Oblivion
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zymurgy65

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zymurgy65

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About this mod

Combines the statistical corrections and equipment changes of the Goblin Fix, Savage Creatures Fix and Skeleton Fix mods in one .esp file to save slots, with a little bonus in Greenmead Cave.

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CREATURE FIX COMPENDIUM – a mod by zymurgy65
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Actually, several mods. It combines my Goblin Fix, Savage Creatures Fix and Skeleton Fix into one .esp file to save slots. As a little bonus I've made the giant mud crab in Greenmead Cave MUCH tougher. Changes are detailed below.

GOBLINS
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This mod addresses a number of statistical errors and inconsistencies with the various goblins encountered throughout Cyrodiil. It also modified several inventories and levelled lists.

Goblin Archer: Combat skill is reduced by 5, with Stealth increased by the same amount.

Goblin Warlord: Attack Damage Multiplier has been increased to 3.

Warlord Archer: Base Stealth is increased by 10. Combat Style is now Default Goblin Archer, in line with other archer types. Attack Damage Multiplier has again been increased to 3.

Arena/Non-Tribal Shaman: Base Stealth is now 5, in line with tribal shamans.

Goblin Chef/Rat Farmer: Fatigue Multiplier has been reduced to 15 – it was previously 135.

Tribal Berserker: All attributes now match those of non-tribal berserkers, and all have a Base Stealth of 20.

Tribal Shaman: All are now a minimum of Level 5, with an Attack Damage Multiplier of 3.

Tribal Skirmisher: All attributes now match those of non-tribal skirmishers, and all have a Base Stealth of 30.

Tribal War Chief: All attributes now match those of non-tribal warlords. Health Multiplier has been increased to 25, and Attack Damage Multiplier to 3.

All Bitterfish goblins are now levelled in the same way as the other tribes, and also have a war chief This should make them a tougher proposition, for both the player and the undead facing them in Miscarcand.

There will always be a single non-respawning shaman in Miscarcand, along with a skirmisher or berserker bodyguard. The tribal totem staff can be found nearby. The assault in Miscarcand, Sel Vanua will be led by the war chief.

All tribal goblins now have the same chance of carrying poisons as their non-tribal counterparts, as do a number of quest-specific goblins. Arena berserkers and skirmishers use the correct levelled lists for weapons and shields.

Warlords will no longer carry Elven shields, but may now have Dwemer or Orcish shields. All berserkers (with the exception of non-tribal archers) now have a 50% chance of carrying shields.

War chiefs use the same weapons list as warlords, which has been modified to include silver weapons from Level 1. Since the Bitterfish war chief will not be involved in totem staff theft or recovery he is also free to carry a shield.

The generic goblins outside Redguard Valley Cave have been replaced with Redguard Valley ogres. Two more outside Plundered Mine have been deleted, as has a third in the mine itself.

SAVAGE CREATURES
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Several Fighters Guild quests – “The Desolate Mine”, “The Master's Son”, “Trolls of Forsaken Mine” and “The Stone of St. Alessia” – feature “savage” variants of regular creatures. These beasties (goblins, ogres, trolls and a minotaur) have one thing in common – they don't respawn.

This isn't a problem with the goblins in Desolate Mine, as you need a key to access their lair. It's open season on the others, however, allowing you to clear out the dungeons without joining the Fighters Guild. If you do join the Guild later those quests are going to be pretty anticlimactic. Even worse, the lack of opposition can make nonsense of some quest dialogue and journal entries.

This mod simply allows the minotaur, ogres and trolls (including those in Swampy Cave) to respawn. It also adds dead trolls to the upper section of Forsaken Mine – if you take the time to read Viranus Donton's journal he says trolls were killed here. They'll be enabled along with the dead NPCs when the relevant quest begins (see screenshot).

In addition, the statistics for several other quest-related ogres have been corrected. The Pale Pass and Redguard Valley Ogre Cavebosses have Grand souls (they were previously Common), and the Redguard Valley Ogre Chieftain has the correct Health and Fatigue multipliers (26 and 20 instead of 20 and 250).

The same goes for trolls. The toughest of the Kalperklan trolls now has the highest Strength and Speed, and the next toughest has the same Intelligence and Luck as the others. Changes to minotaurs are relatively minor, most notably a drastic reduction in Willpower for the weaker Minotaurs of the Grove.

SKELETONS (and other undead)
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This mod corrects a number of statistical inconsistencies (Skeleton Champions, for example, had lower Endurance and Fatigue levels than Skeleton Heroes). It also improves the quality of Champions' claymores – they were previously 50% likely to be silver, compared to only 25% of Heroes' battle axes. Skeleton Guardians now have a 20% chance of carrying Dwemer maces or shields, and the undead Akaviri soldiers at Pale Pass wear Blades helmets for visual effect. Dark Guardians with one-handed weapons will always carry shields; those with two-handed weapons will not.

In the Shivering Isles, Bregor the Cremator is now a levelled (minimum level 10) Skeleton Hero. He was previously spawned from a levelled list, which caused him to reappear ad infinitum. Three unused levelled Skeletons (Androcide, Deicide and Genocide) originally intended for Milchar, Xetrem have been assigned to the previously unoccupied Chatterhall. They now have the statistics of Dark Guardians, but with lower offset levels, and all carry two-handed weapons. Replete Shambles no longer have higher combat statistics than the Complete variety, while summoned versions have the correct souls and Health levels.

This mod silences all Headless Zombies (no head = no groaning). The Deranged Zombies in Bleak Flats Cave now drop mort flesh rather than bonemeal, and may also carry micro-treasure. Several dead “zombies” appearing in the Fighters Guild quests have been correctly labelled as decomposed corpses.

Summoned Ghosts (including Ancestor Guardians) no longer have inferior resistances or attacks, while summoned Skeleton Guardians are equipped as archers rather than melee fighters. Wraiths with swords now have the same likelihood of carrying poisons as Faded Wraiths, while Gable the Traitor will drop ectoplasm like every other Wraith in the game. Several inconsistencies (e.g. Faded Wraiths doing more damage than some Wraiths) have been ironed out. Summoned Gloom Wraiths now have higher Combat Skill and Attack Damage.

There are now two levelled undead (a melee skeleton and a zombie) outside Moss Rock Cavern to fit Malene's dialogue in “The Gravefinder's Repose.” These will not respawn after the quest's completion.

REQUIREMENTS
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Shivering Isles and the Unofficial Oblivion Patch.

AND FINALLY...
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If you like this mod, check out my others on the Nexus:

A Dog for Bhisha (www.nexusmods.com/oblivion/mods/49951)
Alternative Dancer Races (www.nexusmods.com/oblivion/mods/47863)
Battlemages Revised (www.nexusmods.com/oblivion/mods/48755)
Belda Elysium Revisited (www.nexusmods.com/oblivion/mods/47692)
Better Traps (www.nexusmods.com/oblivion/mods/47713)
Devastation of Kvatch Redux (www.nexusmods.com/oblivion/mods/48554)
Niben Bay Camp (www.nexusmods.com/oblivion/mods/50087)
No Anachronistic Main Quest Comments (www.nexusmods.com/oblivion/mods/48728)
NPC Overhaul (www.nexusmods.com/oblivion/mods/47607)
Shivering Isles Alternate Start (www.nexusmods.com/oblivion/mods/51115)
Vanilla Staff Replacer (www.nexusmods.com/oblivion/mods/48152)
Waters Edge Reborn (www.nexusmods.com/oblivion/mods/50236)

If you have any comments or suggestions, feel free to contact me via the Nexus.