2 kudos
    Hey, i mine as well just ask here.

    I'm doing permadeath playthrough's of morrowind, and i LOOOVE new enemies and diversity, that said.

    I'm concerned about high level enemies placed in new locations.

    How is the leveling with this, i'm assuming the creatures added are of similar level of the existing creatures in a region?

    I'ma cave and install this regardless, been playing the ashlander start with merlords chargen mod, i heard you were the one that created that start, thank you for that :) been enjoying building up my camp.

    Gonna try this along with the Creatures+Undead remaster mod, and the Guarded Dungeon Entrances that came out recently, enemy npc extravaganza.

    EDIT: Another question, i see that Animated Morrowind Danae's Edits has many assets overwritten by Creatures and Critters here, are these two mods compatible?
    1. Danae123
      Danae123
      • premium
      • 375 kudos
      The level of creatures is on par with vanilla levels.

      I did make the quests for Merlord's Chargen Mod, the Ashlander one is one of my fav, if you have Friends and Frens installed, you even have a chance to find the companions based on Merlord himself not too far from the camp.

      Which undead mod are you referring too? if it's either Neoptolemus undead or Antares undead, they are included in this mod, but ade compatible with each other and with more consistent loot.

      Many mods use Antares' animations, so it's normal that they overnight each other :)
    2. ThomasKells
      ThomasKells
      • premium
      • 2 kudos
      Was referring to "The Undead" that was merged in with Creatures by Random Pal, is an old one, i'v been playing with this for a few days now and it is indeed in the game.

      Yeah the ashlander start was good, the conclusion caught me off guard lul.

      Thanks for the answer on the animated morrowind question.

      As for the level of creatures they are indeed vanilla style with the exception of Cliff racers, they be casting a spell at me, and are also set to level 10, every last one of em.

      Which makes them VERY scary as a level 1, albeit still killable, there capable of to 2 to 4 shotting me, which is a big difference to how i farmed them at low levels along with mudcrabs ect.

      Overall good mod, thanks for putting this together and for answering my questions.
  10. Dreadnaughtious
    Dreadnaughtious
    • premium
    • 13 kudos
    Hey, I was wondering if I could have permission to use the assets of several creatures in this pack for several projects I'm working on? In particular the shambles under bone undead and several of the robed skeletons for one project and some of the 6th house creatures for another I may work on after the former is completed.
    1. Danae123
      Danae123
      • premium
      • 375 kudos
      From memory, the undead assets are Neoptolemus for their Undead mod as well as the 6th house creatures, basically most of the creatures with pieces of armour.
      Check those are the assets you want and make sure in your credit section to credit Neptolemus. I don;t need credit as I did not edit the models, I added loot and scripts.
  11. DemonPenguin444
    DemonPenguin444
    • supporter
    • 0 kudos
    I know this is usually bad practice, but is it okay/problematic to add this mod mid playthrough? I am assuming it's not, but am also hoping to be wrong!
    1. ThomasKells
      ThomasKells
      • premium
      • 2 kudos
      You should be able to add this mid playthrough.
    2. Danae123
      Danae123
      • premium
      • 375 kudos
      adding the mod is fine, be sure to re-merge your leveled lists.