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MihailMods

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kvatchcount

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About this mod

Tweaks some unnecessary parts of some of Mihail's lore-friendly Creature Mods to more manageable, lore-friendly, and sensible levels.

Requirements
Permissions and credits
NOTE: Only the tweaked .ESPs are included in this modpack. You will still need the files from the original mods by Mihail for these .ESPs to work right. Reason for me doing this is I don't want to take away any downloads from Mihail's portfolio. The mods are linked below at the bottom of the description.

IT IS REQUIRED THAT YOU DOWNLOAD THE APPROPRIATE MOD FOR WHICHEVER .ESP(S) YOU ARE USING FROM THIS MODPACK! OVERWRITE HIS .ESP WITH ONE FROM THIS MODPACK AND YOU'RE GOOD TO GO. USE WRYE BASH'S BASHED PATCH FUNCTIONALITY TO MAXIMIZE COMPATIBILITY WITH OTHER MODS.


So, I love the mods that add creatures that exist in TES Lore to a TES game that lacks said creature. I mean, look at Scamps. Present in almost every single modern TES game aside from Skyrim. Banekin? Only present in ESO. Daedroths? Don't get me started.

So, when I found MihailMods, it was like a wetdream to me. I love the lore of TES. I love seeing it all come together. I'm just a loremonger in general. However, when I played some of Mihail's mods, I was disappointed by how some of it was built. For instance, enemies and creatures were in fixed locations instead of just added to the creature spawn pool so they can appear randomly, some creatures had unnecessary health buffs (Ruinachs were literally in the thousands.) and some creatures were just common for no reason, like the Indriks. So, after reading the permissions set by Mihail and confirming that we are allowed to tweak his mods as we see fit and even release them as long as we have credited him - and I will do that below - I took his lore-friendly mods and tweaked them to more manageable, lore-friendly, and sensible levels. The list of tweaks are below:


Tweaks:
  • All creatures included in the .ESPs now spawn randomly instead of in fixed locations. They will spawn only at certain levels so you don't get ganked by, say, two Minotaurs at level 10 when setting up a trade route to Falkreath (I speak from experience there). They will spawn in make-sense ways, like Daedroths and Flesh Atronachs will spawn with Warlocks and Conjurers, Nixads will spawn in the wilderness, Nix-Hounds will only spawn on Solsthiem, etc etc.
  •  "Daedroth Titans" have been renamed to "Daedroth". They will hence before referred to as "Daedroths".
  • Ruinachs had their ridiculous health buff removed and were even debuffed to more manageable levels.
  • Ogrims health buff removed.
  • Daedroths have had their "Protected" status removed, so now they can be killed by other NPCs.
  • Daedroths health buff has been removed.
  • Flesh Atronachs health buff have been removed.
  • Unnecessary creature variants have been removed.
  • Banekin were removed from Drelas' Cottage, so now you can use Interesting NPCs.
  • Cyrodilic Minotaurs had their health buff removed.
  • Nixads can spawn almost anywhere now. More of a limitation to the engine than personal preference. The Solsthiem, Hjaalmarch, and Reach variants still only spawn in their respective regions though.
  • Hungers now spawn naturally in Conjurer dungeons randomly.
  • Hunger health tweaked to more manageable levels.
  • Watchers now spawn alongside Conjurers.
  • Will-O-The-Wisps spawn rarely in forests.
  • Havocrels spawn in Conjurer dungeons starting at level 20.
  • Homonculi now spawn in Conjurer dungeons starting at level 1
  • Homonculi had their health nerfed to more manageable levels.
  • Imperfect Homonculi had their Unique status removed, thus allowing more to exist in the world
  • High Clannfear renamed to Clannfear, and will be referenced as Clannfear from hence forth
  • Clannfear now spawns in Conjurer dungeons starting at level 12
  • Clannfear had their health nerfed to more manageable levels.
  • Clannfear now drop Daedra hearts on death
  • Clannfear was given the keyword "Daedra", so now NPCs recognize them as Daedra
  • Probably more things I am forgetting. But if I'm forgetting them, then they are minor tweaks.




Special thanks and full credit for the mods goes to MihailMods. He created them, I just tweaked them.

REQUIRES:
Dragonborn
Hearthfire
Dawnguard


You will also need the files from:
Havocrels
Watchers
Will-O-The-Wisps
Hungers
Classic Ghosts
Scamps and Banekin
Daedroth Titans
Ruinachs
Nixads
Nix-Hounds
Kagouti
Cyrodilic Minotaurs
Flesh Atronachs
Imps
Ogrims
Wraiths
Homonculus
High Clannfear

I only upload my tweaked .ESPs on this page.
You need the files from the respective mods above for these .ESPs to work right. If you only install these .ESPs, I am not responsible for your bugged game. Just making that clear.

You also don't need all of the .ESPs, in this pack, just install which ones you want and get the remaining files from above!