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About this mod

Adds very rare, alternately colored creatures to the game which have the chance to spawn in place of their normal counterpart, based on the Pokemon mechanic. Each "shine beast" drops a rare and exclusive item to be kept or sold.

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Welcome to the world of Shiny Creatures!

The Oblivion edition of Shiny Creatures! Based on the mechanic from the Pokemon series, this simple flavor mod adds extremely rare color variants to the existing fauna of Cyrodiil and the Shivering Isles, with a chance of one spawning in place of an existing creature. From a random bear or troll in the Great Forest, to a marauding Land Dreugh, Clannfear, or even an esteemed Elytra colony member in the Shivering Isles, almost any creature could pop up as one of these elusive beasts! Furthermore, each one comes with its' own, lore friendly item drop (pelts, skins, wax, ichor, etc). Keep the item as a prize for your find or sell them to the local general store for a good amount of gold! You never know what you may find!

This mod is very lore-friendly, and even includes a special in-game book discussing them. The mod takes lore inspiration from The White Guar and Swimmer the Horker (alternately colored animals in vanilla Morrowind, setting a lore precedent). Pick up your own copy in any of Cyrodiil's bookstores!

Also includes a patch ESP for Zaldir's Creature Diversity mod, adding shiny variants for the creatures the mod adds!

This mod requires the most up to date version of Oblivion or Oblivion: Game of the Year Edition, alongside the Knights of the Nine and Shivering Isles expansions.

No OBSE installation or Wyre Bash patches are needed.

Installation is simple! Drag the main ESP file along with the BSA archive into your Oblivion Data folder.

If using this mod alongside Zaldir's Creature Diversity mod, drag the Creature Diversity patch into your Oblivion Data folder. Make sure it loads after both Shiny Creatures and Creature Diversity in your load order.

To uninstall the mod, simply remove the ESPs and BSA from your Data folder. First, make a save in an indoor area with no creatures and wait 3 in-game days. Then remove the ESP + BSA and make another save. At that point there should be no scripts running. This mod isn't script heavy but it does use them, so this is just to be safe. The scripts the mod does run are simple, one shot scripts.

This mod's implementation is very simple and shouldn't conflict with existing creature mods. The only possible conflicts are mods that edit or change the script slot that creatures are designed to run (this mod only affects animals and most monsters). This mod makes no changes to existing leveled lists, and only includes simple scripts, which means there shouldn't be any save bloat issues.

How come there are no shine variants of the Gnarl or Scalon?

These two creatures already run complex scripts in their actions. As each creature can only have one script slot, it would be complicated to merge the two scripts.
Feel free to post or PM any questions you may have!

- Initial Mod release.

- Added missing Shiny Deer meshes to BSA.

Bethesda Softworks for the original meshes and textures which this mod recolors.

Zaldir for creating Creature Diversity and for bringing together so many awesome new creatures to make shinies for.

Assets that this mod also recolors:

for creating the Fox, Rabbit, and Durzog assets.
LittleBaron for the Dreugh, Water Dragon, and Vermin assets.
AlienSof for the Spider assets.

Special Thanks to QQuix on the Nexus Forums for assisting me with fixing up the script.

Check out the rest of the Shiny Creatures Collection!

NOTE: Always back up your savegame before trying new mods such as this!