Hi, I do not intend to make that. But since some of the original creature mods are no longer available anywhere, I have uploaded them all under the "Misc Files" section. You can download those and extract the original textures, if you prefer.
It would be great if you considered it, not all of us play with high quality textures, many of us prefer the vanilla game as much as possible. Anyway, great work!
For the most part, sure. All of the creatures are placed appropriately in the world according to their theme, and most of them have a counterpart in the lore.
The only one which is conspicuously lore unfriendly is the beholder, naturally. No getting over it being a direct DnD creature =P
There's a case for the frost giant being lore unfriendly given that 'frost giants' in TES seem to resemble Karstagg, and the troll, which doesn't have the apelike, three eyed appearance of trolls in later TES games. But these models are still really good and don't feel out of place on Solstheim where they're deliberately placed.
There's also no lore counterpart for the treant, green slime (outside of voriplasts in ESO) or Cecaelia. In all of these cases though, I feel they still fit well into the world. Spriggans exist, so the treant is a feasible subrace or male counterpart. Slime monsters are a pretty universal fantasy concept. Cecaelia resembles a dunmer with octopus legs, not out of place in a world where things like dreugh/spider daedra/medusa (which appear in arena) exist.
All of the models are really very well made and fit Morrowind's art style quite well, though!
Captain Vrol is a Sea Giant, a new type of giant added in ESO, not a Frost Giant. The frost giants in this mod would fit quite well as sea giants, with their humanoid appearance and style of equipment.
So with this mod, do we get rid of > https://www.nexusmods.com/morrowind/mods/43249?tab=description. And run yours instead? I also have the Treant creature as well. Are there any creatures that are present in the mod I linked, but not in yours?
I didn't know this existed, lol. Looking at that mod structure, you could continue to use it and still use the enhanced textures from this mod. I didn't know Antares had some of these other creatures, so I'll have to work on adding those here as well.
To use both mods together, do this: 1. Install Antare's Creatures Integration first. 2. Install Antare's Creatures Redux second (so that the meshes and textures of this mod overwrite that one). 3. Use the ESP from Creatures Integration, NOT Creatures Redux.
You should see the enhanced textures in-game, but with the changes from Creatures Integration.
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The only one which is conspicuously lore unfriendly is the beholder, naturally. No getting over it being a direct DnD creature =P
There's a case for the frost giant being lore unfriendly given that 'frost giants' in TES seem to resemble Karstagg, and the troll, which doesn't have the apelike, three eyed appearance of trolls in later TES games. But these models are still really good and don't feel out of place on Solstheim where they're deliberately placed.
There's also no lore counterpart for the treant, green slime (outside of voriplasts in ESO) or Cecaelia. In all of these cases though, I feel they still fit well into the world. Spriggans exist, so the treant is a feasible subrace or male counterpart. Slime monsters are a pretty universal fantasy concept. Cecaelia resembles a dunmer with octopus legs, not out of place in a world where things like dreugh/spider daedra/medusa (which appear in arena) exist.
All of the models are really very well made and fit Morrowind's art style quite well, though!
Kyne Aegis location
The frost giants in this mod would fit quite well as sea giants, with their humanoid appearance and style of equipment.
Could you release a simple installation mod, just copy + paste?
Merge the subfolders and only use the 'Antares Creatures Redux.esp' ESP if you want a single folder containing all packages.
To use both mods together, do this:
1. Install Antare's Creatures Integration first.
2. Install Antare's Creatures Redux second (so that the meshes and textures of this mod overwrite that one).
3. Use the ESP from Creatures Integration, NOT Creatures Redux.
You should see the enhanced textures in-game, but with the changes from Creatures Integration.