All monsters that I personally use / have been requested are now uploaded.
I will continue to update the old ones and upload the new ones that Mihail creates.
When he releases his ultimate monster pack, I will create multiple ones for you guys to download. The type of packs will either mimic Mihail's or be based on the creature's origin.
Hello, can the mortal enemies for mihail monsters files that are not updated be used with the updated monster mods? My guess is that it´s fine as long as the update didn´t change the behaviour of the monster, but I couldn´t find the changelog to see the changes of mihail monsters updates so i don´t know which updates changed the behaviour of the monsters.
Since you offered doing requests, here are 4 creatures/packages that I would like to see having more realistic combat values: https://www.nexusmods.com/skyrim/mods/87008 Terror Birds https://www.nexusmods.com/skyrim/mods/87423 Nix-Creatures (4 creatures in 1 package) https://www.nexusmods.com/skyrim/mods/87864 Kagouti https://www.nexusmods.com/skyrim/mods/88088 Enemy Bats
Maybe the amount of people interested in combat realism mods such as Attack Commitment, Mortal Enemies and Athletik Combat is just not very high. In fact, I was wondering if similar mods existed for other creature mods such as Skyrim Immersive Creatures, Monster Mod or Animalica, but I didn't find much in that regard.
Anyway, here are 2 more mods that I'm interested in: Not sure if the magic casting Imps https://www.nexusmods.com/skyrim/mods/87928 can be influenced so much that they ever miss a target, but they sure fit in well with Skyrim. Same goes for the Mountain Lions https://www.nexusmods.com/skyrim/mods/88007 which definitely can be affected by unarmed reach and angular accelaration.
Unfortunately, Imps are labeled as ActorTypeNPC rather than ActorTypeAnimal or ActorTypeCreature. This means that they should be affected by Mortal Enemies or Attack Commitment.
Their Angular Acceleration Rate is already 3.25, which is a little less than 3 times the average creature.
As I look in the Attack Data of the Imps, I don't see any Attack Spells attached to any of the attacks, meaning that if I change the Strike Angle of these attacks, I don't think anything will happen. This is because they use human NPC spells when attacking.
According to TES5EDIT, Mortal Enemies and Attack Commitment changes Movement Type, which includes speeds such as Rotations when NPCs are Attacking/Blocking/etc. I think that this should impact the Imps because they are NPC.
As for the Mountain Lions, they are up now.
If you have any further issues/suggestions for the Imps, feel free to inform me!
I actually believe that, while these patches are very appreciated, there are many people that would like to see either a rebalance or another look at where the monsters are being placed in Mihail's monster mods, as well as waiting on Mihail's monster pack or some kind of leveled lists integration before they really delve into his mods. That's probably why not too many people are asking for additional monsters to be made consistent with Mortal Enemies, at least in my opinion.
Perhaps I will use some values re-balanced in the Unofficial Mihail Monsters and Animals Patches for SE https://rd.nexusmods.com/skyrimspecialedition/mods/10874 and mimic them here. What do you think?
I know that I, personally, would love to see the unofficial patches ported over to Oldrim in some way. However, I have not had a chance to see whether the unofficial patch values fix the overall balance issues with many of his mods so I don't feel as though my input would be very effective or honest.
I almost think that what I would like to see is simply Mihail's creatures integrated into specific leveled lists at similar power levels to vanilla enemies. Or at the very least to not require high-end gear to fight his hand-placed creatures that don't resemble bosses. For example, a Kagouti apparently has a minimum level of 25 but I don't understand why. Kagouti are not mini-bosses, they're simply a Morrowind creature. I should be able to defeat a Kagouti at a much lower level. And if, for some reason, Kagouti are meant to be a mini-boss, then they need to at least be placed in a location that would be suitable to a level 25 hand-placed enemy.
I'm not sure if this is helpful or if I'm just rambling. I can't quite put my finger on exactly what it is that I find wrong with the majority of his creature mod balancing. I wish I was of more use here. But I would like to make note that your patches will be an immediate merge into my current load order if these elusive balancing problems of his are ever fixed.
Completely agree, i love allot of mihails mods, but so many of the monsters are hand placed terribly or are just too overpowered. An example of this would be when i entered the old ladies cabin near river wood (the one who is secretly a witch) a level 50 flesh monster was sitting in there and i died the instant i loaded in. 1. The thing was placed way to close to a load door, 2. why is it such a high level, and 3. what is that damage. Honestly i think it would take a TON of effort to fix all of mihalis mods problems as there are just too many. But making them scale would help allot, but i really don't know enough about modding to do that or how much effort it would take. Some would say that they like having areas locked off from them by high level enemies like morrowind, and that can be a good playthrough but some of his monsters are just too poorly placed for that.
so idk what causes this but since i installed this mod the witcher one, all of the rot maidens have doubled, and idk why its kinda cool kinda annoying just wanted to pass it on
Will you also make a patch for some popular quest and new land mods? I'm currently planning to make similar patch for some quest and new land mods i'm using, but i need a guide on what values to set and how much it is for each races.
Sure, these are the mods i have in mind: Skyrim Underground https://www.nexusmods.com/skyrim/mods/75004/ VIGILANT https://www.nexusmods.com/skyrim/mods/67103/ English translation of VIGILANT (in case it's easier for you to tweak): https://www.nexusmods.com/skyrim/mods/83876/ Darkend https://www.nexusmods.com/skyrim/mods/67559/ Molag Bal's Inferno https://www.nexusmods.com/skyrim/mods/69811/ Sulfur and Fire (currently hidden for next big updates) https://www.nexusmods.com/skyrim/mods/80773 The Wheels of Lull https://www.nexusmods.com/skyrim/mods/58672/ The Forgotten City https://www.nexusmods.com/skyrim/mods/70219/ Aethernautics https://www.nexusmods.com/skyrim/mods/41754/ Summerset Isle https://www.nexusmods.com/skyrim/mods/68406/ Beyond Reach https://www.nexusmods.com/skyrim/mods/48467
could you make this to have an install list so we can picks and choose when activating the mod, instead of having them all separate? just an idea if you know how to do it to make the overall file list smaller.
Definitely tracking for when you add more creatures to it. Who knows. When Mihail inevitably releases his creature pack, you could (potentially) release an installer for it.
So far I can only think of Gravelords, Old Gods of the Hunt, possibly Grievous Twilight and Pyramid Head. Definitely Pyramid Head, as it's difficult to just avoid him when you choose "I want to escape this cell" as your start (he's at the end of the hallway you start of in!)
Not sure if slowing Grievous Twilight's rotation + lowering his attack angles would do anything. He shoots a very fast & massive AOE fireball for every attack anyways.
28 comments
Upcoming Monsters:
All monsters that I personally use / have been requested are now uploaded.
I will continue to update the old ones and upload the new ones that Mihail creates.
When he releases his ultimate monster pack, I will create multiple ones for you guys to download. The type of packs will either mimic Mihail's or be based on the creature's origin.
Mihail's Animals (peacocks, flamingos, humming birds, etc.) because [a] I don't use them [b] This mod is for combat ... and these are measly critters.
Mihail's Reptiles/Megafauna (Crocodiles, Terrorbirds, Megalania, etc.) because [a] I don't use them [b] They are strange to put in Skyrim.
Mihail's New Lands/ Quests (The Giant Kingdom, The Corprusarium REDONE, etc.) because [a] I don't use them
Thanks in advance for any guidance.
https://www.nexusmods.com/skyrim/mods/87008 Terror Birds
https://www.nexusmods.com/skyrim/mods/87423 Nix-Creatures (4 creatures in 1 package)
https://www.nexusmods.com/skyrim/mods/87864 Kagouti
https://www.nexusmods.com/skyrim/mods/88088 Enemy Bats
Edit: They are up.
In fact, I was wondering if similar mods existed for other creature mods such as Skyrim Immersive Creatures, Monster Mod or Animalica, but I didn't find much in that regard.
Anyway, here are 2 more mods that I'm interested in:
Not sure if the magic casting Imps https://www.nexusmods.com/skyrim/mods/87928 can be influenced so much that they ever miss a target, but they sure fit in well with Skyrim.
Same goes for the Mountain Lions https://www.nexusmods.com/skyrim/mods/88007 which definitely can be affected by unarmed reach and angular accelaration.
Their Angular Acceleration Rate is already 3.25, which is a little less than 3 times the average creature.
As I look in the Attack Data of the Imps, I don't see any Attack Spells attached to any of the attacks, meaning that if I change the Strike Angle of these attacks, I don't think anything will happen. This is because they use human NPC spells when attacking.
According to TES5EDIT, Mortal Enemies and Attack Commitment changes Movement Type, which includes speeds such as Rotations when NPCs are Attacking/Blocking/etc. I think that this should impact the Imps because they are NPC.
As for the Mountain Lions, they are up now.
If you have any further issues/suggestions for the Imps, feel free to inform me!
I almost think that what I would like to see is simply Mihail's creatures integrated into specific leveled lists at similar power levels to vanilla enemies. Or at the very least to not require high-end gear to fight his hand-placed creatures that don't resemble bosses. For example, a Kagouti apparently has a minimum level of 25 but I don't understand why. Kagouti are not mini-bosses, they're simply a Morrowind creature. I should be able to defeat a Kagouti at a much lower level. And if, for some reason, Kagouti are meant to be a mini-boss, then they need to at least be placed in a location that would be suitable to a level 25 hand-placed enemy.
I'm not sure if this is helpful or if I'm just rambling. I can't quite put my finger on exactly what it is that I find wrong with the majority of his creature mod balancing. I wish I was of more use here. But I would like to make note that your patches will be an immediate merge into my current load order if these elusive balancing problems of his are ever fixed.
Will you also make a patch for some popular quest and new land mods?
I'm currently planning to make similar patch for some quest and new land mods i'm using, but i need a guide on what values to set and how much it is for each races.
Skyrim Underground https://www.nexusmods.com/skyrim/mods/75004/
VIGILANT https://www.nexusmods.com/skyrim/mods/67103/
English translation of VIGILANT (in case it's easier for you to tweak): https://www.nexusmods.com/skyrim/mods/83876/
Darkend https://www.nexusmods.com/skyrim/mods/67559/
Molag Bal's Inferno https://www.nexusmods.com/skyrim/mods/69811/
Sulfur and Fire (currently hidden for next big updates) https://www.nexusmods.com/skyrim/mods/80773
The Wheels of Lull https://www.nexusmods.com/skyrim/mods/58672/
The Forgotten City https://www.nexusmods.com/skyrim/mods/70219/
Aethernautics https://www.nexusmods.com/skyrim/mods/41754/
Summerset Isle https://www.nexusmods.com/skyrim/mods/68406/
Beyond Reach https://www.nexusmods.com/skyrim/mods/48467
Edit: It's up
Edit: They are all uploaded.