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Mihail - OpusGlass - Vicn - Dogtown1 - Ayrasci

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ayrasci

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537 comments

  1. Akatsuki2534
    Akatsuki2534
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    For some reason only flesh golems dont attack even when i hit them. i have no clue whats wrong
  2. evoljellyfish
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    Do you know if all of these monsters are already included in the mihail fantasy monster pack?
    1. ayrasci
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      Most of the creatures in this mod are NOT in the fantasy pack and vice versa. The only 3 in both mods are the goblins, grahls and minotaurs. You'll likely end up with twice the amount of those creatures in areas where Mihail hand-placed them. You'll also end up with more goblin camps since I moved some of them for this mod. 
  3. Lavenadorn
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    Nice mod
    1. ayrasci
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      🎉
  4. CrusnikZeroSeven
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    The shadow atronach spell (from Conjure Shadow Atronach) doesnt seem to do anything except just sit there... is that what it's meant to do??
    1. ayrasci
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      Hmm, I didn't fully test them all. It's probably something wrong with the AI. I'll try to take a look at some point, no promises. I haven't been very active with modding lately.
  5. ChromicConan
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    This mod is great man and I'm having a blast!
    But the darkheart beholders are not only immensely overpowered but they're also impossible to hit as a melee and their paralysis gaze can sometimes break your character entirely as you'll stay paralyzed forever.
    1. ayrasci
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      Thanks! I don't think I made any changes to the beholders. I may eventually take a look at that. Currently, it's identical to the original Mihail mod. The paralyze thing could possibly be a mod conflict. Not sure. Haven't been working on mods much lately, so no promises. 
  6. Akatsuki2534
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    Not sure why but hell hound appearance is messed up as it shows shapes only like its not loaded properly into the game
    1. ayrasci
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      Please make sure you have both the Beta 5.2 Update AND the "Monster Mash" main file installed. The Beta 5.2 update files need to overwrite the main Monster Mash files. If you don't have both it won't work.
  7. Sentosa2
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    thanks for this mod. quick qns - whats the pyramid head's race or edits? in its standalone file - using EVG conditional idles, it behaves like a bandit animation. but in your mod - its animation is different. what did you change it to? thanks!
    1. ayrasci
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      Glad you're enjoying. Don't completely remember what I did to him, but I do remember editing his patrol path so he wasn't always near the exit. I also removed some of the many magic effects on him because it was causing frame rate drop for some when walking past him. Hope this helps.
  8. NecroarcanistXIII
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    ayrasci, You beautiful sir/maam/misc have done God's work, I've been looking for a working version of the Pyramid Head mod for my horror collection. I wish I could upload it to share, but it has some taken down mods like Maxine Zombie follower that I legally won't be able to distribute with the pack. That, and when I tried the process was bugged and stuck in draft.
    1. ayrasci
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      🎉
  9. psychoweebslayer
    psychoweebslayer
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    this actually help me cut down on mihail's mods so now i have less esps! thank you for this compilation!
    1. ayrasci
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      Awesome! :)
  10. EdhelasNaven
    EdhelasNaven
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    Thanks for the mod. Redownloading update for another character new save.

    Was looking through the images and recalled getting suprised by the fake chest in Ustengrav, almost died in my hardcore save. I had a hunch that the chest was new and questioned what mod added it but went to check it out anyway.

    Imagine if the chest is able to relocate itself so that players who have played a particular dungeon over and over since the dawn of skyrim will not always remember where it is or which chest is new. Probably will involve pathing and scripts making the mod too conflict prone with mods that may change a dungeon layout. Saying that with my limited modding knowledge hat on.
    1. ayrasci
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      Glad you're enjoying it. That's a cool idea. Since the creature model only matches to the one chest type, I could possibly add a script to that chest type that would randomly have a chance of turning it into a mimic when opened instead of the statically placed mimic chests. It would require a patch for any mod that also edited the same chest records though. It would also mean forfeiting whatever was in the chest, but I could add similar loot to the mimic itself (not sure what they drop atm). I'll try next time I'm working on this.