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  1. jackstarr
    jackstarr
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    Skyrim Monster Mod is now available on the Nexus again, in a cleaned version with the ripped content removed, thanks to Ironman5000 - http://skyrim.nexusmods.com/mods/35631

    This new version of SkyMoMod, called "Skyrim Monster Mod Reborn", may or may not work with the replacer for v12 - to be on the safe side, if you're already using v12 alongside my replacers, don't update to Reborn v1.1 until I'm able to get a new replacer out.
  2. jackstarr
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    Before installing and using this mod, please read the information here and on the description page. If you have any issues with the mod, it's likely that you haven't followed the install instructions correctly.

    This mod REQUIRES Skyrim Monster Mod v12 by dogtown1. The creator of the original mod has been banned from the Nexus, and it is not permitted to link to where you can find it. Use common sense and your search engine of choice

    Use NMM to install and activate the main mod (download it manually then click the blue "add mod from file" button at the top-left of NMM), then use NMM to install and activate my replacer. Both esm (from dogtown1 main mod) and esp file (from my mod) need to be active. If you prefer to install manually, you need to use both the esm file from the original mod, and my esp "replacer" file which needs to be used as well. You also need the bsa file from the orginal mod, as that's what contains all the visuals. Without it most creatures would be invisible. If you use NMM then it'll all be installed properly.

    This mod is not crash prone. On its own, it causes no issues - you just need to be careful with installation if you're updating or if you've been using dogtown1's original version before activating the replacer.

    If you have been using dogtown1's original version before installing my replacer, or are updating to a new version, as mentioned in the description, BEFORE installing/activating the replacer, you need to go to a safe isolated cell and wait for 31 days (press the "T" key by default to wait in 24 hour batches). This will despawn existing creatures.If you don't do the waiting, your game will start crashing at some point.

    Once you've waited for 31 days, you then need to save and quit the game. At that point you then need to deactivate the original file by dogtown1 and activate the replacer. If you still get crashes at that point or don't see any of the new creatures you may need to wait a further 31 days with the replacer esp active to allow the lists to populate with the new creatures. If you use Wrye Bash (which really you should be using), make sure that both mods are tagged correctly for merging into the bashed patch, and rebuild the patch if need be. If you still get crashes, then you have another mod that is also editing the same leveled lists and is conflicting - or your system just can't handle the additional spawns added by SkyMoMod.

    If you use other mods that add new creatures, enemies or items (to leveled lists), you need to use Wrye Bash to merge the lists. Otherwise you won't see all the changes and the mods won't work as intended.
    It is strongly recommended to use BOSS to automatically sort your load order into the correct order to prevent crashes.

    Wrye Bash users only: If using a bashed patch you may want to remove the tags from the original SkyMoMod.esm or remove it from merging leveled lists manually otherwise the removed creatures may still be merged into your bashed patch. Whichever replacer you use from here should be tagged/merged delev.

    If you are using my replacers, it is strongly recommended not to update to a new version of the main mod by dogtown1 until a replacer for that version is available. Dogtown1 always removes previous versions of the main mod when he updates, and if he updates the mod make sure you have the earlier version backed up somewhere safe before updating - in case you need to revert to the older version for any reason.

    As for additional versions - I'm not using the mod myself at the moment, and don't have any immediate plans to make additional versions. If/when dogtown1 releases a v13, I'll have a look at the mod and assets used and decide at that point if I want to continue making replacers for it.Even if I do provide further replacers, there will be a delay between release of the main mod and release of the replacer - so please DO NOT update the main mod until you are certain I will be providing a replacer for it. It is safe to continue using old versions of a mod, and not necessary to update in most instances.
  3. Darklocq
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    So, does this or does this not work properly with the version at http://skyrim.nexusmods.com/mods/35631?  Seven years should've been enough time for the community to have figured yes or no.
  4. Lordasbel27
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    Do people still use this? Is this still usable/non buggy?
  5. tsilvs0
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    Where can i see creatures list? I just wanna Dreughs in my Skyrim lol.
  6. steamcommanderxD
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    I am confused. Can I use the V4 Version from the Ironman500? And I will use v10 because it has Cyclops, Anyone help?
  7. Aeroflyn
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    im looking for just a Guar mod. cant seem to find one.
  8. mmae14
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    dose this work ? or like Immersive Creatures and others ?
    1. Kedavix
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      It will as long as you run Wrye Bash to generate a Bashed patch for the leveled lists included in the two mods.
  9. RollingCabbageJesus
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    what is this "monster mod v10 or 12" that you require. im on the monster mod page right now and there is no v10 or 12. it only goes up to v4 and v4 lore version.
    1. Kedavix
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      Also I should point out in this locked post that since this version of the mod was last updated, Dogtown1 - the original author and the REAL talent, has updated his mod on other sites. Google it"


      The original Monster Mod (a.k.a. SkyMoMod) was pulled from the Nexus at one time when the developer (Dogtown1) was banned. It got later re-added under the name "Skyrim Monster Mod Reborn" by a different developer (Ironman5000). This monster replacer hasn't been updated for the "rebirthed" version.


  10. darthxanxus
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    You should put an optimal for the purist version to put back some of the renames, like the various different types of draugr like the bloody draugr. I liked the variety in names because it made them stand out even more.
  11. darthxanxus
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    Are you going to do a purist version of the final version v13?
  12. jackstarr
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    Yep, which is precisely why I have removed them from Skyrim Monster Mod with this replacer.

    Daedra have appeared in random spawns in previous games (I remember Golden Saints wandering around Red Mountain in Morrowind which also seemed out of place!) The Daedroth in Skyrim Monster Mod is bright red rather than the usual green-grey, and it stood out in the place it had spawned, so I removed it too.
    1. xelm
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      How do i uninstall SkyMoMod v13??

      -----I AM A NOOB, OKAY? ----

      im PRETTYYY damn sure its the reason my game crashes every so hour, Boars and a few other monsters just show up as Error signs.
      i tried removing the files both from Workshop/Content folder and the Skyrim folder.. but my game still crashes.
      the mod isnt on my nexus mod manager list... So what shall i do?
      i was thinking about just updating to this mod and see if that doesnt fix the issue.
      give me a PM/inbox for faster response please