Skyrim Immersive Creatures
https://www.dropbox.com/sh/gsev717m0g1vorr/GRdtoDo9SY
http://skyrim.nexusmods.com/mods/24913
Version: v5.1.1
Requirements: Skyrim Version 1.8.151.0.7 or higher and the official Dawnguard DLC
Description:
http://skyrim.nexusmods.com/mods/24913 expands the vanilla creature pool with wide palate of new abominations. I tried my best that everything fits into the vanilla gameworld. So no creatures from other games are and will not be included into this mod. For some people the word "immersive" mens "lore friendly" in the Elder Scrolls context. SIC doesn't aim to be "lore friendly", but it also don't aim to be "not lore friendly". There is an there will alwayas be content some people love and others not. At the end it's just a matter of personal taste.
Beside adding my own creatures, the earlier version of SIC merged some well known single creature mods.
List of merged mods:
- http://skyrim.nexusmods.com/mods/28957
- http://skyrim.nexusmods.com/mods/24587
- http://skyrim.nexusmods.com/mods/23911
- http://skyrim.nexusmods.com/mods/16659
- http://skyrim.nexusmods.com/mods/9628
- http://skyrim.nexusmods.com/mods/17011
- http://skyrim.nexusmods.com/mods/8579
Here a small list of things you can expect in whole:
- Over 1500 creature variants
- About 100 new spells used by the npcs
- Skeleton Random Resurrection
- Nighttime Encounter
- Unique encounter spots
- Unique Boss encounters
- Creatures only spawn in fitting locations
- Enemies own advanced perks
- NPCs use potions in battle
- New custom loot
- New spells that can be used by the player
Night Time Encounter:
- effects Werwolfes, Vampires and Hybrids
- from 9pm to 5am you have the chance to encounter them at new spawn points in the outside world
- after killing a Skeleton they have a random chance to come back to life
- random chance & time of resurrection
- some unique Vampires have the ability to turn into their beast form if their life went under 60%
- Hybrid Soul Cultists have the ability to turn into their beast form if their life went under 60%
Instead of cluttering the vanilla level list with single creature entries, I have created region based sub-lists. These sub lists are divided into five level blocks: Prey, Low, Mid, High and Higher. This system has the advantage that the encounters at several levels are soft un-levelled, but they stay also beatable. The other advantage is that the original vanilla entries don't get overrun by SIC creatures.
Level Ranges:
- Prey - available only at level 1 like vanilla prey lists
- Low - level 3 up to level 12
- Mid - level 12 up to level 24
- High - level 22 / 24 up to level 50
- Higher - levels &--#62;= 50
What is touched by SIC:
I took care to touch as few vanilla records as possible. But somehow the new content must find it's way into the game. To do so I touched this kind of records:
- NPC level list
- Item level list
- Cell edits
- Worldspace edits
- 4 vanilla NPC records (mainly to distribute more Skeletons)
I decided to work this way to keep the most possible mod compatibility. Most issues can solved by merging level list with http://skyrim.nexusmods.com/mods/1840.
Is there a lore friendly version?:
Yes, there is. http://www.gamesas.com/user/308438-jackstarr/ released recently his http://skyrim.nexusmods.com/mods/31256 version. Thanks for doing so!
Full Details:
Creatures removed from 5.1:
*NEW* Dwemer Draman Constructs removed
*NEW* Dwemer Draugr Constructs removed
*NEW* Frost Spriggan Matron removed
*NEW* Tundra Giant and Cave Giant (retextured Dawnguard Frost Giant) removed
Draman (and all Draman variants) removed
Perfect Hybrids and all variant hybrids removed.
Mechanical Dragons (all variants) removed
Chaurus Warriors removed.
Giant Brutes removed
Fire Giants (normal and brutes) removed
Frost Giants (the retextured blue normal and brute versions, not the Dawnguard ones - Dawnguard frost giant still remains) removed
Werewolf Hunting Grounds King and Champion removed
Rieklings (not the Dragonbon rieklings - you can still have the Dragonborn ones with the optional file from the main mod) removed
Other amendments:
*NEW* Hell Hound - removed wolf death item, given flame atronach death item. Removed "animal" keyword (so doesn't count as an animal in animal kill count in stats) as it's not really a living animal! Will be doing the same for other vanilla "undead" animals in future versions.
*NEW* Cyclops Eyes and Toes ingredients removed (don't think it was being used, but removed in any case)
*NEW* Chaurus Swamp Hunters added back in as plausible variant insect chaurus. Chaurus humanoids ("Warriors") still removed.
Spell Tomes to summon removed creatures also removed.
This latest version removes my amendments to the Dwemer Spectres as the main mod now provides lower-level variants.
In the latest version of the main mod, daedra have been removed from appearing on the loose in the lands, and will now only appear when summoned by accompanying Daedra Worshippers.
All other creatures remain, including all undead variations, animal variations, golden saints, goblins, cliffracers and dwemer spectres.
Complete Changelog for v5 onwards:
Version v5.1.1:
Main File:
- fixed a issue with invisible skeletons
- modified skeleton list for levels 1-5
DLC2:
- reduced spawn chance of Bristleback and Rieklings
Other:
- fixed Installer so that people that don't own the latest DLC aren't forced to install the optional plugin
Version v5.1:
New Feature:
- New night time spawns effecting Vampires, Werewolves & Hybrids
- new Daedra Worshippers - summon Daedras like Winged Twilight, Seducers, Golden Saints or Dremoras
- new Dwarven Construct
- new Ice Troll
- new Falmer variety including female variants
- new Armored Beast Skeletons
- new Minotaur
- added low level variant for most undeads for an easier game start ( &--#60; level 5)
- added low level variant for Dwemer Bosser ( &--#60; level 15)
- removed Hybrid spawn point on the path up to Bleack Falls Barrow
- added levelled spell variants for Dwemer Spectres to achieve a less frustrating game start and expand experience for high level characters
- added levelled spells for Skeleton Mages
- added high level content for most SIC creatures / NPCs (&--#62;= level 50)
- balanced mid level spawns (level range 16 - 24)
- added perks to Armored Skeletons to simulate the worn armor
- made the Draugr Lich a fearsome enemy that he was intended to be in the first place
- fixed several faction problems (not attacking enemies)
- fixed a bug that prevents creating the Dwarven Summoning Staff
- removed Werwolfes from normal world spawns
- added unique night spawn points for Werewolfes & Vampires
- removed most misc Daedra world spawns
- added free world Hybrid & Cultist spawns to night spawns
- summoning a Hybrid only works during night
- replaces SIC Rieklings with the ones introduced by Bethesda
- added Bristlbacks to vanilla ambient spawn lists and low level predator lists
Version v5:
New Features:
- random self resurrection of Undead Skeletons
- new unique Vampire Bosses - if they are near death they transform into their Vampire Lord form
- Hybrid Cultists now transform into Hybrids if their health drops under 50%
- compatible with the smell / minion system of http://skyrim.nexusmods.com/mods/20721
- Unique Red Eagle including custom loot
- Chaurus Warrior
- Swamp Chaurus Warrior & Hunter
- Draman Norokdir
- Skeleton Lord
- Vampire Lord
- 8 new Spriggan variants
- Swamp Draman Felalnir
- Winged Twilight
- Golden Saint
- Dark Seducer
- 7 new Dwarven Automatons
- 2 new Dwarven Spiders
- 2 new Draugr Priests
- Armored Giant & Giant Brute
- 3 new Goblins
- 4 new Skeleton Priests
- new Dwemer Spectres Tinker
- 2 female Dremora variants
- new Skeever variants (including healthy variants)
- Draman Skeleton Boss spawns are easier leveled &--#60; level 20
- Draman Skeleton Boss spawns near Dustman's Chairn get enabled during the quest with Farkas - so everyone should now be able to get inside without problems
- fixed an Dwemer Armor issue
- new unique beards for Dwemer Spectres
- Dwemer Spectres Bosses are now leveled for low levels (not as easy as vanilla stuff
- more Dwemer Spectres for achieving a smoother leveled difficulty
- Dwarven Mechanical Dragon are now leveled a lot smoother / reduced damage for levels &--#60; 20 and more health & new effect for high level ones &--#62; level 40
- Riekling health regeneration halved / added more damage & magic resistance for higher level variants
- Wolf Fire Aspects removed from world spawns / they are now only conjurable by some enemies (rare)
- many model & misc texutre fixes
- several new textures for existing creatures (for example Draugr Lich)
- many new spells for the creatures to use - including new effects
- added a lot of new conjuration spells / edited the present ones to work properly
- conjurable creatures: Draman Skeleton, Hybrid, Golden Saint, Dark Seducer, Winged Twilight and Armored Skeletons
- new spawning points for several creatures
- Fire Giants and their Brute Variants only spawn in warm region camps