Skyrim Special Edition
0 of 0

File information

Last updated

Original upload

Created by

Kimberlith

Uploaded by

Kimberlith

Virus scan

Safe to use

Tags for this mod

84 comments

  1. mattski123
    mattski123
    • supporter
    • 88 kudos
    Sticky
    So... Now that the OG Monster mod hath been updated, whatcha gonna do about this one homeski?
    1. Kimberlith
      Kimberlith
      • member
      • 10 kudos
      I think this patch may not be needed for Monster Mod now. However, I will leave it here untouched until we are sure of it. If new texture/meshes bugs appear, or some old ones remain, a new version of the patch will appear here :)

      Also, some assets here may still be useful.
    2. Archcroft02
      Archcroft02
      • member
      • 0 kudos
      I downloaded the 1.6 update, the meta still calls it version 1.5 and loot still gives me a form 43 error so I am assuming this patch is still needed
    3. Archcroft02
      Archcroft02
      • member
      • 0 kudos
      Can confirm this patch is a much needed boon even with the latest update. which still reads as version 1.5 in the meta documentation
  2. dwstiffler
    dwstiffler
    • premium
    • 3 kudos
    Locked
    Sticky
    I hate to seem like a dullard, but could someone please tell me what and in what load order I need to do to get this mod to work. There are too many descriptions to figure out what to do do.
    1. Kimberlith
      Kimberlith
      • member
      • 10 kudos
      Just install it after original Monster Mod (file from Main section). And delete/deactivate ESM file from Monster Mod (if you've installed v.1.5)
    2. dwstiffler
      dwstiffler
      • premium
      • 3 kudos
      Thank you
  3. Richard333
    Richard333
    • member
    • 1 kudos
    Locked
    Sticky
    Ok after a bunch of crashes that I could replicate reliably, I finally figured out what was causing it and it was from Monster Mod, going to provide what I found out here as it might help others.
    swordgrt1.nif and swordgrt3.nif (possibly others?) kept causing a CTD when the swords that use those nif files were given to skeleton/boneman type enemies (I suspect ghost like enemies as well) with the only information in the crash-log being:
    Possible relevant objects (2)
    {
      [   0]    BSFadeNode(Name: `1stPersonSteelSword`)
      [   1]    NiTriShape(Name: `EdgeBlood`)
    }
    Now those swords I have seen regular draugr using them without causing a CTD. I suspect that something might be wrong and/or missing in the Nif files as I didn't notice anything wrong in the ESP.
    The stop-gap/temporary solution I had was to just remove the offending entries in the ESP.
    1. deleted40399230
      deleted40399230
      • account closed
      • 0 kudos
      Would you mind in elaborating how to do so.. I’m not so competent in creation kit.  Is it simple?  Can anyone explain?  Thanks a lot 
    2. Richard333
      Richard333
      • member
      • 1 kudos
      I mainly did it in SSEedit (xEdit). Step by Step:
      1: open SSEdit and navigate to the weapon tab/listing
      2: look through the weapons for the ones that list "actors\undead\swordgrt3.nif" and/or "actors\undead\swordgrt1.nif" in the Model on the entry on the right after you click on one of the formIDs on the left
      3: on the bottom there is a tab "Referenced By", click that and double click each entry and remove reference entry for the formid (easy way to find said thing to delete is to put the formid into "By Value" at the top), don't delete the entire formid as 2 or 4 (wyre bash patch) will cause problems
      4: You will have to delete the formid entry for the tempering section for it (listed in referenced by, it's the COBJ one)
      5: once there are no "Referenced By" you can safely delete the offending weapon formid entirely, or in theory ignore it as it won't ever show up ingame now.

      Side notes: I don't have any experience with trying to fix or figure out the actual model side and what is going wrong exactly. Also I'm not very good at trying to explain stuff so if the above is not clear enough then let me know.
    3. deleted40399230
      deleted40399230
      • account closed
      • 0 kudos
      Thanks for the response, Ill give it a try.  Think this is a post everyone should read.  Cheers
  4. mattski123
    mattski123
    • supporter
    • 88 kudos
    I tried opening this mod using the creation kit, but each time I try to open it, it comes up with a monster mod a use. Can somebody give me a link for there form 44 version of this please? Since I'm having trouble doing it on my end.
    1. Kimberlith
      Kimberlith
      • member
      • 10 kudos
      So, I don't know, but I've used SSEEdit when creating patch. It's just ignore 43-v header of Monster Mod - no errors, no warnings.

      My patch is too simple for using CK, I think - there is really only one record was changed.
    2. WalkerInShadows
      WalkerInShadows
      • premium
      • 99 kudos
      It's easy to fix - just open it in the CK and save. It'll automatically be converted.
  5. lucasparadee
    lucasparadee
    • member
    • 0 kudos
    This is a mess of dozens of different instructions without a clear indication of what is actually fixed..
    does it stop monsters from all showing up invisible? or help the people with crashing? Who knows. who even knows which of the 100 third party downloads you actually need.
  6. free8082002
    free8082002
    • supporter
    • 6 kudos
    Two Questions:

    Whats the purpose of "SkyMoMod Advanced Assets". I m not english native and not sure about is purpose.

    Your toughs in "Monster Wars"? Old favorite of mine.
  7. MasterAskarus
    MasterAskarus
    • member
    • 13 kudos
    Is it save to create a Bashed Patch with your fix installed?
    For me (as a non native English speaker) the following is not 100% clear to me.

    "IMPORTANT: Version 1.5 of original Monster Mod (someone posts) causes CTDs if you create a Bashed patch, so, use it carefully for the safety of your game."

    I want to use Beasts of Tamriel and Immersive Creatures combined with Monster Mod and I guess I need a Bashed Path for that, don't I?

    The other question I have is, do I have to delete the esm?
    I would like to use the German translation of 1.3 that is esm.
    Is that a bad idea?
    1. MinionMaster
      MinionMaster
      • premium
      • 17 kudos
      Yes a Bashed Patch is fine. It will make the Monster Mod NPCs spawn from level lists, which you want.
      If you use Monster Mod,  Beasts of Tamriel and Immersive Creatures then, yes, you require the Bashed Patch to get level lists spawns from the mods.

      The reason Monster Mod Bashed Patch has a warning is because a Bashed Patch will make them spawn more.
      More spawns = more CTDs.  But we WANT more spawns so we want to fix the CTDs.

      Now that the CTDs are fixed, a Bashed Patch is great.  My related mods are shown below. These all are working great for me
      Spoiler:  
      Show
      High Level Enemies Redux
      Daedroths SE
      Draugr Upgrades and Improvements
      Beasts of Tamriel
      Diverse Dragons Collection SE (DDCse)
      Splendor - Dragon Variants SE
      Deadly Dragons
      Deadly Dragons - Diverse and Splender Dragons Patch
      Skyrim Immersive Creatures Special Edition
      Monster Mod SE 1.5
      Buffed Leveled Enemies
    2. Kimberlith
      Kimberlith
      • member
      • 10 kudos
      Oh, I'm sorry, forget to fix description after v3.1 release. This 'IMPORTANT' line is now outdated.
    3. hunlucansu
      hunlucansu
      • supporter
      • 5 kudos
      @MinionMaster im thinking about using all three (SIC, beasts of tamriel, monster mod SE) and im glad to see this post :) so is it okay i install them 3 together as long as i use this patch (and other patches for SIC of course), and make a bashed patch including all 3? and i gotta disable monstermod.esm as u said. i also use high level enemies redux, is it okay to include it in the load order if i dont have a patch for high level enemies redux & SIC? sorry if its complicated but it seems u made them all work together and its good to know its possible :)
  8. xqeqlic
    xqeqlic
    • supporter
    • 9 kudos
    Im wondering if anyone could help with a occasional CTD on load. Doesnt matter where character is and also when i try to load again it works on 2nd or 3rd try.

    Unhandled native exception occurred at 0x7FF7559B267F (SkyrimSE.exe+36267F) on thread 4412!
    FrameworkName: NetScriptFramework
    FrameworkVersion: 10
    FrameworkArchitecture: x64
    GameLibrary: SkyrimSE
    GameLibraryVersion: 14
    ApplicationName: SkyrimSE.exe
    ApplicationVersion: 1.5.97.0
    VersionInfo: Successfully loaded
    Time: 24 May 2021 21:09:36.449
    Possible relevant objects (15)
    {
      [   0]    TESRace(Name: FoxRace `Fox`, FormId: 00109C7C, File: `Skyrim.esm`)
      [   1]    TESNPC(Name: `Dwarven Steel Eyebot`, FormId: 0D0943FB, File: `Monster Mod SE.esm`)
      [   1]    TESNPC(Name: `Dwarven Steel Eyebot`, FormId: FF0020B8)
      [   8]    TESNPC(FormId: 0010EC91, File: `Skyrim.esm`)
      [  19]    Character(FormId: 00066478, File: `Skyrim.esm`, BaseForm: TESNPC(FormId: 0010EC91, File: `Skyrim.esm`))
      [  70]    TESNPC(Name: `Chaurus`, FormId: FF0020B7)
      [  70]    Character(FormId: 00066474, File: `Skyrim.esm`, BaseForm: TESNPC(Name: `Chaurus`, FormId: FF0020B7))
      [  77]    TESNPC(Name: `Brown-Chested Martin`, FormId: 380156E1, File: `skyBirds_SSE.esp`)
      [  77]    Character(FormId: FF0021B2, BaseForm: TESNPC(Name: `Brown-Chested Martin`, FormId: 380156E1, File: `skyBirds_SSE.esp`))
      [  94]    TESNPC(Name: `Wolf`, FormId: FF000A9B)
      [  94]    Character(FormId: 00086112, File: `Fawnweald Farm.esp`, BaseForm: TESNPC(Name: `Wolf`, FormId: FF000A9B))
      [ 100]    TESObjectACTI(Name: `Fertile Soil`, FormId: 03008240, File: `HearthFires.esm`)
      [ 100]    TESObjectREFR(FormId: 06000BE3, File: `cceejsse001-hstead.esm`, BaseForm: TESObjectACTI(Name: `Fertile Soil`, FormId: 03008240, File: `HearthFires.esm`))
      [ 165]    BGSHazard(Name: `Fire`, FormId: 00109CE1, File: `Skyrim.esm`)
      [ 165]    Hazard(FormId: FF001D25, BaseForm: BGSHazard(Name: `Fire`, FormId: 00109CE1, File: `Skyrim.esm`))
    1. Kimberlith
      Kimberlith
      • member
      • 10 kudos
      Hello. I see some reasons that may cause CTDs on your mod set:

      • Why do you leave "Monster Mod SE.esm" in your plugins list? There must be only single .ESP file, and, if installed, my .esp from patch.
      • I don't know, what's with general Monster Mod compatibility for other mods, that are in your crash log.
      Maybe the first reason matters, idk. In the original Monster Mod SE files, there are two files: Monster Mod SE.esm and Monster Mod SE.esp. You should delete .esm file to avoid CTDs. It's a community advice (see other posts by MinionMaster on this page).
    2. TorinCollector
      TorinCollector
      • supporter
      • 3 kudos
      Thanks for posting this. I had the exact same issue and only after finding this I realized that I should have disabled the .esm file. Thanks!
    3. Demonlord091
      Demonlord091
      • member
      • 0 kudos
      Is it safe to delete the .esm file from the original mod? Figure that would make it slightly easier for some folks.
    4. Kimberlith
      Kimberlith
      • member
      • 10 kudos
      It's strongly recommended to delete/disable .esm file. This is an old .esm from previous versions of Monster Mod, I suppose. Esp file will overwrite most buggy/issued things in .esm, but - de facto - .esp file is newer, standalone and does not depend on .esm.
      But, if you really want some random CTDs, you can leave the ESM as it is :)
  9. mattski123
    mattski123
    • supporter
    • 88 kudos
    Hey, can you add the Dwarven Steel EyeBot from Monster mod? I think it must have been released in the latest update. I tried spawning it, but nothing happened.
    1. Kimberlith
      Kimberlith
      • member
      • 10 kudos
      Hmm. I don't know, really. Does this creature really exists in original mod?
      In any case, this mod just adds missed textures and fixes some meshes - if you find a solution to your issue with Dwarven Steel EyeBot (which, maybe, wasn't implemented yet), post it here, and I'll make an update for this patch, and your nick will be placed in credits :)
  10. deleted40399230
    deleted40399230
    • account closed
    • 0 kudos
    Hello,

    Monster mod looks great and the patch looks good too, but I’m a little nervous adding it to my load order. Anyone else have any experience playing with MM on a large load order ex 300 plus plugins? How did it turn out?  

    So far I have not run into issues but I’m just building my load order now and was wondering how well the mod translates into the late game.  

    Any advice is greatly appreciated.  
  11. irswat
    irswat
    • premium
    • 7 kudos
    thanks for this, was having chaurus reaper crash
  12. lol954
    lol954
    • supporter
    • 4 kudos
    hey its say wrong header version from monster mod.esp inside loot and wrye bash its fine if i ignore it?
    1. Kimberlith
      Kimberlith
      • member
      • 10 kudos
      Yes, it works just fine with this patch, even with wrong header version.
  13. spy80
    spy80
    • member
    • 0 kudos
    thank you for this patch! now skyrim doesnot crash animore! :) thank you