Oblivion

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cryonaut

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In short, this mod adds around 20 new creatures, erases the dependancy of creatures on the player\'s level, and adds creatures spawning in randomly numbered groups. *New as of 1.5: - Added the following new creatures: Ogre Giants (50% larger than regular) Ogre Mammoths (twice as large as regular) Ogre Behemoths (four times larger tha

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In short, this mod adds around 20 new creatures, erases the
dependancy of creatures on the player's level, and adds creatures spawning in randomly numbered groups.

*New as of 1.5:

- Added the following new creatures:
Ogre Giants (50% larger than regular)
Ogre Mammoths (twice as large as regular)
Ogre Behemoths (four times larger than regular)
Large Clannfears (50% larger than regular)
Large Daedroths (50% larger than regular)
Giant Daedroths (twice as big as regular)

*(new creatures' attack strength, health, etc. has also been
scaled to correspond with their size)

- Hand-placed around 20 new spawn points in the valley to
increase the wildlife population there

- Made Ogre levels and Minotaur Lord levels static

- Reworked Daedra leveled lists to improve them

- Found some more leveled lists to unlevel

- Fixed (hopefully) leveled list entry that was causing the
possibility of giant crabs appearing indoors where they didn't
fit.

- Fixed (hopefully) the problem of slaughterfish appearing on
land just outside the prison/sewer exit.

- Incorporated Axebane's v2.0 "Hunters" mod, including Tag's
"Natural Wildlife" scripting.

- Daedra in Oblivion wilderness now have potential to spawn in
troops of up to 6 at a time

- Increased the running speed of Deer to 32 to make them more
realistic

- Increased the strength of King and Titan mudcrabs, but made
them more rare



*Initial release:

- Leveled lists have been altered so that all creatures appear
at player level 1. This way every creature has a chance of
appearing from the start of the game.

- The chance of more difficult creatures spawning is much more
rare than the easy creatures to make up for all of them being
capable of appearing from the start. For example, rats and deer
have a much higher chance of spawning than bears and lions, and
mythic creatures like imps have an even smaller chance.

- There used to be spots in the game where creatures had a 25%,
50%, or 75% chance of spawning... now they all have a 100% chance
of spawning, which means yay more creatures!

- Many creatures now have chances of spawning in groups (schools
of slaughterfish, groups of mudcrabs, packs of wolves, families
of rats, etc...) instead of the standard singular spawns. Again,
yay more creatures! The amount of creatures per group tend to be
random between 1 and 9, and can include a mixture of different
creatures from the same "family".

- Many creatures have had their aggression lowered to compensate
for the larger amount of them.

- Changes listed above apply to general Daedra and general
wildlife.

- Added a new weak Daedra, the Young Daedroth, to go along with
the Stunted Scamps and Clanfear Runts

- New standard wilderness creatures: Young rat, giant rat, young
wolf, young timber wolf, fawn, young boar, baby mudcrab, king
mudcrab, titan mudcrab, young mountain lion, small slaughterfish,
giant slaughterfish, young black bear, young brown bear

- The lists for the Kvatch exterior and town only include weak
Daedra, to make it possible for new players to go there and not
die upon arrival, and to go along with the idea that it is a first
assault from Oblivion, so it's only the weakest soldiers.