Skyrim Special Edition
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  1. TwinCrows
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    Hey friends,

    Version 1.4 includes some fixes from issues I've heard over the years!


    • Bleak Falls Barrows - Now Arvel is dead from the start, so there should be no bugs with him being "stuck" floating in the air.
    • Dwarven Spiders have been restored to the mechanical versions, rather than the "Deep Wolves" I had before.

    I made an attempt at an Anniversary Edition version, which would replace Creation Club spiders that are added. But it didn't quite succeed, I'm not sure whether I accidentally broke the quest script or if it has some sort of anti-tampering protection... I won't be uploading that version yet.

    If you'd like to make your own attempt at an AE patch please feel very welcome! I usually release all my mods with fully open permissions.
  2. MaverickTheCow
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    Just want to say that because of this mod I could finally experience Skyrim for the first time and its incredible. I'm on the 1.3 version and haven't had any issues. Seriously thank you I had no idea what I've been missing out on all this time.
    1. TwinCrows
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      Love hearing comments like this. Welcome to the game!
    2. theprogamer77
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      I f***ing love you man. Holy s*** this is game changing for me. Now I don't have to be f***ing looking over my shoulder all the time
  3. queenizunia
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    I've typed up a bit of an essay but for anyone who wants a review from someone who's had this mod installed for a long while and who is so arachnophobic that I've thrown my controller when encountering spiders in the vanilla game, here is a breakdown of this mod, the minor issues I've encountered, and what to expect.

    I'm playing on a rolled back 1.57 version of Special Edition and using the most current version of this mod. I have over 500 mods active in my game, overhauling various things like combat, character models, textures, skill building, leveling, complete overhauls like Apocalypse and SkySa, etc.
    After playing for the last 2 weeks with this mod that never leaves my game regardless because I will literally be unable to progress due to frostbite spiders, here's my experience.

    (I've made it to Alduin's Bane in the main quest, so I've gone through Alftand/Blackreach, completed the Dawnguard, but have yet to go do the Dragonborn DLC; I cannot speak for this mod and how it plays over in Solstheim but I doubt it'll be any issue).

    There has not been a single spider. 

    No spiders, anywhere, and I know lots of places that should have spiders, I've logged probably over two thousand or more hours over the last several years on this game, and back when I was playing on the Xbox 360, I learned what areas to be careful in due to my arachnophobia. Even the one in the Dark Brotherhood, Lis, is not a spider, she is a goat. The one in the Dwemer ruin in Markarth, Nimhe, is a wolf similar to that in Bleakfalls Barrow if I recall correctly, but it's been a hot minute since I've been inside. Regardless, I've been in there, and Nimhe does not drop from the ceiling to curse your entire day when all you want is some dwarven metal to smelt. (Fun fact; Nimhe respawns in vanilla after like an in-game week or so. I was wary of that respawn trait messing with this mod and causing it not to work but it does not cause an issue).


    There are some slight issues in the Dawnguard DLC since this DLC loves its spiders and charus nightmare fuel (Still have not seen a Spider nor Chaurus; Chaurus Hunters are another story).

    - I've seen leftover big egg sacs/webbing is in the Dawnguard DLC inside Dimhollow Crypt, Castle Volkihar and in the Forgotten Vale. I have yet to encounter any in the main game in areas that the Dawnguard does not touch.

    - There is a battle section towards the end of the Dawnguard DLC in the Forgotten Vale regarding frozen Chaurus and Frozen Falmer. Here was my experience.

    The Falmer and Chaurus were frozen, but when they unfroze, the Chaurus were invisible. They were low to the ground like they had a Chaurus model but were invisible, not bears, not chaurus, just nothing but air that wanted to kill me.
    If those Chaurus do spawn as invisible when unfrozen, I'm not quite sure if the mod author, should they choose to look into this, could change that. This section seems unique in how it's scripted and how the enemies spawn compared to other enemy encounters so the model replacer might get wonky with how these enemies are implemented.

    TLDR, you will see Frozen Chaurus models when exploring the Inner Sanctum, they then unfreeze and spawn as enemies. You will likely have invisible models for the Chaurus and they may or may not teleport outside the battle arena (I do not think this mod was the culprit for that glitch, and I have too many mods to test at the moment).

    - The Dawnguard DLC adds the enemies Chaurus Hunters and Chaurus Hunter Fledglings

    The Dawnguard DLC decided to take one of the worst creatures in the game and give it wings. This mod does not replace the Fledglings and I have yet to see a Hunter so this mod may affect those but I do not definitively know (I might just be lucky and haven't ran into one). 

    The Fledglings creep me out but they are much smaller than the regular hunters, so they do not freak me out nearly as much (And I tend to roam with a follower, namely Kaidan, and he cuts them down easily. If you can handle them or not depends on how bad your phobia is regarding them as they are very wasp-like in appearance. The fledglings are about the size of a dog in the game. The Hunters are roughly the size of a troll. I suggest going into Third Person and yanking your camera out as far as it'll go if they still give you shivers as I am prone to panic when I see these but by now I'm level 39 and a powerful mage so I can bake them with fire in two hits usually).

    I don't know if the regular hunters exist with this mod active, but I've not seen a single one despite going into one of the largest Falmer dungeons, exploring Blackreach for a good hour, and exploring the Forgotten Vale; I know I've encountered at least 20 to 30 fledglings though. If the big ones exist and I encounter one, I'm running and it's on Kaidan to handle it. I suggest you run as well.

    - There are still dwarven spider automatons. (Use a different version, I think 1.3, if these bother you).

    These don't freak me out personally, other than startling me when they jump out, but I don't find seeing one to be creepy, but I understand if others have issues with them so be forewarned that they do still exist and this mod as of version 1.4 does not touch them.

    - Other Minor issues

    A few users mentioned Texgen errors. I did run Texgen and Dyndolod and didn't encounter any issues or flags of any kind, so I'm unsure if this mod presents any Texgen issues, so YMMV. 

    There is still Frostbite Venom and Chaurus Eggs, at least for me. (No Spider Eggs, those are called Rotten Eggs now). I'm unsure if it's a mod conflict as this was stated to be included in prior versions, so YMMV. They are just an alchemical ingredient though, I do not personally mind them, so if you have 'em, throw 'em into your mortar and crush 'em up quick if you want to avoid looking at them long.

    - Conclusions: 10/10 mod

    Overall, this mod is fantastic and I cannot fathom not having it in my game. It's gotten to the point that it's helped my nightmares that I have regarding frostbite spiders (Yes, I fear these virtual creatures so much that I have recurring nightmares about them). I had one last night and my brain saw the spider and I heard myself think "Nah, that's a wolf". And poof, the spider that wanted to attack me in my nightmare became a wolf. I'd say I have to give this mod two thumbs up solely for the fact that it's rewired my brain into a spider denier. 

    To alleviate any concerns of anyone with horrific arachnophobia such as myself who loves everything Skyrim has to offer and wants to explore and enjoy the game without feeling the need to look over their shoulder, this mod is a necessity.

    No more fear when exploring near Dawnstar and Morthal, near the roads in Falkreath, the entire Rift area, or avoiding dungeons like Cronvangr cave, the mine in Shor's Stone, Frostflow Abyss, Helgen Keep, Alftand/Blackreach, Darkfall Cave, etc., (Can you tell I play this game too much? Damn you Todd Howard).

    This mod does what it says on the tin. You won't see a single Charus nor a single Frostbite Spider.
    You may run into the occasional webbing or fledgling if going places the Dawnguard DLC touches but you will not see a creepy crawly. A creepy flyer is another story but that's what you have Lydia for isn't it?

    Personally, I do not mind that the flying Chaurus exist, as the Falmer do use Chaurus built structures, and it makes sense lore-wise that they're getting those materials from those things since this mod gets rid of the Chaurus. Would I love to see an update that axes them too? Absolutely, it would clear my skin and soothe my soul. But I respect and adore the mod as is, and I understand if there are those just as fearful about them as I am about the spiders. If you can handle them with as little panic as possible, but cannot stand any of the other stuff, then this mod is worth it for all it removes and I am endlessly grateful that this exists.

    This mod has saved my sanity and let me enjoy Skyrim endlessly, far more than I was ever fully able when I was stuck on the 360 without mods. I cannot fathom playing without it. 

    From one fellow arachnophobe to others, I hope this mod helps you enjoy the game. 
    1. sickzpack
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      Thanks for the write up :) May I ask why you are using a rolled back version of the game? I'm using lates version of AE and none of these mods work for me. Is that what I have to do?
    2. hawkfrost541
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      A lot of people use 1.57 because most mods when they say works for SE mean only this version nothing past it. I had a lot of issues running the mods I wanted until I rolled it back. There is an Unofficial Skyrim SE Rollback installer that you can use to roll it back. A quick Google search will bring it up. If you want some suggestions for mods to run I suggest watching this video. https://www.youtube.com/watch?v=pPHTJo-d2YY&t=751s&ab_channel=Credo
    3. queenizunia
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      Yeah, as Hawkfrost said, I have a few mods (one that the mod author left the scene and it's required by a good number of my mods that I don't want to give up at the moment but I can't for the life of me remember which mod it is lol!) that aren't updated yet to the latest AE version. I used the mod they mentioned to roll back my game and even with about 550 plugins, running DYNDOLOD, running an ENB, I've had very little issue with my set-up currently. 

      If this mod isn't working for you, I know there's another arachnophobia mod I saw called Bug Repellent that, while it doesn't get rid of the webs, egg sacks, or loading screens, it looks to play similarly, so you may want to test out and see if it works for you. There's not much info on if it works for AE or not unfortunately but it may be worth a shot!
    4. sickzpack
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      Thanks a lot guys, will roll back.

      *Edit* Well spank me and call me Suzy! It worked. Kudos to both of you!
      Can finally play Skyrim again :)
    5. theextremeone
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      envious of you i am, my spiders came back somehow
    6. sickzpack
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      Did you roll back to skyrim 1.5.97 and put the plugin late in the load order? That's how I got it to work. And also, set the game to only update on launch in steam. And use skse to launch the game. That way it won't auto update.
  4. bruhmoment555
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    Screw SkyUI, screw all these overhaul mods, screw all these visual overhauls. THIS is the real best QOL mod out there. I will say that I've found that Frostbite Spiders and Chaurus occasionally appear on loading screens which is a fairly unpleasant jumpscare.

    I don't know if this mod already removes those loading screens and one of the mods in my load order adds them back in on accident, but it's still something that might be worth looking into.
    1. theextremeone
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      did they come back after those?
  5. theextremeone
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    found spiders in the area of the cave where the graybreads ask you to get their horn, i found them sometime after completing that quest and by in the area, they were about a 100 stm sprint away from it on an island, idk if this levels with you and keeps them gone. I do have other mods but none that messes with the spiders.... still testing and looking around
    Edit: Okay, something is definitely wrong, in the intro cave in helgen the webs and stuff were gone but the spiders were there.... WTF
  6. WILQ12
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    Is it affecting the big spider in markart aswell?
    1. theextremeone
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      if it's the mech one, 1.4  puts them back
  7. dragonbornelf
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    does anyone know if you need a new save for this? I just started a save without this mod because I forgot to redownload it after switching computers. I haven't even finished helgen and I really don't want to go through the wagon ride again.
    1. theextremeone
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      no, i forgot to enable it after a mod test and went to enable it and went back to that save and it worked still
  8. throwaway700million
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    My wife is very scared of spiders so thanks for making this, she can play the modded set up without me having to come over and do the spider sections for her.
    If you are taking any feedback may I suggest a FOMOD to modularly replace spiders, chaurus, webs, the alchemy ingredients and so on. For example for my wife I would remove the spiders and the webs, but the chaurus and alchemy ingredients could stay as they are.
    Just a thought, thank you either way for what work you have already freely given us.
  9. abbyremastered
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    This mod has made Skyrim playable for me, but I will say it does not affect Chaurus Hunters and Chaurus Hunter Fledglings, so be careful going into Falmer dens. I wandered into one apparently affected by the Dawnguard DLC (the DLC that added hunters and fledglings) and screamed the whole time lol. I would love an update that removes these from the game too!
  10. xBRUTALITOPSx
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    LOL...
  11. dbGhostBear
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    DynDOLOD's Texgenx64 is reporting an error in this mod;

    [Main Instruction]
    Record [ACHR:0201CAA0] in file Arachnophobia - Spiders are Wolves.esp is being overridden by record [REFR:0301CAA0] in file Arachnophobia - Spiders are Wolves.esp.
    1. Koopa777
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      Came here to post this as well. TexGen documentation seems to indicates this is a serious problem, which is concerning...
    2. Rawr40k
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      Bump for this issue too.
    3. Red93ChasseurHentaiPichu
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      Same problem here too
  12. tspiesfan
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    I have flying chaurus still when I'm going through Mzulft. Yet the Shimmering Cave had replaced the I assume regular chaurus with the deep bears as they were supposed to be. Any chance the flying ones can be removed as well? Or is this a bug that should not have occurred? The chaurus eggs are also still very much chaurus eggs, not sure if this was intentional or not.