It might also prompt a bit more feedback to make the mod even better.
This topic won't be around for long as I will aim to release the next version on the 6th December.
Current changes/additions:
- Remove the bugs (creatures) from the vermin lists that spawn in towns
- Reduce the chance of vermin being spawned
- Add a mesh to the various Dwemer creatures area of effect deaths to stop the MW error (not serious error, just annoying)
- Add the Sea Beast made by MidgetAlien based on the Horker model. This will be added to the Mud Crab lists, so at later levels the coastlines will be more dangerous. Since mudcrabs are known to go into water, this should work well.
- Add the new Flesh Atronach to the unique Sheograth daedra lists
- Anything new that appears in the next week and a bit
Related Developments (released at a later date):
- Creatures Boss mod - this mod will use some of the resources from Creatures, and other unique resources to add unique non-respawning bosses to areas that have the more powerful items that are too easy to get from game start. For example the Mentors ring might have a unique lv15 skeleton mage/warrior in the room, instead of the normal spawn point.
It's also possible the boss creatures would also include traps in the area, or the boss is just a heavily trapped room which you will need to be agile to get through. You won't need to use Creatures, but you might have to download it for the resources for this mod to work.
- Extreme Creatures - a simple mod which is a different esp you can use instead of the current esp. Since virtually every creature has a script on it, I will add to these scripts a small chance of another creature (of a similar nature) being spawned at the same time. This creature then also has the same small chance of spawning another, and so on. Chance will only be about 5%. This means you'll have creatures appearing in groups throughout the game, increasing your challenge. Recommended for those who like it hard!