[RELz] Skyrim Immersive Creatures

Post » Thu Apr 04, 2013 6:24 am

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
Thanks for allowing me to do so! If you like the original take a look at them and please show this to the original authors and give them your endorsemant!



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
The features in detail:

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
Skeleton Resurrection:
  • after killing a Skeleton they have a random chance to come back to life
  • random chance & time of resurrection
Transformation:
  • 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%
The way of distribution:

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
Under some conditions this system can vary.



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)
All other things like races, spells, magic effects or other things are totally untouched. So SIC can barely be effected directly by other mods, but can profit by other mods.
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:
Spoiler

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:
Spoiler

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:
Spoiler

New Feature:
  • New night time spawns effecting Vampires, Werewolves & Hybrids
New Creatures / NPCs:
  • 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
Balancing:
  • 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
Fixes:
  • fixed several faction problems (not attacking enemies)
  • fixed a bug that prevents creating the Dwarven Summoning Staff
Misc Changes:
  • 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
DLC2 Dragonborn ESP:
  • replaces SIC Rieklings with the ones introduced by Bethesda
  • added Bristlbacks to vanilla ambient spawn lists and low level predator lists

Version v5:
Spoiler

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
New Creatures:
  • 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)
Creature Changes:
  • 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)
Misc Changes:
  • 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
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Charles Mckinna
 
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Post » Thu Apr 04, 2013 5:40 am

Silly question already answered in the nexus page....sorry
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Sophie Morrell
 
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Post » Thu Apr 04, 2013 5:16 am

glad to see this updated. Can I recommend putting the changelog here, also, at the end of your post?
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Alycia Leann grace
 
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Post » Wed Apr 03, 2013 8:38 pm

Added changelog for version v5 onwards.
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Everardo Montano
 
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Post » Thu Apr 04, 2013 9:57 am

Great work, lifestorock!

For those of you wondering how my lore-friendly version differs - mainly it removes the Dramans (dragon-headed humanoids), Dwarven Mechanical Dragons, Chaurus Warriors (Chaurus-headed humanoids) and the Hybrids (Vampire/Werewolf hybrid) - plus a few other changes. Basically, it removes anything without precedence in lore.

Full details:
Spoiler
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.
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Sierra Ritsuka
 
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Post » Thu Apr 04, 2013 6:49 am

Jackstarr, I added your detail list to the OP. x)
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Aliish Sheldonn
 
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Post » Thu Apr 04, 2013 9:39 am

Great, thanks!
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Lizs
 
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Post » Wed Apr 03, 2013 9:00 pm

Bump.
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Michelle davies
 
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Post » Thu Apr 04, 2013 5:43 am

"removed Hybrid spawn point on the path up to Bleack Falls Barrow" I would like to thank you very much for removing this. In my opinion it was an un-immersive addition to the game.

I really like your mod. Nearly everything in your mod blends really well with the vanilla game. It also adds a slight feeling of "un-scaled-ness" to the game world while retaining Skyrim's basic leveling and scaling mechanics (which I like - I like that occasional panicked feeling of "Whoa! I had better make a wide detour around those creaures!")

I think Skyrim Immersive Creatures is one of the best creature-adding mods I've played. I place it right up there with Giants and Creatures X for Morrowind and Martigen's Monster Mod for Oblivion. You do excellent work and I look forward to seeing where you take this mod in the future.
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Roy Harris
 
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Post » Thu Apr 04, 2013 4:23 am

did I read right? Winged twilights?
how did you do the spirit fire wolf?
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Charlie Sarson
 
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Post » Thu Apr 04, 2013 5:16 am

Such a blast playing with this. Doing the usual quest in the Dwemer ruins under Markath became a whole lot more hectic and complicate with freaking Dwemer Spectres throwing gear-doukens at me!

I like how the mod keeps the spawn points in relevant areas and just blends in so well (I'm using the Lore-friendly patch from jackstarr though).
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Lil'.KiiDD
 
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Post » Thu Apr 04, 2013 8:20 am

Creatures X

It's actually Creatures XI now : http://morrowind.nexusmods.com/mods/30563

But yes this is definitely up there with the best work from previous Elder Scrolls games. Jackstarr's little tweaks to it is just the icing on the cake.

Artorius.
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krystal sowten
 
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Post » Thu Apr 04, 2013 3:28 am

This is awesome. This is my new must have mod.

Thanks a ton.
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GEo LIme
 
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Post » Thu Apr 04, 2013 2:24 am

removed Hybrid spawn point on the path up to Bleack Falls Barrow
So this was the mod that did that! When I started a new game I literally had to equip a bow, take a couple shots, and then sprint back to the village. I did that about 10x until the NPC just disappeared. Removing that makes things much easier for a new character ^_^.
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Steven Nicholson
 
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Post » Thu Apr 04, 2013 8:56 am

New version of Purist lore-friendly Immersive Creatures available - includes bugfix for skeleton spawn and invisible creatures. Please update to this latest version if using the beta version of purist lore-friendly 5.3.
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alyssa ALYSSA
 
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Post » Thu Apr 04, 2013 12:35 am

UPDATE v5.1.1 online:

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
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Amy Melissa
 
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Post » Thu Apr 04, 2013 2:44 am

Wanted to pop in and say thanks as well for this excellent mod. I just endorsed, I've been playing with this for about 20 hours now. No crashes, works great with about 100 other mods (including SkyRe). The hybrid on the way to Bleak Falls was quite annoying though, so glad to see that removed. I am planning on updating from v5 to 5.1.1 today. Hopefully, it will be a smooth upgrade. I use BAIN so adding and configuring are straightforward.
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Rachyroo
 
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Post » Thu Apr 04, 2013 7:09 am

"removed Hybrid spawn point on the path up to Bleack Falls Barrow" I would like to thank you very much for removing this. In my opinion it was an un-immersive addition to the game.

I really like your mod. Nearly everything in your mod blends really well with the vanilla game. It also adds a slight feeling of "un-scaled-ness" to the game world while retaining Skyrim's basic leveling and scaling mechanics (which I like - I like that occasional panicked feeling of "Whoa! I had better make a wide detour around those creaures!")

I think Skyrim Immersive Creatures is one of the best creature-adding mods I've played. I place it right up there with Giants and Creatures X for Morrowind and Martigen's Monster Mod for Oblivion. You do excellent work and I look forward to seeing where you take this mod in the future.

Yep, but the Hybrid at this point was more of an accident. With the introduction of the Night Time & Transformation feature I altered the level list. In versions prior v5 the list only had a chance of 1:12 to spawn a Hybrid instead of an ambient creature. I erased the ambient creatures, but forgot to remove the Hybrid spawn up there.
For me it wasn't a real big deal, I like walking the alternate ways. x)

You may know that I had a tiny unlevel mod online, but at certain circumstances a total unlevelling is way to hard for new characters, if not totally impossible. The way SIC handles the situation is way more comfortable but can be also very challenging. Glad someone spotted and liked it.

Thanks for mentioning SIC in conjunction with these great mods and I'm also excited where the way leads to.

Such a blast playing with this. Doing the usual quest in the Dwemer ruins under Markath became a whole lot more hectic and complicate with freaking Dwemer Spectres throwing gear-doukens at me!

I like how the mod keeps the spawn points in relevant areas and just blends in so well (I'm using the Lore-friendly patch from jackstarr though).

This is awesome. This is my new must have mod.

Thanks a ton.

Thanks! Always a pleasure to read to read such comments!

So this was the mod that did that! When I started a new game I literally had to equip a bow, take a couple shots, and then sprint back to the village. I did that about 10x until the NPC just disappeared. Removing that makes things much easier for a new character :happy:.

Yep, for sure. But your adventures sounds great even if the Hybrid was a hell of an enemy at this level.

Wanted to pop in and say thanks as well for this excellent mod. I just endorsed, I've been playing with this for about 20 hours now. No crashes, works great with about 100 other mods (including SkyRe). The hybrid on the way to Bleak Falls was quite annoying though, so glad to see that removed. I am planning on updating from v5 to 5.1.1 today. Hopefully, it will be a smooth upgrade. I use BAIN so adding and configuring are straightforward.

Thanks! I don't think that you will have any problems with updating the mod.
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Maeva
 
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Post » Thu Apr 04, 2013 4:22 am

Upgraded to 5.1.1 and everything seemed to go smoothly, so great work there.

I did want to ask you (and maybe this is better for the Wrye Bash thread), but the SIC esm is marked only with the Delev bash tag, not the Relev as it mentions in the description. Should I add the Relev tag or just leave it as the default Delev only.

Thanks.
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Alisia Lisha
 
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Post » Wed Apr 03, 2013 10:18 pm

Could you explain why one would choose for either the esm or esp loading methods?
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Ally Chimienti
 
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Post » Wed Apr 03, 2013 9:04 pm

From the description page:

Q: What is the difference between the ESM and ESP version?
  • The content of them is identical. Some users prefer using an ESM over an ESP. That's the reason why I'm offering it.
  • I advice every SIC user to install the ESP version.

Some People like the placebo effect an ESM can have. x)
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Nicole Coucopoulos
 
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Post » Thu Apr 04, 2013 5:55 am

Thanks, good stuff!
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Charlotte Buckley
 
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Post » Thu Apr 04, 2013 3:35 am

From the description page:



Some People like the placebo effect an ESM can have. x)
From what I have understood there is actually a difference between ESM and ESP. There are people who couldn't get the esp version of my mod working at all. On the other hand the ESM works for them perfectly. So there is likely some difference how the engine handles esp and esm files.
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MR.BIGG
 
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Post » Wed Apr 03, 2013 10:28 pm

Well, for a start, esm's are loaded before esp's. So if they were putting it too late in the load order, an ESM would help... (I don't really know any more than that though)
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My blood
 
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Post » Thu Apr 04, 2013 2:52 am

Maybe for the engine it's easier to handle cell / worldspace edits when using an ESM. Especially with a huge loadorder and many things that overwrite each other. What I can say for sure is that CTD reports stopped after releasing a fix for a critical bug in earlier versions. And that was not solved by just switching to an ESM.
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Celestine Stardust
 
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