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Thank you all for the support and the continued endorsements and please check out the works of those in the credits and give them plenty of endorsements!
2017 Update: New TES5Edit scripts have been added to the optional files section that allow you to remove certain creature spawns you may not want. Requires TES5Edit or similar programs so check them out and learn how to use them, and make sure to read the ReadMe files. If you do not know how to use TES5Edit, know that there are many tutorials available online and the process of using the new script is fairly simple and should not be to difficult to apply as long as you install TES5Edit and check the ReadMe file.
This mod was generally speaking perfect for what i was looking for. A lot of creatures, more enemy structures around the map, and more use of empty space. So, it was really genious stuff! For a fan of DnD that looks perfect! I only had two issues with this mod: 1- i was in need of more spawns, cause some of them are too rare to find, and i also wanted to see more of those creatures in the open areas that are basically empty spaces with no importance for the game.Making that happen would make it absolutely perfect as a mod! Skyrim map has dozens of empty spaces that would look really good to put in use for spawning rare creatures. 2- I would like the mod itself to give us something to edit what monsters we would like to see or not. The werebeasts spawn in weird way that i just didn't liked, so i would like to kick them off a little bit. It's just those two things. Really. I absolutely loved this mod! Thank you and congrats for making my game even more funny!
How can i remove certain creatures that i just dont want to see it? I tried using the xEdit stuff with the spawn removal script, but for some reason i could only choose between 4 categories of creatures dragons, chimeras, goblins e golems. Help!
I saw the Ancestor Troll and immediately thought two things: 1: "Anybody got some miak?" 2: "How about a bumper sandwich, Booger Lips?" For those of you who've seen "Ernest Scared Stupid", you'll know what I'm referring to. For those who haven't seen Ernest Scared Stupid, please do. It's one of the funniest, dumbest films of all time.
What's up with the caged Tortoise at a very high point inside Broken Oar Grotto? It's inside a master lock cage and I managed to open it but it did nothing in response. Idk if it levels with the player but I have a mod installed that lets me use this restoration spell called Diagnose, which lets me see the level, health, stamina and magicka of whatever I cast it on, and this Tortoise was higher level than me I'm level 33 and it was level 38 and it had around 900+ hp. I quicksaved and punched it with my fist but it doesn't attack you, so I quickloaded to before I punched it). Is that tortoise just there for fun or is it part of a quest? Or maybe it's some kind of inside "joke" I don't get.
Found a spider tree in the wild. No, not a tree spider but a spider tree. Can't believe i'm saying this but i preffer frostbite spiders more then that horror of a beast
Alright, so I been using this mod for a while, I kinda wanted to add more hostile NPCs in order to make the game way harder but I'm a bit disappointed in the new Werebeasts, they do not seem to scale with the player like moonlight tales' werebears/werewolves do, so once you get past a certain level these new creatures are basically a joke, they barely deal any damage, they cannot stun the player or send you flying with a strong attack the same way werewolves do, and what bothers me the most is that these new Werebeasts never spawn, I visited all the locations on the map with no luck, in the end I had to spawn them manually because otherwise it's impossible to find one of these, I reckon werecrocodiles and weresharks specially should spawn more often near every river or beach at night, and they should have a boost in damage output, strong attacks with knockback and health regen. Just wanted to post my opinion, I think the mod is great and I appreciate the effort behind this, but I think this mod can be improved even further, of course, I always play in legendary difficulty so I like challenges.
Multiple creature mods rarely work together, especially ones that overhaul the vanilla creatures. This isn't the fault of this mod, pretty much all creature mods suffer from this problem (its why there's so many compatibility patches for skytest). Patches aren't always that simple to make either. Even the patches available for skytest don't cover everything (such as altering animal stats to be in line with the skytest animals, only animallica redux has a patch that does that, though I've heard its outdated).
Its why you don't see larger compilations like this anymore. People prefer mods of much smaller scale, because those are far less likely to conflict with each other. Also, this mod's been abandoned for five years now, and definitely shows it age, so its highly unlikely an update or compatibility patches are ever coming. We're lucky Immersive Creatures got updated, though only for the SE version. If you want to use multiple creature mods, you just have to make sure they don't overlap in anyway, such as a mod adding new werebeasts if you're planning to run a mod that overhauls the vanilla ones.
A bit of a late reply, some are quite rare. Not all the new monsters are added to leveled lists, instead they're hand-placed in key locations. For instance, the giant tree-men aren't a part of leveled lists, and they're only placed in three locations! This may be why you can't find certain creatures.
why the hell do chimeras not die, me and my multiple followers cant kill it because it keeps regening and fire doesnt even work, i tried multiple spells to stop its regen too, its the one with a goat, lion and dragon head too, I CANT EVEN USE THE KILL CHEAT ON IT??
2308 comments
Thank you all for the support and the continued endorsements and please check out the works of those in the credits and give them plenty of endorsements!
2017 Update: New TES5Edit scripts have been added to the optional files section that allow you to remove certain creature spawns you may not want. Requires TES5Edit or similar programs so check them out and learn how to use them, and make sure to read the ReadMe files. If you do not know how to use TES5Edit, know that there are many tutorials available online and the process of using the new script is fairly simple and should not be to difficult to apply as long as you install TES5Edit and check the ReadMe file.
http://www.nexusmods.com/skyrimspecialedition/mods/5404/?
There is an MCM menu that you can get, there you can toggle every single creature on and off, and also spawn them at will.
Just wanted to post my opinion, I think the mod is great and I appreciate the effort behind this, but I think this mod can be improved even further, of course, I always play in legendary difficulty so I like challenges.
Its why you don't see larger compilations like this anymore. People prefer mods of much smaller scale, because those are far less likely to conflict with each other. Also, this mod's been abandoned for five years now, and definitely shows it age, so its highly unlikely an update or compatibility patches are ever coming. We're lucky Immersive Creatures got updated, though only for the SE version. If you want to use multiple creature mods, you just have to make sure they don't overlap in anyway, such as a mod adding new werebeasts if you're planning to run a mod that overhauls the vanilla ones.