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About this mod

Replacer esps that alter some of the personally unsavoury aspects of Mihail's otherwise astounding monster mod series.

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Mihail's monster mods offer a fantastic creature expansion for any venturesome traveller in Skyrim. The models are well done and the concepts either intrigue or evoke a sense of nostalgia when bringing back familiar beastly faces. Mihail makes these mods in his own way - that is his prerogative; however, I know I often dislike some of the decisions present in his work and as such have decided to implement [mostly] tweaks and [some] enhancements with the added bonus of sharing them with you fine folk via this mod series.


A common theme that runs throughout the mods to come will be an adherence to vanilla balancing: ingredients will have 4 effects; creatures will be balanced in accordance with what none might naturally expect, such as Watchers' eye spell being visually consistent with the Seekers' magic and containing similar effects.

The mods are made to follow Mihail's permissions for editing his work, and if I feel they do toe the line then I ask Mihail personally. These are only replacer esps, so you will need to download the original in order to use the tweaks. We're not in the business of purloining. That's not how our mafia works. When Mihail updates one of his mods, I will update the ones here to include the changes, provided it still aligns with the vision of the tweak. An example of when this would not apply would be if Mihail were to update the Watchers mod with an improved blue Watcher's model (I believe it is called Vigilant); I would feel no need to amalgamate such an alteration into the tweak because we do not use the blue Watchers model.

The process will be a slow one, and the results really won't be all that exciting. Honestly, you could probably do all of this yourself, if you wanted to, but I trow I'm saving you the 5 minutes. 


Final notes:

The mods will all be .esps. Though they lack the .esl flag, I haven't technically removed the .esl flag from them because these replacer .esps are built from the ground up, as opposed to editing the extant mods, so in practice these mods never had the flag to begin with. If you want to ESL-ify them, nobody is stopping you. Also, I am toying with the idea of giving each creature a unique mini-dungeon of sorts, which would obviously create new cells. Resultantly, at least to my knowledge, this would mean you would not be able to ESL-ify the replacers. 
Despite the fact that these are replacer esps, you cannot replace Mihail's mods in your current playthrough with these ones. That is a big no no because almost nothing remains the same regarding the content of the mods, from IDs to the methods used to implement them. Use these replacers on a save you never had the original installed on to begin with, or start a new game. It's nerf or nothing. 
My hands are often deep within the guts of the levelled lists. Whatever methods you use to create patches for your lists, utilise them with these. I will mention in the spoiler for a mod if it requires a bashed/smashed/manual patch.


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Mihail's Monsters - Tweaks and Enhancements - Serpents

Get the original below!
https://www.nexusmods.com/skyrimspecialedition/mods/26165?tab=description


Spoiler:  
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I want to add proper voices to these, but am terrible with quests. Give it time. Perhaps a lot of it.

Renamed 'Snake' to 'Grass Snake' - this was done because I felt as though we might as well identify the species((?) I am neither biologist nor snake enthusiast), since we already have a viper and a rattlesnake, which I believe to be a type of pit viper. It sounds better than just saying 'Snake'. Let's leave it at that.

Added the 'animal' keyword to the Snake Race - this was done to adhere to vanilla standards when it comes to natural wildlife, ensuring interactivity with related spells such as the Kyne's Peace shout.

Removed the MagicNoReanimate keyword from the serpents. This means you should be able to reanimate them with spells now.

Added serpents to the Predator and Spriggan Predator factions for the same reasons as listed above. 

Nerfed the venom you loot from the serpents. Grass Snake Venom is now the same as Frostbite Spider Venom in both strength and duration; Viper Venom lasts twice as long - 8 seconds; Rattlesnake Venom lasts thrice as long - 12 seconds. In Mihail's mod, the venom lasted 10 seconds for all three, but was 2.5, 4, and 6 times as powerful as Frostbite Spider venom respectively. 

The VendorItemPoison Keyword has also been added to reflect how the USSEP treats Frostbite Venom. 

Nerfed the poisonous aspect of the serpents' bite. Grass Snakes have a marginally more powerful bite than Frostbite Spiders (Frostbite Spider bite magnitude - 3. Grass Snake bite magnitude - 4). Vipers and Rattlesnakes follow in the same vein: Large Frostbite Spider bite magnitude - 5; Viper bite magnitude - 6. Giant Frostbite Spider bite magnitude - 10; Rattlesnake bite magnitude - 11. This was done because I felt it incongruous with the world design that a snake carries far more a potent poison than the Chaurus could ever hope to carry. 

Snakes have more health and will hit about as hard as Ice Wraiths do - this was done because Mihail's snakes were made to be physically weak in order to make up for the fact that one bite might very well ring a death knoll for the player. The new system means they put up more of a fight whilst being less the Überschlange of poisonous creatures. Vipers and Rattlesnakes will be roughly on par with Ice Wraiths in terms of difficulty, whilst Grass Snakes will level with the player from 1 through 9 - the final level being that of Ice Wraiths in vanilla Skyrim. However, Grass Snakes' regular attack will always be half as powerful as that of the Viper and Rattlesnake.

Removed the serpent regional variance in favour of levelled lists - this was done because my brief and inadequate research showed that each type of snake would be happy enough living in one another's environment. As a result, we have added serpents to the following levelled lists: AnimalPlainsPredator, AnimalMarshPredator, AnimalForestPredator, AnimalCanyonPredator, AnimalHills, and AnimalForestPredator (on Solstheim). From level 1-6, the player will encounter the Grass Snake. From 6 through 11 the player can either encounter the Grass Snake or the Viper. From 12 onwards, all three snake variants have a chance of appearing. Hand-placed serpents still exist, so I suppose regional variance still exists in some form, it is just more akin to regional likeliness.

Added serpents to the Cr01LCharBeast levelled list - this means that the player may have to kill a snake that has invaded someone's home via the radiant Companion's quest. 

The serpent nest in the Labyrinthian has been reduced from 11 to 7. Our serpents are a touch more difficult to kill. 

Serpent loot has been improved. Not only do you loot the venom, but also can now draw from the same pile of random loot that wolves and the like offer. Whether or not I agree with the immersive aspect of this isn't the point; it brings it more in line with standard vanilla creatures. 

Experimental, but serpents should now cast shadows and leave blood on your weapons. 

You will need to create a bashed/smashed/manual patch for the levelled lists. 



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Mihail's Monsters - Tweaks and Enhancements - Snowrays

Get the original below!
https://www.nexusmods.com/skyrimspecialedition/mods/27493?tab=description


Spoiler:  
Show


I want to add proper voices to these, but am terrible with quests. Give it time. Perhaps a lot of it.
I also want to redo world placement. Refer to the above for time.

Added the 'animal' keyword to the Snowray race - this was done to adhere to vanilla standards when it comes to natural wildlife, ensuring interactivity with related spells such as the Kyne's Peace shout.

Snowrays now not only resist frost, but poison as well - they are poisonous creatures after all.

The strength of the Snowray Stingpowder's duration is now 8 - twice as long as Frostbite Venom whilst leaving magnitude unchanged. 

The Snowray's poison is now applied to all of its attacks, but is equivalent to the bite of the Giant Frostbite Spider (the strongest one)

In terms of stats, the Snowray is equivocal to the Ice Wraith, and, just as with Serpents, this is due to it being balanced around the movement and combat behaviour of the Ice Wraith. 

Snowray Stingpowder now has a description to bring it in line with vanilla poisons. The VendorItemPoison Keyword has also been added to reflect how the USSEP treats Frostbite Venom. 

Snowray loot has been improved. Not only do you loot the Stingpowder, but also can now draw from the same pile of random loot that wolves and the like offer. Whether or not I agree with the immersive aspect of this isn't the point; it brings it more in line with standard vanilla creatures. 

Added Snowrays to the Cr01LCharBeast levelled list - this means that the player may have to kill a snowray that has invaded someone's home via the radiant Companion's quest. 

Added Snowrays to the LCharAnimalSnowfields, ForestSnowPredator, MountainSnowPredator, and CoastSnowPredator levelled lists. 

Snowrays remain mostly in the same hand-picked locations as before, with the exception of the areas that replaced Ice Wraiths. In addition, I removed the patrol markers in favour of DefaultPredatorPackageList. I didn't feel the patrols did all that much and now that the behaviour of the Snowrays is more akin to other pack creatures anyway, so the difference really is just that they are not going backwards and forwards. In future updates I might consider making patrols that have them dancing in circles. 

You will need to create a bashed/smashed/manual patch for the levelled lists. 



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Mihail's Monsters - Tweaks and Enhancements - Watchers

Get the original below!
https://www.nexusmods.com/skyrimspecialedition/mods/24595?tab=description

Spoiler:  
Show

Watchers have been renamed to Observers - this is because I feel 'Observer' meshes well with 'Seeker'. Were we to keep the original name, I feel as though the Seekers should be renamed 'Finders'.

Removed all instances of the blue Watchers (Vigilants) from the mod - this was done because I felt they were not visually consistent with Apocrypha and the rest of Mora's disciples.

Watchers will now only be encountered in Apocrypha, or when summoned by Cultists. Cultists that could summon Seekers now have a 50/50 chance of summoning either a Seeker or a Watcher. Cultists and Dragon Priests that could summon High Seekers now have a 50/50 chance of summoning a High Watcher instead. Before, there were instances of Vigilants and Watchers existing outside in Skyrim's worldspace, guarding certain sites.

Some cultists' templates didn't use the Cultist Outfit. Now they do.

The Watchers now only have one spell: the green orb that the Seekers use, and this spell contains the effects of the Seekers' twin spells - this was done to maintain balance and remain consistent with the magic employed by Mora's other disciples. Before, they had an area of effect attack as well as a lightning bolt.

The spell tome needed to summon your own Watcher can be found in two locations as you progress through Apocrypha - this was done to remain consistent with the way the player character obtains the Conjure Seeker Conjuration spell tome. Vendors will also no longer sell the Watcher spell tomes - this was done because they do not sell the Conjure Seeker spell tome, either. 

Watchers now drop the same loot as the Seekers in addition to their own tentacles, which now have 4 effects as per vanilla ingredients' standards.

Watcher Tentacles have also been added to the rare apothecary ingredients lists for Skyrim and Dragonborn. Other Daedra have their parts for sale, so should Watchers too.

The values for the spell tome and tentacles have been altered to match vanilla standards. 

Watchers also die in the same manner as Seekers now. That is to say, they leave a small pile of their remains on the floor - this was done because I felt the Watchers' model was too stiff upon death. THIS IS DONE WITH A SCRIPT. The script is identical to the Seeker death script save for the monster it affects. 

Forwarded USSEP changes

You will need to create a bashed/smashed/manual patch for the levelled lists. 


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Below, I will list Mihail's mods that I intend to cover in this series. 'Definitely' means I already know what I want to do with the mod and it will be coming. 'Maybe' means the mod intrigues me, but I have yet to look at it to decide if I really want to cover it or want to change anything about it. 'Never' means, well, never. Bloody hell, who knew? The reasons for each mod on the 'Never' list will be given. These lists are like to change, and I conjure they will.


Completed
Spoiler:  
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Serpents
Snowrays
Watchers


Definitely
Spoiler:  
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Bone Colossus
Dwarven Colossus - Coming Soon!
Dwarven Driller
Enemy Bats

Maybe
Spoiler:  
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Air Atronach
Alfiq Spellcasters
Ancient Nordic Sentinel
Arachas
Archdragons
Ash Golem
Basilisks
Bantam Guars
Boars and [probably not] Daggerbacks
Bolgans
Centaurs
Controlled Dwarven Power Suits
Corprus Victims
Cursed Child's Doll
Cyclopes
Cyrodiilic Minotaurs
Daedrats and Dusk Panthers
Daedroths
Dangerous Bees
Draugr Cavalry
Draugr Patrols
Dugongs and Manatees
Dwarven Defenders
Dwarven Magetta
Dwarven Power Armour
Dwarven Sentinels
Dwarven Spinners
Dwarven Threshers
Elemental Triad
Falmer Abyssraiders
Foglings
Frost Coursers
Gelatinous Cube
Giant Centipedes
Giant Younglings
Goatsuckers
Guardian Spectres
Hym
Ice Golem
Iron AtronachLand Dreughs
Leshens and Nekkers
Liches
Lurchers and Briarheart Trees
Mudcrab Merchant
Naga Bandits
Necrophages
Ogres
Ogrim
Ogroids
Ohmes Criminals
Old Gods of the Hunt
Pahmar Mercenaries
Poison Drakes
Rock Atronachs
Rotten Maidens 
Samaria
Seals and Sea Lions
Sea Giants
Soul Trees
Storm Golem
Thri-Kreen Warriors
Vampire Beasts
Vampire Lord Expansion
Wampas
War Revenants 
Water Hags
Werebats
Will-o-the-wisp Sprites and Voriplasms
Wraiths
Xivilai

Never
Spoiler:  
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Batwing Demons
I dislike how they look.
Bound Armour
Not a monster mod.
Cave Bears 

We already have bears.
Children Toys
Not a PG-13 monster mod.
Clannfears
I use the model from https://www.nexusmods.com/skyrimspecialedition/mods/37082?tab=description in my own private mod.Classic Ghosts
I have Oblivion already. Besides, ghosts have legs. You're just imagining things. Todd Howard told me at a Fleetwood Mac concert. 
Cliffracers
I use https://www.nexusmods.com/skyrimspecialedition/mods/2168?tab=description for my racers atop cliffs.
Crystal Golems
I already have Dark Souls.
Dementors
I don't even have Harry Potter already, so that should give some clue.
Druid Backpack
Not a monster mod.
Flesh Golems

I use the model from https://www.nexusmods.com/skyrimspecialedition/mods/16918 in my own private mod.
Ghouls
I dislike how they look.
Giant Rats

'We call them Skeevers, milk-drinker' - some Nord when he's never read Darwin, probably.
Giant Scorpions
I think they work better in Fallout and we have the Chaurus as their fantastical counterpart.
Goblins

CC drudgeon. Groan, groan, I am a traitor to the species. I deserve the end of Midsommar except without the good bit.
Golden Saints
I have Saints and Seducers because I'm a filthy CC drudgeon.
Gorons
I have Zelda already. Also, most Zelda games are as repetitive as Pokemon games.
Grahl
I use the model from https://www.nexusmods.com/skyrimspecialedition/mods/12680?tab=description in this mod https://www.nexusmods.com/skyrimspecialedition/mods/9311?tab=description as my own Grahl mod.
Grand Healing Orb
Not a grand monster mod.
Gravelords
I have Dark Souls. I do not want Dark Souls at home. 
House Cats
We have enough pets.
Kagouti
There are none on Solstheim.
Lords of Necromacy
We already have necromancers.
Mimics
I have Dark Souls already, and Voltorb/Electrode get a lot of flak for their designs despite being the typical RPG Mimic.
Mountain Lions and Panthers
I use the models from... I actually cannot remember. https://www.nexusmods.com/skyrimspecialedition/mods/1220?tab=description this, I think. Anyway, private mod, bla bla bla.
Necromancer Skills
Not a necromonster mod.
Necromaster Robes
Not a necromonst- Wait. We did that one.
Nemesis
I have Resident Evil already. Also, play 7. It is very good.
Pigeons
I use https://www.nexusmods.com/skyrimspecialedition/mods/4063?tab=description for all my avian needs.
Pyramid Head and Pyramid Head Polymorph Spell
I have Silent Hill 2 already and not really a monster mod respectively.
Rustic Weapons Pack
Not a rustic monster mod.
Sheep Flocks
I use the sheep from https://www.nexusmods.com/skyrimspecialedition/mods/5404?tab=description in my own private mod.
Squirrels
I use my own private miscellaneous wildlife mod.
Soul Cairn Drainlife Crystal
Not a something something monster mod.
Underhanded Slavery
Not an underhanded monster mod.
Wolves of Cyrodiil
We already have wolves.
Zombies
'We call them Draugr, milk-drinker' - some Nord when he doesn't understand lore, probably.