[REL] Skyrim Monster Mod Lore-Friendlier Replacer

Post » Sun May 27, 2012 6:07 pm

I'm not sure why some people think the Triceratops is out of place. Actually, based on the vanilla Skyrim content, a Triceratops is more or less fitting. We have Mammoths, after all. It's not that big of a stretch if you study paleontology.

If we're taking out lore-unfriendly stuff, we need to remove some of the vanilla stuff that isn't really fitting.

But the very point of this mod is to make the creatures more in line with the general Skyrim Fauna. Saying that this mod is stupid because it tries to be too lore-friendly is missing the whole point of this mod. Triceratops could fit the tropical forests of Blackmarsh but Skyrim is pretty much Ice Age tundra so I think all jurassic creatures are pretty much out of the question.
On the other hand, we have the Space Core, too, so lore is pretty much gone, anyway. :tongue:
Space core isn't really vanilla stuff. It's a well made mod, but it's also a joke mod and easily destroys immersion (unless you consider it a 9th Era mining droid from NuCyrod).
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Wane Peters
 
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Post » Sun May 27, 2012 6:15 pm

@ viltuska_rebooted: If the Space Core was a little more bronze and had more 'dwarven' changes to the skin, I'd just blame the Dwemer, those whacky whacky steampunk-magicka elves!
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Marquis T
 
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Post » Sun May 27, 2012 10:23 pm

unless you consider it a 9th Era mining droid from NuCyrod).

...and cue Michael Kirkbride...



The Triceratops will definitely be removed in all versions of my replacer. Unless, of course, Bethesda start adding dinosaurs in the DLC. :huh:

Werecrocodiles will stay in, it's plausible that they migrated from Morrowind as dark elves or another southern race. A transformation script is out of the scope of this replacer, and I don't think really needed for random enemy spawn. Daedroth is now back in - renamed as "Blood Daedroth".

I've had other suggestions for renaming Baphomet, from Xivilai to Gargoyle - and none seem to fit precisely. Leaving as generic "Daedra Knight" leaves it somewhat open to interpretation. The purist lore-friendly version will remove him completely.

@elementroar - you're right, it's all about location - which is one of the jarring things about the monster mod - some spawn locations for various creatures seem implausible. I'll have a look at spawn locations later on down the line.
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Shannon Lockwood
 
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Post » Sun May 27, 2012 3:25 pm

He added to the normal level lists for cells I think, so SkyMoMod doesn't use its own spawn points. Not sure how it's all arranged though.
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D IV
 
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Post » Sun May 27, 2012 4:17 pm

Updated to v0.7 -

CHANGELOG from v0.6 to v0.7:
Cyclops removed (previously only Giant Cyclops was removed)
Nekker actually removed (was incorrectly labelled as removed previously)
Rotfiend renamed Greater Bonewalker (was renamed Flesh Atronach in v0.6)
Drakes and Sjoormen - removed dragon loot as they are not technically dragons, and loot was overpowered for them.


FULL DETAILS OF v0.7:

I've simply removed the following creatures from the Monster Mod:

Triceratops
Mammoth Young
Abomination
Nekker
Bullvore
Giant Cyclops
Draco Griffon
Parasite
Cyclops

Other creatures have been renamed as follows to make lore-friendlier:

Baphomet - renamed as Daedra Knight
Lilith - renamed as Ascended Vampire Ancient
Daedroth - renamed as Blood Daedroth
Rot Fiend - renamed as Greater Bonewalker
Drowner - renamed as Ghoul
Treant - renamed as Spriggan Patriarch
Tree Spirit - renamed as Spriggan Spirit
Sea Dragon and Sea Drake - renamed as Sjoormen
Glass Atronach - renamed as Glass Golem

Loot changes: Drakes and Sjoormen - removed dragon death items (dragon bones and scales) as they are not technically dragons, and the loot is overpowered for them.
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Noely Ulloa
 
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Post » Sun May 27, 2012 7:29 pm

NEW optional file added as alternative version - to remove just the horror-type creatures from the Skyrim Monster Mod

Removes:
Skeleton variations
Draugr variations
Falmer variations (dark, beast etc.)
Poison shade
Dremora Mistress
Ghoul (drowner)
Gargoyle
Daedra Knight (Baphomet)
Death Golem
Hagraven/Undead Raven variations
Wisp Maiden
Dark Spirit
Bonewalker (Rotfiend)
Ascended Vampire Ancient (Lilith)
Drakes
Blood Daedroth
Dagon


Leaving the following creatures in:
Guar
Durzog
Mudcrab variations
Skeever variations
Bear variations
Dwemer/Dwarven variations
Giant boar
Wolf variations
Spider and Chaurus variations
Werewolves
Trolls
Ogre
Giants
Spirit Atronach
Glass Golem
Living Flame
Dragon variations
Spriggan variations
Sjoormen (sea drake/dragon) - with dragon loot removed
Wildcat
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Keeley Stevens
 
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Post » Mon May 28, 2012 1:11 am

UPDATED TO v.08 - NOW COMPATIBLE WITH MONSTER MOD v6.

CHANGELOG from v0.7 to v0.8:
Now compatible with Skyrim Monster Mod v6
Removed Dagon and Snow Devil
Renamed River Naga to Lesser Sjoormen
Renamed Spriggan Spirit (Tree Spririt) to Ethereal Spriggan
Renamed Death Naga and Ice Naga to Serpent Wraith
Renamed Reaper Spirit to Gloom Wraith
Renamed Wraith (Unarmed Reaper version) to Gloom Wraith
Renamed Living Flame to Fire Atronach
Renamed Raptor to Lizard Man
Loot change: Ethereal Spriggan (ghost loot removal)
Scamps resized to 0.75 of original size

----

FULL DETAILS OF v0.8:

I've simply removed the following creatures from the Monster Mod:

Triceratops
Mammoth Young
Abomination
Nekker
Bullvore
Giant Cyclops
Draco Griffon
Parasite
Cyclops
Dagon
Snow Devil

Other creatures have been renamed as follows to make lore-friendlier:

Living Flame - renamed as Fire Atronach
Reaper Spirit - renamed as Gloom Wraith
Wraith (unarmed reaper version) - renamed as Gloom Wraith
Raptor - renamed as Lizard Man
Daedric Prince (Baphomet) - renamed as Daedra Knight
Vampire Priestess (Lilith) - renamed as Ascended Vampire Ancient
Dragon Daedroth (Dragon Man) - renamed as Blood Daedroth
Daedroth - renamed as Werecrocodile
Rot Fiend - renamed as Greater Bonewalker
Drowner - renamed as Ghoul
Death Naga and Ice Naga - renamed as Serpent Wraith
Treant - renamed as Spriggan Patriarch
Tree Spirit - renamed as Ethereal Spriggan
Sea Dragon and Sea Drake - renamed as Sjoormen
River Naga - renamed as Lesser Sjoormen
Glass Atronach - renamed as Glass Golem
Drake - renamed as Dragonling

Loot changes: Drakes and Sjoormen removed dragon death items (dragon bones and scales) as they are not technically dragons, and the loot is overpowered for them. Ethereal Spriggan removed ghost loot as not technically a ghost.

Other changes: Scamps resized to 0.75 of original size.
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Ash
 
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Post » Sun May 27, 2012 7:23 pm

I'm not sure about leaving Raptors in. We already have lizard men, they're called Argonians. Described as such in this book: http://www.uesp.net/wiki/Lore:Pocket_Guide_to_the_Empire,_1st_Edition/The_Wild_Region
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Matt Bee
 
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Post » Mon May 28, 2012 4:48 am

Hah! I thought someone might mention that...

There are actually Lizard Men in Arena - http://elderscrolls.wikia.com/wiki/Lizard_Man

"Once thought to be distant cousins of the Argonian, it was soon evident that those lizardmen had nothing human within them whatsoever. They are a race of carnivorous reptiles, whose use of language stretches only far enough to communicate the location of their prey to the rest of the hunting party, which then move to attack and feed."

Both their look and description seem to fit the raptors in the monster mod.
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RAww DInsaww
 
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Post » Sun May 27, 2012 4:41 pm

Just uploaded brand new optional file: Remove all new dragons from Monster Mod.
http://skyrim.nexusmods.com/downloads/file.php?id=16411

For v6 only. This removes all new dragons to work better with Deadly Dragons. This file is also lore-friendly (renames/removes as in the main replacer file 0.8).
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Samantha Mitchell
 
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Post » Sun May 27, 2012 12:54 pm

Hmm, but how do they act in-game? If they attack you with claws and biting, that's raptors. If they attack with weapons, that's the lizard men of arena.
I dunno, it's just pushing it a bit too far for me. That said, I use the Moonpaths mod, which has the same creatures (I believe) but calls them something different/new. They just seem more acceptable in the jungle than in skyrim I guess...
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Elina
 
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Post » Mon May 28, 2012 2:34 am

What does Moonpath call them?
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Emilie M
 
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Post » Mon May 28, 2012 1:55 am

What's the usage permissions for those new creatures? No mention about it on nexus download link. I've interested in using some as some time back I started my own creature mod, but at the time, there were no new resources, so most of my changes were list/actor overhauls. Since there was nothing really "new" as such, and the grief the CK gives doing the simpliest things, I lost interest a bit :D

But I need to continue my tradtion of creature mods for TES games. Massive one for MW, smaller one for OB, currently tiny one for SK :D

TIA.
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Da Missz
 
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Post » Sun May 27, 2012 3:19 pm

@PirateLord: This a plugin mod for the main mod - http://skyrim.nexusmods.com/downloads/file.php?id=9694 by dogtown1. So permissions to use his models and files, you gotta ask dogtown1.
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Nicholas C
 
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Post » Sun May 27, 2012 4:56 pm

Is the Hunger still in for the main pack/horror pack? That's from S.T.A.L.K.E.R. I think

Edit: Why did I double-post instead of editing my last post I have no idea o_0
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Hannah Whitlock
 
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Post » Sun May 27, 2012 8:48 pm

IIRC, PirateLord, dogtown was looking for help with it. He had previously inquired as to whether I'd be interested in implementing creatures (I've got my own side-projects though), while he just makes models, textures, all of that, because he enjoys that much more apparently. Might be worth communicating with him on it, I don't know if he's still looking for some help regarding it.
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Andrea P
 
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Post » Sun May 27, 2012 8:56 pm

Just buzzed him a message via nexus. I've proved with my Morrowind mod Creatures that if the resources are there, I can combine them into a working mod. Just as Jackstarr as done, some of those creatures in SMM fit into my vision, while others are too "way out there" for my tastes :D
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Adrian Morales
 
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Post » Sun May 27, 2012 4:29 pm

Just buzzed him a message via nexus. I've proved with my Morrowind mod Creatures that if the resources are there, I can combine them into a working mod. Just as Jackstarr as done, some of those creatures in SMM fit into my vision, while others are too "way out there" for my tastes :biggrin:

Great! I first used your Creatures mod for Morrowind years ago, and look forward to seeing what you can do with Skyrim.

My main issue remaining with Skyrim Monster Mod is the spawn points - dogtown1 has just added to existing lists, which means there are sometimes unlikely combinations of creatures spawned (Red Daedroth spawning with Pseudogiant Abominations alongside vanilla soldier and mage enemies near the hotpools - and I usually get a Treant spawning the in the middle of Giant campsites - they just stay there together until i get close), and some of the creatures spawn in implausible locations for their type. Having said that, I remember far too many bugs spawning in Balmora town centre with one of your earier Creatures releases, so I hope you can get the balance right!

Edit: @Piratelord - I have a lot of contact with dogtown1, and just sent him a PM vouching for your skills.
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Stephanie Kemp
 
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Post » Mon May 28, 2012 1:02 am

Wow yeah I really hope you and Dogtown1 can wok together Pirate lord! I can't play Morrowind without your mod. Thanks Jackstarr for your efforts on this too.!
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lacy lake
 
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Post » Sun May 27, 2012 2:08 pm

Well, XI has fewer spawn points and lower chances for the vermin in towns now. :D Short term testing was good balance, but long term, too many vermin.

Anyway, back on topic, Dogtown1 has told me that he won't make the creatures available as resources until SMM is complete. So, at some point in the future there will be some nice new resources available. Just a shame I can't use them yet.
I will be releasing V1 of Beasts of Skyrim this weekend (hopefully), just a small esp as it'll be just balances/tweaks. V2 onwards will hopefully have some new model content. We shall see.
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Nathan Barker
 
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Post » Sun May 27, 2012 3:01 pm

This is a real good addition. I've been using it on my newest playthrough and I'm yet to see an out of place creature come rushing me from over a hill yet. Thanks.
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Matthew Warren
 
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Post » Mon May 28, 2012 12:03 am

Purist lore-friendly version now available!
http://skyrim.nexusmods.com/downloads/file.php?id=16411

(The standard not-so-strict Lore-Friendlier version is still also available at the above link.)

The purist lore-friendly is a much stricter version of the replacer:

---------------------------------------------

(1) PURIST LORE-FRIENDLY v0.1

----------------------------------------------

The following creatures have been removed from the Monster Mod:

Sprit Atronach
Glass Atronach
Shade Atronach
Bullvore
Cyclops
Abomination
Dagon
Death Naga
Daedric Prince (Baphomet)
Dragon Daedroth (Dragonman)
Werecat
Drake
Alpha Drake
Drowner
Mammoth Young (Baby Elephant)
Undead Raven
Fire Giant
Fire Wraith
Gargoyle
Ice Giant
Giant Cyclops
Draco Griffon
Hyena
Ice Naga
Treant
Parasite
Raptor
River Naga
Nekker
Wild Cat
Sea Dragon
Sea Drake
Poison Shade
Arachas
Snow Devil
Tree Spirit
Triceratops


Other creatures have been renamed as follows to make lore-friendlier:

Living Flame - renamed as Fire Atronach
Reaper Spirit - renamed as Gloom Wraith
Wraith (Grim Reaper version) - renamed as Gloom Wraith
Vampire Priestess (Lilith) - renamed as Ascended Vampire Ancient
Rot Fiend - renamed as Greater Bonewalker
Dremora Mistress - renamed as Dremora Markynaz (in Oblivion the only female dremora were at Markynaz rank.)

Black Hills Goblin - renamed as Goblin. According to ES Wiki, Goblins were assumed to die out at the end of the 3rd era, but I don't know if this is reliable. Even if so, nothing says a few didn't remain. Please let me know if you want Goblins in or out of the purist version!

Death Golem - renamed as Iron Golem - see Elder Scrolls 1: Arena -
http://www.uesp.net/wiki/File:ArenaIronGolem.gif

Harpy - renamed as Winged Twilight. Removed from Hagraven faction and added to Daedra faction.

Hunger - removed from Werewolf faction and added to Daedra faction.

Scamps - Resized to 0.75, removed from Falmer faction and added to Daedra faction.

Other creatures remaining in the replacer include all variations of:
Daedroth (now called Daedroth, not Werecrocodile. Dragon Daedroth has been removed.)
Durzog (there were Durzogs in Tribunal)
Guar (there were Guars in Morrowind)
Ogre (there were Ogres in Oblivion)
Giant Boar (there were boars in Oblivion, and tusked bristlebacks in Bloodmoon)
New Animals (bears, wolves, skeevers)
New Dwarven Constructions (Dwarven Guardians, Dwarven Spiders)
New Falmer types (I would argue that they represent the fallen Snow Elves in various stages of devolution)
New Giants (other than Fire and Ice Giant which have been removed)
New Mudcrabs
New Dragons
New Draugr
New Skeletons
New Spriggans
New Trolls
New Werewolves


Spawn locations haven't been amended as yet, but there shouldn't be anything too much out-of-place. Please give feedback on this for future versions.

Installation: Install Skyrim Monster Mod first from http://skyrim.nexusmods.com/downloads/file.php?id=9694 and replace the "SkyMoMod_lists.esp" file with one of the files from http://skyrim.nexusmods.com/downloads/file.php?id=16411

Traduction Fran?aise par Deldwath: http://skyrim.nexusmods.com/downloads/file.php?id=16633

All credits go to Dogtown1 for Skyrim Monster Mod and the original creators of the creatures as credited in the Skyrim Monster Mod readme.

Disclaimer: I haven't tested this very thoroughly, and there may be errors and/or lore unfriendly creatures that I haven't yet removed. If you find any errors or see any creatures that you believe should be removed, please let me know and I'll have a look when I next update.
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Minako
 
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Post » Sun May 27, 2012 4:49 pm

It would be cool if you could have changed their spwan location...like big spriggan to spawn with normal spriggan...
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Bambi
 
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Post » Sun May 27, 2012 1:14 pm

When you mention the big spriggan - do you mean the Spriggan Patriarch that spawns in the middle of Giant camps? If so, the Patriarch has been removed from this purist version anyway - as all Spriggans in ES lore are female! I've already removed him from giant camps and placed alongside other Spriggans for my next release of the standard lore-friendlier replacer, which I hope to upload over the weekend.

I've had a quick look through the lists (LLists/LChar and Enc) and didn't notice anything too out-of-place - SkyMoMod Spriggans will already spawn alongside vanilla Spriggans for example.

So there shouldn't be any creatures that spawn completely out of place - but if you find any, please let me know which creatures you found and where - I'm still getting to grips with the CK, and I can't always fix things if people don't let me know!
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Kim Bradley
 
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Post » Sun May 27, 2012 5:52 pm

Yeah I meant the giant spriggan...could you please tell me how to fix him myself? I don't want to remove all of the monsters :P
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Bigze Stacks
 
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