[REL] Skyrim Immersive Creatures v5.1

Post » Thu Feb 14, 2013 6:40 pm

Skyrim Immersive Creatures

https://www.dropbox.com/sh/gsev717m0g1vorr/GRdtoDo9SY

http://skyrim.nexusmods.com/mods/24913



Version: v5.1
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!
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Rusty Billiot
 
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