) and community resources.http://dl.dropbox.com/u/46396473/PLA%20-%20Beasts.esp - Feel free to test
Most of us feel that the game world is lacking in varity in the creature department, and hopefully Beasts will eventually resolve this. In the manner of Creatures and Critters, Beasts will try as much as possible stick to the theme of the game world. Unfortuantely, this is a very limited pallete to work with. Morrowind was alien, with bugs and reptiles being the main creature base, Oblivion was common fantasy and daedra, and Skyrim is just Celtic influence. Beasts will be avoiding the trick of making many variations of the same creature and calling them new creatures. I'd rather have 2 new unique creatures, then 20 variations of an existing creature.
To start with, Beasts adjusts simple things, as I'm learning the CK. I'd like to get peoples opinions about what feels wrong, unbalanced, odd about existing Skyrim content, I don't yet want to know what new creatures people want to see. I'm not a modeller or an animator, just someone who can combine together community resources.
Changes made so far:
- Reduced the magic regen rate of crMagickaRecovery02, used commonly by some NPC mages to buff their magic regen. Let them run out of magic!
- Increased speed of some prey creatures
- Introduced a Chaurus Hatchling and Wild Chicken
- Made some actor levelled lists <= players level
- Introduced some randomness into bandit spawns
- Ensured that Dwemer constructs only ever drop 1 soul gem, and chance reduced. Way too easy to gather soul gems.
- Doubled the wander distance of various AI packages
- Rebalanced ambient creatures, way too many foxes compared to hares
- All bandits have chance of helms and gauntlets, added gloves, hats and arm/head bandages to their level 1 outfits, and adjusted lists to favour warmer clothing/armour
- Low chance of an enemy (Bandits, Forsworn, Witches, Daedra, Warlocks, Spriggan, Ghost, Skeleton) being spawned by the ambient creature and prey lists, to add more action in the world
- Added Ghosts to Draugr levelled lists, only affects wandering Draugr, not ambushers. These are nord NPCs with a varity of ghostly equipment that is unlootable. They are levelled up to 25
- Adjusted Game settings slightly influenced by PISE AI adjustments, just not as strong.
Changes in progress:
- More skeletons, so that they are not always level 1!
- Shade Ghost, deadly ghost that should be highly magical, and drains abilities - very rare.
- Boars
- Daedra from MW/OB (Golden saints more like MW with metallic skin, not the normal NPC types in Shivering Isles)
- Cattle herders (like the Guar/Shalk herders in Morrowind Creatures)
- Enemy NPCs with companion animals, like the random friendly hunters you can encounter
- Dwemer construct variations
- Other flying enemies, apart from dragons (Skyrims version of Oblivion gates!)
- Enemy NPCs that have a chance of running to the nearest weapon rack/container to try and find better equipment, before engaging you in battle. Managed it in Oblivion, totally lost as to how to do this in Skyrim


Not too concerned about it, but they work fine, although naturally may need some balancing. If a CK fix get's released to fix the script issue, then they will get updated.