Comprehensive Major Creature and Wildlife Mods Catalogue/Gui

Post » Tue May 17, 2011 6:54 am

Comprehensive Major Creature and Wildlife Mods Catalogue and Guide

Version 0.6 WIP (Aug. 28, 2009) (Very much WIP; some entries may be incomplete.)


There are a great many mods out there that add all sorts of animals, creatures and NPCs, of all flavors. Bunnies and deers that hop around. Dogs that will follow you. Cats yowling through the alleys of Balmora. Daedra that will eat you. Insects that don't care about you one way or another. Dragons. Fishies. Liches. Beholders. Lions. Tigers... You get the picture.

Probably the vast majority are appropriately described when we use the word "plugin." Like it? Install it. No problem.

But there are some that are expansive, large projects that touch on widespread areas of the game, changing the entire feel of it. These mods are not so easy to just throw in the pot, and some consideration is needed concerning which one(s) to use.

The purpose of this guide is to assist in deciding which, of any, of these mods are for you. I try to include as much relevant information as necessary, without going into so much detail that it bogs down the reader. Note that I have not tested any of these mods to any significant extent, and welcome information that I have not covered, but that someone would like to know before downloading and using the mod.

There are three sections: (1) Major Creature Mods, (2) Wildlife Mods, and (3) a FAQ (which hasn't been written yet). The section on creature mods is what you might expact, while the wildlife mods section covers major mods that add only (or primarily) nonaggressive animals, like those bunnies, to the gameworld in a widespread and systematic way.

This is still in definite WIP status. Please help me finish this list by (1) pointing out major creature mods (think on the level of the ones listed herein -- I don't want to cover all of the scores, if not hundreds, of mods that do not constitute significantly large projects, as (1) that's a LOT of work I'm not prepared to do, and (2) it's beyond the scope of this guide, as I have described above).

A FAQ will be added at the end of this guide eventually.

A note on The Puma Man's GIANTS Ultimate v2.7.1: I have been informed by another fellow community member that this mod has been considered inappropriate material for addressing in these forums, due to its authorized use of meshes from other commercial games and its controversial nature within the modding community. Therefore, I have pre-emptively, though reluctantly, removed it from this list before being instructed by the moderators to do so, despite my preference to keep it on here for historical and reference purposes. Moderators, if an entry for this mod would be acceptable in some form, please let me know, so that I can restore it subject to your rules.




Major Creature Mods

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4967 [Gary Noonan/WormGod, ed. Stromgarde & Pookhill]: An extensive mod by Gary Noonan, one of the Bethesda developers for Morrowind, that is only a step away from official content. It adds a great deal of new content -- mostly creatures (new creatures, variants of existing ones and NPC raiders) aimed at making the game retain more challenge (instead of starting somewhat easy and getting ridiculously easy as you go on).

To implement these changes, it makes many changes to spawn points and creature leveled lists. It also adds two new dungeons, as well as two new armor sets, two weapons, and several new ingredients. [Apr. 2004. Should be loaded after the Morrowind Patch Project v1.4 for its adjustments to Frost Atronachs to take effect. Includes a compatible version of Puma Man's Passive Healthy Wildlife mod.]
    Features

  • New Creatures: A large number of new, lore-friendly creatures, many of them variants of existing creatures and some (like dragons) completely new. Some of the variants are simply retextures, while many also include new meshes.

  • New NPCS/NPC Creatures: NPC raiders encountered at higher levels.

  • New Ingredients: Dragon scales, fangs, molars and meat. Harpy blood, seducer hearts and wyvern spine. Mouse meat!

  • New Armor and Weapons: Adds two new full armor sets: Light Daedric armor and Elite Imperial armor. Also adds two new weapons: FireBrand of WormGod; Great Sword of the North.

  • Cell Changes: Many changes to spawn points, as well as some terrain changes for the added content. Adds several right daedric pauldrons (only one was added to the entire gameworld before).

  • Leveled Lists: Extensive changes to creature leveled lists, and a few changes to four item leveled lists.

  • Other New Content: : Two new dungeons: Imperial Proving Grounds and Imperial Stronghold; Ashland Sentry Point. Many new NPCs and other miscellaneous things.


http://www.pirates.retreat.btinternet.co.uk/Creatures.htm [PirateLord]: A major and extensive creature mod that adds a huge amount of new content while remaining lore-correct. It adds approximately 150 new creatures (many of them nonaggressive "eye candy" creatures like insects, baby guars, rabbits, various fish, and seahorses), many with special behavior, and around 85 new NPCs and NPC creatures. The mod also adds a large number of new ingredients, weapons and armor; adds new leveled lists and spawn points; tweaks creature flee AI, and makes some other changes. Creatures use new meshes and textures from a wide variety of community sources.

[Apr. 2008. Includes patches for Sixth House and Great House Dagoth. Note that the readme does not appear to have been updated since version 9, so version X includes more than the readme would indicate (including 29MB more content). There may be other changes. See also Darknut's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6201, which should still be compatible with version X.]
    Features

  • New Creatures: Adds approximately 150 new creatures, ranging from grass snakes, mooses rotworms and killer wasps to ice worms, aqua netches, armored skeletons, night stalkers and daedric bats. Many of the creatures are harmless "eye candy" animals, such as sunheart fish, netchlings and butterflies, that can spawn in herds; the mod contains an option to disable them in case they impact FPS excessively.

  • NPC/NPC Creatures: Adds approximately 85 NPCs and humanoid creatures, including a large number of variant dremora, daedra and dreamers; mummies and woodsprites; bandits, necromancers and vampire hunters; and more.

  • New Ingredients: Adds 28 new ingredients, such as wasp stingers, rabbit feet, netch jelly, Daedric bat eyeballs, and the meat of various creatures (as well as a large number of diseased meat variants). Also adds "Guar Milk" to alchemy.

  • New Armor and Weapons: Adds a significant variety of new items, usually used by the new creatures: Sixth House clothing, armor and weapons of various sorts; Blackend [sic] Dream armor and Spider Armor; Daedric silver shields; new Dremora and Daedric weapons; and others.

  • Cell Changes: Modifies a large number of cells to add custom spawn points and leveled lists. Some spawning is weather- and time-dependent.

  • Leveled Lists: Adds a large number of new creature and item leveled lists and modifies a significant number of existing leveled lists.

  • Tweaks: Modifies AI flee values, and specifically scripts cliff racers and kwama foragers to start out aggressive but become less so the player kills more and more of them. Virtually all new creatures are scripted to spawn with randomized, leveled stats (within certain ranges), to make for some unpredictability and variation even between creatures of the same type.

  • Other New Content: Makes Dagoth Ur stronger, and makes it so killing a Dagoth will weaken him slightly. Also adds new textures for different versions of Blighted and diseased creatures.




http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1651 [Mephisto]: A more low-key entry in the major creature mods category that adds many new variants of existing creatures to the leveled lists, including quite powerful beings that will not be seen until very high levels (such as Ancient Dremora Lords and Ancient Liches at level 200). Many of the creatures are quite powerful, even for higher-level characters, and the mod is intended to increase the level of challenge offered by the game, making it necessary for the player to find weaknesses in opponents.

The mod does not use any new models or textures; the added variant creatures use the same art as the originals. It does not alter any existing creatures, and thus will not conflict with passive wildlife mods.

The mod is made to be compatible with The Puma Man's GIANTS, Adam's Adventurers and similar major creature mods (with the use of a leveled list merger, of course), though such combinations may, as the author puts it, "make Morrowind more difficult then you ever wanted it to be though." [Jun. 2003]
    Features

  • New Creatures: Adds 101 new, and often considerably more powerful, variant creatures based on Bethesda's original creatures, including: young and elder versions of existing animals like Elder Kagoutis and Young Cliff Racers; "angered" and "furious" versions of existing creatures and NPCS like Angered Ash Slaves and Enraged Mudcrabs; and larger and more powerful versions of Daedra, undead and other more significant creatures, such as Huge Ogrim Giants, Ancient Bonelords, Ancient Daedroths and Arisen Sleepers.

  • NPC/NPC Creatures: The mod adds no human NPC enemies, though many, if not a majority, of the creatures added are humanoid creatures (included in the number of new creatures referenced above).

  • New Ingredients: None.

  • New Armor and Weapons: Adds a few new Legendary Daedric weapons and Daedric Paralyzing Arrows.

  • Cell Changes: None; no new spawn points are added.

  • Leveled Lists: Modifies a large number of creature leveled lists.

  • Tweaks: None.

  • Other New Content: None.



http://www.freewebs.com/brewu4/mymods.htm [M6n6M6 & Hikaru, ed. brewu4 & Harlequin]: A revision and overhaul of M6n6M6's and Hikaru's Morrowind Additions that fixes a number of problems, removes some content, adds new content, and makes many modifications. Most notably, it (1) places creatures on the leveled lists, which the revising authors cited as one of the biggest problems with the original mod ("so no more death moths at every turn"); (2) removes Mogs, Motavians and some creature variants while adding a new snake species and a new playable race, Dark Argonians; (3) rebalances creature stats and loot; (4) rebalances weapon stats and expands the weapon types possible in each new weapon category; (4) removes some new locations, makes substantial changes to existing ones and adds some new locations; (5) adds new ingredients; and (6) removes two problematic spells and adds a number of new spells to creatures.

The revising authors state that the mod is explicitly intended to be compatible with other major creature mods, such as GIANTS, Morrowind Advanced, Creature Pack and Adventurers, with, of course, the use of a leveled list merger. However, for obvious reasons, it is not compatible with the original version of Morrowind Additions.

[Jul. 2003. The mod was released with the textures for Dark Argonians missing; they can be downloaded http://fliggerty.dnsdojo.com/MMH/rwdownload/index.php?dlid=3938.]
    Features

  • New Creatures:

  • NPC/NPC Creatures:

  • New Ingredients:

  • New Armor and Weapons:

  • Cell Changes:

  • Leveled Lists:

  • Tweaks:

  • Other New Content:


http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=3252 [M6n6M6 and Hikaru]: A major creature and items compilation mod that combines two of the author's previous mods: Creatures of Morrowind (formerly known as Great Monsters and Morrowind Item Add-on Mod. It adds to various locations 40 new creatures and variants, ranging from relatively mundane wildlife to more fantastical fare like dragons and Thunder Gods, in addition to 43 new weapons, several new ingredients and creature-derived items, several dungeons and lairs, and a new location: Dragon Isle. Uses 3D models by Lady Eternity, Proudfoot, Nightwing699, Fidel and a number of other community modders. [Nov. 2002. Use with caution; contains dirty GMSTs and what appear to be a substantial number of dirty refs to such things as potions, lockpicks, races and possibly cells. See also Harlequin's and brewu4's updated and overhauled version, above.]
Features
[*]New Creatures: Adds 40 new creatures, including new wildlife (elephants, mammoths, snakes, sharks, butterflies, wasps and young versions of the stock creatures), younger versions of existing animals (calf guars, young scrips and so forth), and other enemies including dragons, "aggressive butterflies," death moths, various forms of Chaos warriors and spellcasters, "shroomsters," sludges, mogs and Motavians. These additions are added in both leveled lists and directly to certain locations.
[*]NPC/NPC Creatures: Adds some NPCs, both friendly and enemy, such as Wolf Men the aforementioned Mogs and Motavians, Scorned, Thunder Gods, and some human NPCs in Vivec.
[*]New Ingredients: Add 20 new animal-part ingredients such as butterfly feelers, wings and legs; dragon scales; raw meat and "Shroomster Mushrooms."
[*]New Armor and Weapons: Adds 43 new weapons categories, such as: Gothic, Bliss, Elven, Scorned, Thunder, and Motavian weapons, as well as unique named weapons like "The Red Tiger" and "The Dawning," all placed around Vvardenfell and carried by new NPC enemies. (Contains some refs to stock weapons that appear to be dirty refs.)
[*]Cell Changes: Contains a large number of changes to various locations, including hand-placed creatures and weapons, dungeons, lairs and a new island. (Some of these changes may be dirty refs.)
[*]Leveled Lists: Modifies a substantial number of creature and item leveled lists, though many of the new creatures and weapons are not added to them.
[*]Tweaks: Uncertain; many refs to existing items, Classes, Races and so forth appear to change nothing and are likely dirty refs.
[*]Other New Content: Adds a few items of dialogue, mainly for Mogs. Adds new Classes and Races to accommodate the new NPC types. Adds a number of spells (many, incidentally, with French names, though these add a fair bit of flavor)





--- [---]: . [---. 200.]
    Features

  • New Creatures:

  • NPC/NPC Creatures:

  • New Ingredients:

  • New Armor and Weapons:

  • Cell Changes:

  • Leveled Lists:

  • Tweaks:

  • Other New Content:



--- [---]: . [---. 200.]
    Features

  • New Creatures:

  • NPC/NPC Creatures:

  • New Ingredients:

  • New Armor and Weapons:

  • Cell Changes:

  • Leveled Lists:

  • Tweaks:

  • Other New Content:

--- [---]: . [---. 200.]
    Features

  • New Creatures:

  • NPC/NPC Creatures:

  • New Ingredients:

  • New Armor and Weapons:

  • Cell Changes:

  • Leveled Lists:

  • Tweaks:

  • Other New Content:

--- [---]: . [---. 200.]









http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6732 [Neoptolemus]: Adds 21 new creatures, mostly undead ash creatures, and 22 new NPCs to the leveled lists for the Sixth House, Ashland and Red Mountain regions. All new creatures have use new and original meshes, and high-level Dreamers use a retextured set of Sixth House armour and weapons, also added by this mod. In addition, the mod adds new new and more deadly Blight diseases carried by the new nasties. [Jul. 2008.]


http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6616 [Neoptolemus]: Adds 150 new types of undead enemies to the leveled lists of Vvardenfell, Solstheim, and the Mournhold Sewers, each with a unique new mesh. The new undead spawn at night outside, and in thematically-appropriate caves, tombs and dungeons. [Jun. 2008.]


Wildlife Mods

These mods add natural, passive wildlife creatures that, for the most part, will not fight the player character, but instead are there for color, atmosphere and hunting.


http://www.sabregirl.com/mods/creature.html [SabreGirl]: A relatively simpler mod that seeks to make traveling through Vvardenfell more realistic and atmospheric by making it approximate a more believable ecosystem, while remaining lore-appropriate. Sabregirl's mod decreases the occurrence of predatory creatures (of which there are a preponderance by default) in the wilderness spawn points and leveled creature lists throughout Vvardenfell, and adds more herbivores, specifically rabbits, deer, caribou and goats. It also places a number small guar herds in the Grazelands and Ashlands regions.

The mod also changes the AI of most non-Blighted wildlife to make weaker, less-aggressive creatures more passive, more likely to flee, and faster (no more running down cliff racers).

It comes with an optional standalone hunger mod that requires the player character to eat meat, but is by the author's description more appropriate for beast races and her http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2035.

The mod uses new creature models by Cait (the rabbits and goats) and Lady E (the deer). [Apr. 2005. In testing, I noticed that the rabbit models have some very noticeable animation glitches.]


A large number to add to this list as we go:
  • Cait's A Flock of Seagulls, Birdies, Bloodmoon Finches, Cats, Critters Unleashed, Lambs, Moose on Solstheim, Squirrels on Vvardenfell, Paramecium Invasion (okay, that last one I made up)
  • Abot's Water Life and Where Are All Birds Going
  • The Puma Man's The Wilderness Mod
  • Kagrenac's Morrow-Eden, Sol-Fox the Mod, The Penguin Mod, Morrow Penguins, Little Foxes ...
  • Nedius's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5708 with http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6808.
  • Others.


http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=757 [Cait, Abot & Texturefreak]: A mod that adds seagulls (based on Cait's 3D models) to coastal towns and locations in Vvardenfell. [Oct. 2005.]

http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=3798 [Kagrenac, Cait]: Adds approximately 250 cats and kittens with realistic animations, in a wide variety of realistic colors, to towns throughout Vvardenfell (most of them in interiors to avoid excessive outdoor FPS impact). The mod uses Cait's 3D models. [Jun. 2005. http://www.filefront.com/6887921/Caits-Cats-v1.0/.]

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3414 [Pseron Wyrd]: Adds brown and albino mooses to various locations in wilderness areas of Solstheim. Does not change leveled lists. The mod uses Cait's 3D models. [Apr. 2005.]

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3377 [Pseron Wyrd]: Adds approximately 200 squirrels, in red and grey variants, to select rural areas in Vvardenfell, Solstheim and Plaza Brindisi Dorom. The mod uses Cait's models and textures, and Kagrenac's sounds. [Oct. 2005.]

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=266 [Arsonide]: A unique mod that adds lairs for all types of endemic Vvardenfell wildlife (alits, kagoutis, nix-hounds, guars and so forth) to the leveled lists. The lairs appear as mounds with an entrance, and typically have a few creatures of the appropriate type milling about outside. The attendant creatures will be more aggressive than usual if the player comes close. If the mound is attacked, more spawn from the lair to defend it. Once the lair is destroyed, it yields a good amount of creature loot of the type common to the creatures it housed (meat, skins and so forth).

Technically, the lairs are added as scripted immobile "Creatures" that spawn creatures of the appropriate type and can be attacked and "killed," but are otherwise indistinguishable from objects. As they use the normal leveled creature spawning, they can appear anywhere a normal creature might in the regions that use the modified lists. The mod uses new 3D model and textures for the lairs.

Primal was intended as the first of an "Endless Adventure" series of mods, but others were apparently never released. [Oct. 2004.]


--- [---]: . [---. 200.]
--- [---]: . [---. 200.]




Wildlife Behavior Mods

Some sort of wildlife behavior mod is a must to prevent one of the more universally-loathed aspects of the game: constant attacks by otherwise-insignificant wildlife, who are, in many cases, set to attack to the death. Cliffracers attacks get old very quickly, and it is likely a mod that changes it so you are no longer a magnet for every cliffracer in AI range will be a great relief.

As a quick explanation that will be helpful in reading these descriptions, there are two basic AI settings that affect attack behavior: the Fight setting and the Flee setting. Fight determines the conditions under which the creature/NPC will attack the player; 0 means it will only attack if attacked first, 80 means it will only attack if the player gets close (or it dislikes the player character), and 90 or higher means it will attack on sight. Smaller differences affect the range at which the creature/NPC will become aggressive. The Flee setting, on the other hand, affects the likelihood of the creature fleeing if things don't go its way, with 0 meaning never flee, 100 meaning always flee when attacked, and values inbetween figuring in along with other factors.

These mods will conflict with other mods that make changes to the same animals. However, these conflicts are easily resolvable by merging the mods, or simply letting one override the other's changes by coming after the other in the load order.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=175 [The Puma Man]: A mod that seeks to make most non-diseased wildlife more passive without making them so non-aggressive as to never attack the player. It decreases the attack settings of the affected animals such that they will not attack unless the player lingers too close. It does not increase Flee settings. Diseased and Blighted animals, on the other hand, are made more aggressive (with Blighted animals being much more so). As a minor part of the mod, it modifies Kwama Workers, Foragers and Warriors so that their pop-up will show whether or not they are diseased or Blighted. [Jul. 2002.]

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=378 [Max]: A more recent wildlife behavior mod, described by the author as an update to its predecessors, that also covers the animals added by the Tribunal and Bloodmoon expansions. Rational Wildlife makes wildlife less aggressive by decreasing their AI Attack settings in a way more nuanced than its predecessors. It does not make diseased or Blighted creatures attack on sight, though their attacks settings are a few points higher than their healthy counterparts. It does not alter Flee settings. [Jun. 2004.]




http://Brett%20Flannigan [Brett Flannigan]: The first of the mods aimed at curbing the aggressiveness of non-predatorial wildlife, Less Aggressive Critters makes most wildlife less likely to attack the player. Its changes are more mild than that of Sal Maker's Animal Realism (for example, changing the AI attack likelihood of mudcrabs from 83 to 43, and that of cliffracers from 90 to 20), and it does not change the fleeing likelihood of any creatures except cliff racers (which it increases to 90). Blighted and diseased creatures are treated the same as their healthy counterparts, and are no more or less likely to attack or flee. [May 2002.]

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=24 [Sal Maker]: One of the earliest mods in this vein, Sal Maker's mod aims at making wildlife behavior more believable and making normal creatures "less suicidal" by changing their AI flee and fight values. It also makes predatorial animals stronger, and therefore more challenging. Its changes are more drastic changes than those of Flannigan's Less Aggressive Critters; with the mod active, animals like rats, cliffracers and domesticated guars will never attack the player (attack 0, flee 100) while others, like slaughterfish, are set to be able to almost never attack but to have some small likelihood of fleeing (attack 0, flee 10). (Incidentally, it also renames Small Slaughterfish to Perch.) Predators like nix-hounds, kagouti, alits and dreugh are made substantially more powerful, and are now potentially deadly. The mod intentionally leaves the behavior of Blighted versions of otherwise-passive wildlife unaltered, under the rationale that Blight makes them unnaturally aggressive. [May 2002.]


--- [---]: . [---. 200.]
--- [---]: . [---. 200.]
--- [---]: . [---. 200.]
--- [---]: . [---. 200.]
--- [---]: . [---. 200.]
--- [---]: . [---. 200.]



Appendix: Minor Creature Mods Listing

  • http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=128 [Jason L. Polson]: An early mod that adds a more powerful, poisonous species of Kagouti to the leveled lists, appearing at level 30. Incl. new texture. [Jun. 2002.]

  • http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4177 [blackassailant]: Adds two new types of Dremora: Dremora Marksman and Sniper, with random leveled bows. Added to leveled lists and two set locations. Uses existing art. [Apr. 2006.]

  • http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2684 [Tarnsman]: A mod intended to make nighttime dramatically more dangerous by making Hungers far more powerful, and placing 80 spawn points throughout the wilderness that, during the nighttime hours, spawn Hungers. The mod also adds Hungers to the leveled creature lists used for interior cells (day and night) and for nighttime attacks on sleeping player characters.

  • http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3043 [Teh Lurv]: Intended either as a standalone mod or as a compliment for other major creature mods like Mephisto's Creature Pack and The Puma Man's GIANTS, this mod adds 40 variants of existing creatures to the leveled lists for Vvardenfell, Mournhold and Solstheim. Animals added include Young, Enraged, Plague, Greater, Elder and Legendary versions of animals such as grizzly bears, wolves, giant rats and bristlebacks; humanoid enemies added include variants of spriggans, draugr, goblins and rieklings, such as Draugr Warlords and Riekling Battlelords. Includes a purist version that does not add wolves and bears to Vvardenfell. Uses existing art. [Jul. 2005.]






[*]--- [---]: . [---. 200.]
[*]--- [---]: . [---. 200.]
[*]--- [---]: . [---. 200.]
[*]--- [---]: . [---. 200.]
[*]--- [---]: . [---. 200.]
[*]--- [---]: . [---. 200.]
[*]--- [---]: . [---. 200.]
[*]--- [---]: . [---. 200.]
[*]--- [---]: . [---. 200.]
[*]--- [---]: . [---. 200.]
[*]--- [---]: . [---. 200.]




FAQ

Question: Where is the FAQ?
Answer: Right here.

Question: This is all you've got for your FAQ?
Answer: Yes.


Stuff to address in completed FAQ

* difficulty levels affected by these mods -- increasing monster power level as opposed to decreasing player power level -- how this mixes with GCD, TAD Balancing and other power-lowering mods

* compatibility/incompatibilities --> list-merging




Version History

  • Version 0.50 (Aug. 21, 2009): WIP version.




Credits

I relied on help from many lists out there in spotting mods, as well as perusing the PES mod lists. Of particular help were http://gmml.pbworks.com/Friendly%20Wildlife, the various lists at http://www.mwmythicmods.com/, and... (adding retrospectively as I go along...).
User avatar
Lil'.KiiDD
 
Posts: 3566
Joined: Mon Nov 26, 2007 11:41 am

Post » Tue May 17, 2011 1:07 am

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5708 is one of the best mods for Lore friendly wildlife.
And http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6808 to prevent critters from spawning within towns.

I mean, look how http://planetelderscrolls.gamespy.com/fms/Image.php?id=51386 :P
User avatar
..xX Vin Xx..
 
Posts: 3531
Joined: Sun Jun 18, 2006 6:33 pm

Post » Tue May 17, 2011 3:53 pm

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5708 is one of the best mods for Lore friendly wildlife.
And http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6808 to prevent critters from spawning within towns.

I mean, look how http://planetelderscrolls.gamespy.com/fms/Image.php?id=51386 :P


They are very, very cute indeed. Snuggly!

Thanks for pointing it out. :D
User avatar
JeSsy ArEllano
 
Posts: 3369
Joined: Fri Oct 20, 2006 10:51 am

Post » Tue May 17, 2011 4:50 am

good job, Gluby. :thumbsup: your lists are detailed and well organized, and therefore a true asset to modders and players alike.

one idea i've had for a while, but just don't have the time to work on, would be a "Bestiary"-type list. basically, listing all of the known non-vanilla creatures and what mods they are added by. similar to your list, but in reverse... kind of.
User avatar
Julie Ann
 
Posts: 3383
Joined: Thu Aug 23, 2007 5:17 am

Post » Tue May 17, 2011 1:16 pm

So if I wanted, say, to use:
- WormGod's Morrowind Advanced 1.82 as a base mod,

and the following supplementary / secondary mods:
- The Undead 3.0
- Where are All the Birds Going
- Water Life
- Real Wildlife 2

as supplementary mods, would this be a good idea, and what kind of load order / list merging tips could you give me so I could get the most out of the combination?

Cheers, bendiwolf
User avatar
kasia
 
Posts: 3427
Joined: Sun Jun 18, 2006 10:46 pm

Post » Tue May 17, 2011 11:32 am

I'm sure you're on this Gluby, but The Wilderness Mod 2.0 contains a patch for Giants not available elsewhere. Hmmm, wonder why he did that... It fixes a few bugs.

On Morrowind Advanced, Gary Noonan originally created it but the 1.82 version (.ESM) was an update to his original by Stromgarde & Pookhill.

@ bendiwolf - Make sure you use a levelled list merger. Make sure that the version of MCA you use is compatible with that The Undead version. To check your load order, get http://code.google.com/p/mlox/wiki/Mlox. If any of that makes you go "Huh?" then please start a new thread rather than derailing this one. Cheers.
User avatar
sw1ss
 
Posts: 3461
Joined: Wed Nov 28, 2007 8:02 pm

Post » Tue May 17, 2011 11:35 am

I'm sure you're on this Gluby, but The Wilderness Mod 2.0 contains a patch for Giants not available elsewhere. Hmmm, wonder why he did that... It fixes a few bugs.

On Morrowind Advanced, Gary Noonan originally created it but the 1.82 version (.ESM) was an update to his original by Stromgarde & Pookhill.

@ bendiwolf - Make sure you use a levelled list merger. Make sure that the version of MCA you use is compatible with that The Undead version. To check your load order, get http://code.google.com/p/mlox/wiki/Mlox. If any of that makes you go "Huh?" then please start a new thread rather than derailing this one. Cheers.


Just one quick question and I'll stop getting off-topic in this thread: is the MCA that you mention above the same as Morrowind Advanced ? I would imagine so, but since the mod isn't Morrowind Creatures Advanced, I just want to be sure...
User avatar
Kelvin Diaz
 
Posts: 3214
Joined: Mon May 14, 2007 5:16 pm

Post » Tue May 17, 2011 5:04 pm

All four of these are small, but add new creatures to the leveled list that are unique to these mods. (as far as I know they are not added by others)
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5536
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7213
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6708
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6726

- WormGod's Morrowind Advanced 1.82 as a base mod,

- The Undead 3.0
- Where are All the Birds Going
- Water Life
- Real Wildlife 2

Not including MW Advanced 1.82, I use all the others together with no problems. Heed Dragon32's advice, and I recommend the Real Wildlife Patch (to save yourself stress) which must load after Real Wildlife.
User avatar
Nitol Ahmed
 
Posts: 3321
Joined: Thu May 03, 2007 7:35 am

Post » Tue May 17, 2011 6:38 am

good job, Gluby. :thumbsup: your lists are detailed and well organized, and therefore a true asset to modders and players alike.

one idea i've had for a while, but just don't have the time to work on, would be a "Bestiary"-type list. basically, listing all of the known non-vanilla creatures and what mods they are added by. similar to your list, but in reverse... kind of.


Thanks again for the kind words, Quixote.

There isn't any list of that kind out there already? If not, I might be interested in collaborating on something like that after I've got all the main stuff done.


So if I wanted, say, to use:
- WormGod's Morrowind Advanced 1.82 as a base mod,

and the following supplementary / secondary mods:
- The Undead 3.0
- Where are All the Birds Going
- Water Life
- Real Wildlife 2

as supplementary mods, would this be a good idea, and what kind of load order / list merging tips could you give me so I could get the most out of the combination?

Cheers, bendiwolf


What he said. As far as I am aware, most minor mods are compatible with the major ones (although, of course, read the readmes for known conflicts) as long as you do the list-merging and so forth addressed by Dragon32, but you're likely to run into trouble trying to implement two of the major ones.

However, I'm curious if anyone has actually tried running two (or three??) of the major mods together -- PL's Creatures with MW Advanced, for example. I haven't tried it myself, and, in retrospect, I think I assumed it would not be a good idea given the extent of each's modifications. But has anyone found it workable?

I'm sure you're on this Gluby, but The Wilderness Mod 2.0 contains a patch for Giants not available elsewhere. Hmmm, wonder why he did that... It fixes a few bugs.

On Morrowind Advanced, Gary Noonan originally created it but the 1.82 version (.ESM) was an update to his original by Stromgarde & Pookhill.

@ bendiwolf - Make sure you use a levelled list merger. Make sure that the version of MCA you use is compatible with that The Undead version. To check your load order, get http://code.google.com/p/mlox/wiki/Mlox. If any of that makes you go "Huh?" then please start a new thread rather than derailing this one. Cheers.


Actually, I was not on it, but I am now. :nod: The base information here in this guide I wrote over a year ago, so I'm just catching up on all of it and updating it for new developments. I'll put a note in the guide about it (and will be adding TWM as well). However, one thing I did notice going through the readme was this:

4. (Optional) To update "Giants: Ultimate" install Wilderness 2.1 and then check GIANTS_Ultimate_Official_Fixes.esp while using GIANTS.esm (Tribunal or Bloodmoon required.)

Note: This mod merges lists through scripts and DOES NOT NEED Horatio's Leveled List Merger program. Thus its compatible with most creature mods out there.


That made me curious about those nasty AddToLevItem and AddToLevCreature commands. Sure enough, I checked the ESM and found it uses the AddToLevItem command for the base Morrowind l_m_rings and l_m_amulets lists (and later found this documented on the UESP wiki http://www.uesp.net/wiki/Tes3Mod:Leveled_Lists. But I couldn't find how or where the mod merges, as the readme claims, leveled creature lists by itself.

Does anyone know where exactly GIANTS supposedly does this scripted list-merging, and, if so, whether or not it uses AddToLevCreature to do so?

Thanks for the catch on MWA's attribution; corrected.
User avatar
Red Bevinz
 
Posts: 3318
Joined: Thu Sep 20, 2007 7:25 am

Post » Tue May 17, 2011 12:35 am

Just one quick question and I'll stop getting off-topic in this thread: is the MCA that you mention above the same as Morrowind Advanced ? I would imagine so, but since the mod isn't Morrowind Creatures Advanced, I just want to be sure...
OK, I'll do my best. Morrowind Advanced you know of. Morrowind Comes Alive (MCA) is a completely separate mod by Neoptolemus. To quote the readme it "Randomly adds over 1200 types of NPCs to over 450 cells via leveled lists to bring Morrowind to life. The NPCs have random heads, hair, and equipment (so no two will look the same), and appear and disappear at random." The current version of MCA is v5.2 (although v6 is, according to Neoptolemus, due in a month or so); if you decide to use it please download v5.1 first and then v5.2 (as the latter archive is a patch to 5.1).

Version 4.0 (and on) of MCA included creatures from Neoptolemus' The Undead 2.2 mod

Not that long ago Neoptolemus released v3.0 of The Undead. This could lead to conflicts for those people using both MCA 4.0+ and The Undead 3.0, i.e. the same critters being in both mods. For that reason Neoptolemus released an edited version of MCA 5.2 that removes the creatures included in The Undead 3.0.

http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=3371
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5047
http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=4354 (for use with http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=4352)

Hope that clears things up?
User avatar
DAVId MArtInez
 
Posts: 3410
Joined: Fri Aug 10, 2007 1:16 am

Post » Tue May 17, 2011 10:55 am

All four of these are small, but add new creatures to the leveled list that are unique to these mods. (as far as I know they are not added by others)
[ . . . ]


Thanks for pointing those out, Pluto. Will check 'em out.

[. . .]
Not that long ago Neoptolemus released v3.0 of The Undead. This could lead to conflicts for those people using both MCA 4.0+ and The Undead 3.0, i.e. the same critters being in both mods. For that reason Neoptolemus released an edited version of MCA 5.2 that removes the creatures included in The Undead 3.0.
[. . .]


Hmm... makes me wonder if I should put undead and skelly mods in the NPC expansion mods guide I'm working on, instead of in this one, since that's where you're likely to see major conflicts between mods that occupy the same field...
User avatar
Queen
 
Posts: 3480
Joined: Fri Dec 29, 2006 1:00 pm

Post » Tue May 17, 2011 7:56 am

Dragon32 - perfect :) You're a prince among men !!! Thank you :)
User avatar
Carys
 
Posts: 3369
Joined: Wed Aug 23, 2006 11:15 pm

Post » Tue May 17, 2011 3:37 am

<>
User avatar
Sabrina Schwarz
 
Posts: 3538
Joined: Fri Jul 14, 2006 10:02 am

Post » Tue May 17, 2011 1:37 am

Updated: Added section on Wildlife Behavior Mods, and...

There's also Mephisto's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1651, which I don't think has been mentioned yet?


Added that too. Thanks Triffidfood.

I'm working on the other entries to this list right now.

In particular, though, I'd appreciate it if anyone could point out more wildlife behavior mods that I might have missed.
User avatar
elliot mudd
 
Posts: 3426
Joined: Wed May 09, 2007 8:56 am

Post » Tue May 17, 2011 1:54 pm

Thanks Gluby for making this awesome guide :celebration:
User avatar
michael danso
 
Posts: 3492
Joined: Wed Jun 13, 2007 9:21 am

Post » Tue May 17, 2011 10:48 am

Gluby the download link for the Dark Argonions gives a "404 not found message"


And what about the mod "The 6th house army"? It can be downloaded from ElricM, and i would like to place a link for it but at the moment ElricM is not loading for me.
User avatar
Andy durkan
 
Posts: 3459
Joined: Fri Aug 03, 2007 3:05 pm

Post » Tue May 17, 2011 4:16 am

Gluby the download link for the Dark Argonions gives a "404 not found message"


And what about the mod "The 6th house army"? It can be downloaded from ElricM, and i would like to place a link for it but at the moment ElricM is not loading for me.

Here is the correct link for http://modhistory.fliggerty.com/index.php?dlid=3938.
Yes ElricM seems too be down atm let's hope it isn't a serious issue.
User avatar
Epul Kedah
 
Posts: 3545
Joined: Tue Oct 09, 2007 3:35 am

Post » Tue May 17, 2011 2:38 pm

Here is the correct link for http://modhistory.fliggerty.com/index.php?dlid=3938.
Yes ElricM seems too be down atm let's hope it isn't a serious issue.


Thanks Stacet. :)
User avatar
Rachel Briere
 
Posts: 3438
Joined: Thu Dec 28, 2006 9:09 am

Post » Tue May 17, 2011 3:52 am

A double post(sorry mods. :angel: ) to bump this thread a bit, and to place the link for the 6th house army i mentioned above.

http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=1718
User avatar
Penny Courture
 
Posts: 3438
Joined: Sat Dec 23, 2006 11:59 pm

Post » Tue May 17, 2011 8:58 am

So reading over the first post and the description for Morrowind Additions Revamped - there is a note that states:
[Jul. 2003. The mod was released with the textures for Dark Argonians missing; they can be downloaded here.]

then there - that is a dead link.

Anyone got a good link?

... then also it later states:
The revising authors state that the mod is explicitly intended to be compatible with other major creature mods, such as GIANTS, Morrowind Advanced, Creature Pack and Adventurers

What is this mod Adventurers?

[edit]... Ahh I found it: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=90 but I think for this list this variant is more appropriate: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=90

[edit 2]
next question-
Would running Morrowind Advanced, Creatures vX, and creature additions along with either the Adventurer NPCs or MCA - be just too much?
User avatar
djimi
 
Posts: 3519
Joined: Mon Oct 23, 2006 6:44 am

Post » Tue May 17, 2011 8:33 am

So reading over the first post and the description for Morrowind Additions Revamped - there is a note that states:

then there - that is a dead link.

Anyone got a good link?
It's on http://modhistory.fliggerty.com/index.php?dlid=3938

[edit 2]
next question-
Would running Morrowind Advanced, Creatures vX, and creature additions along with either the Adventurer NPCs or MCA - be just too much?
Nah, I'm running Morrowind Advanced, Mephisto's Creature Pack, Creatures X, MCA and a bunch of other, smaller creature adding mods and it's fine. Most of them just add to the vanilla game's levelled lists and don't add their own spawn points (IIRC, Creatures adds new spawn points). It means that there's more variety in the critters you encounter but as they're levelled it's all good.
User avatar
Kat Lehmann
 
Posts: 3409
Joined: Tue Jun 27, 2006 6:24 am

Post » Tue May 17, 2011 6:17 am

Ok thanks, so then next question - wilderness mods - it seems that if one uses SabreGirls ecology then one would not need the behavior mods?

Then is the advice to really only use one animal behavior mod - I'm leaning toward using:
SabreGirl
Real Wildlife
Abots wildlife
Abots Where are the Birds
and then Rational Wildlife

... so same question is that too much - especially if also using 3-4 monster mods above?

or is it that if I use Morrowind Advanced - I should use only its packaged passive wildlife mod ... will rational wildlife work with mod added creatures?

thanks

===============

[edit] also a bump for yesterdays question about where to locate the missing dark argonian resources for Morrowind Additions Revamped as the link above leads to fliggery site that is a dead link.

thanksx2
User avatar
Kirsty Wood
 
Posts: 3461
Joined: Tue Aug 15, 2006 10:41 am

Post » Tue May 17, 2011 2:09 pm

[edit] also a bump for yesterdays question about where to locate the missing dark argonian resources for Morrowind Additions Revamped as the link above leads to fliggery site that is a dead link.

No it's not a dead link, because you must be logged in before you can download the mod and I suggest that you contact Fliggerty about it or you can sign up on http://www.fliggerty.com/phpBB3/index.php were you can have access to that mod from there. :)


EDIT: Try this http://newmmh.fliggerty.com/download--3030
User avatar
Nitol Ahmed
 
Posts: 3321
Joined: Thu May 03, 2007 7:35 am


Return to III - Morrowind