this mod adds hundreds of new creatures to skyrim plus a few new playable weapons that can be found in the hands on some of the creatures
This mod causes my skyrim to crash after Bethesda logo, any way to help?
mod conflicts, check with tes5edit
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Hi, I'm new to modding and to this site. Can someone tell me how to
install this mod using nexus mod menager? This would be very helpful.
if you have installed a mod manually from the nexus, you can install this mod the same way as well
but you dont really need the nmm to install this mod, you need only drop the bsa and esm in your data folder and play
best mod for this game and oblivion, thnx for everything :)
sorry about the Comment on the other section.
Is anyone else not able to get past 50-53%? :(
boo. I give up this DL does not work with me... ****, this mod looked ridiculously sick too.
Hey Dogtown ! I was just wondering if you can make it so we can buy spell books to summon every creature in the mod I have one from the Nexus but it is only to V5 I believe, I enjoy having the option to summon them , Thank You! and great work!
checkout this page: Moddb.com
edit: (whole url is not showing)
this is for rings/amulets..
but if it isnt to much work id like to second this guys comment.. because i enjoy this as well, whether it be as a companion or not
Tried this mod for a few days... but I dont know...
Some creatures were from stalker... or these are free models, but the cats and boars are very similar to the ones out of stalker.
Some creatures are totally overpowered. seeing them is nearly a guaranty to die... not quite sure if I like that.
To implement, some vanilla creatures seem to be copied and overwritten with new models.
The behavior is the same, as the one from vanilla creatures.
All this C&P leads to collision errors which is very good to see at the killcam.
And after all I'm not sure if it maybe causes ctds caused by new sapwns...
im getting a crash to desktop at the bethesda logo...any help?
Hey, I've used your mod since not long after you first released it, and I've always had a question. What exactly is the deal with drakes, and drake fledglings. They deal almost no damage, are tough and nails, run at lightning speed, and generally drop next to nothing. They would be quite the formidable opponent if they could actually damage you. Any idea as to whats wrong with this picture would be appreciated, I'm sure its not intentional.
im sure he is working on many projects, give him time.. and im sure he enjoys making new monsters for us mostly, and a variety of so called "stats" =)
They are just such a common enemy, I want them to feel right. If there is some way I could just manually change their damage myself, that would be fine too. Any ideas?
I'll look at tweakin them for v13
Glad to see you're still working on this, definitely one of my favorite mods. Sorry to hear you got banned from the nexus, thats total ********.
hey dogtown, sorry to ask question that has probly been previously answered, but is there a plugin that need to be "activated" in data files or a mod manager? i just want to make sure i can have your sexy mod working when i do test it out
just drop the esm and bsa in data and go
Awesome work here! I'm working on a mod that will allow the player to visit some Hammerfell locations, and would love to use some of your meshes for Daggerfall-era creatures if it's ok.
Hello all i'm a'new user to this website, so please don't too upset if I make any infraction's regarding to the rules of this forum. In any-case, great mod.
First time I saw it I knew I had to have it, new creature's and monster's to fight, and the variety of all said baddie's, it's really amazing to be able to add so much more to a game that in my opinion lacked alot in term's of hostile's to fight, also, the monster's aside form being numerous, have a creepy, intimidating and surreal design that give's the feeling of "I really don't want to meet that thing in the dead of night, or even in the daytime"
sort of feel.
The only gripe I have is that some of the monster's do look "copy-pasta", "Skeleton and Falmer-like enemie's", but still very good.
I hope you don't find this too pretentious, but i'd like to contribute an idea, living weapon's and armor, vague right? I mean floating animated sword's, shield's and the sort. They could could be like the "Wisp" enemie's of the game, but instead, slashing and bashing you whilst flying, and when you beat them they become normal weapon's and bit's of armour you can pick up and use. a'bit cliche, but I think it's worth some thought (your call though).
Thank's again for the mod.
no living weapons plz :(
is skymomod v12 compatible with version 1.9?
(Personal Experience, don't take my word for it 100%) I would say yes, i'm currently using the 1.9 patch (just updated) and some monster's from the mod do appear, however, I haven't being seeing much of the new monster's and like I said "Some", but this might be because I haven't let the game clear out it's cell's before playing, not sure if this method work's with SkyMoMod, but what you're supposed to do is wait in'a "safe" (home, or a hold) area away from where monster's spawn for 31 in-game day's. But like I said, don't take my word for it, thing's might work out differently for you than I.
Some monsters from SkyMoMod doesn't show up, especially higher leveled ones. I have Skyrim 1.9.36 here. Waiting for 31 days doesn't work.
Same here, I had the mod work to a certain extent, SkyMoMod monster's did appear, but only the low-level one's even though my character was lvl-81, however the issue was finally fixed, (or so it seem's)for me after using BOSS to arrange my load order and using TES5Edit to clear out some Dirty Edit's, SkyMoMod may have been one of those mod's I 'cleaned'.
Along with creating an entirely new save, (More-so out of necessity rather than whim, as both my 600hr+ game-play save's could not load past the loading screen without crashing to desktop three second's later, remember kiddie's, it's imperative to learn how to arrange your load order, lest you end up with 100+ mod's with improper load-order arrangement's that could eventually mess-up your game big-time.)
Also, if this hasn't been done by anybody, set SkyMoMod to the 'TOP' of your load-order, the all ".esm" file's should be placed before the ".esp's", I think this might help with some of the issue's that are prevalent with anybodies Skyrim who has this mod installed, and haven't done the load-order arrangement's already.
Been playing a while with this mod and i haven't been able to find rats, alpha dragon, and just wondering if there is anything special if you chase the headless horseman around skyrim? Anyways great job on the mod.
Hey, got a question. When making a Bashed Patch, SkyMoMod doesn't show up in Leveled Lists tab automatically, is that normal? I thought it modifies the leveled lists ;o
Nice Mod !!! Thumbs up :)
how do I fricken download this? does it even use Nexus Mod Manager anymore or is there something else I need to get?
Love the mod man.
Something strange happened after installing this mod. I can't save without getting a CTD and I can't start the game without the mod installed. Nice dilemma I got stuck in isn't it? Any idea what can I do about it?
Try uninstalling other mods. Some are really incompatible with this.
errr... when you say new weapons... do you also mean spears and halberds? (one handed spears and halberds, that is...)
plz don't let mod die T.T
how do you install this
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