***** SkyMoMod V12 ****** this mod adds hundreds of new creatures to skyrim, along with some new playable weapons found in the hands of some of the creatures* there are hundreds of new creatures and 70 new dragon types, plus quite a few new weapons* this newest version adds new undead types plus many new weapons* check back again as I have more creatures cookin* install instructions are in the read me

Image RSS Feed Latest Screens
Weretroll Reaper WIP mod
Blog RSS Feed Report abuse Latest News: Skyrim Monster Mod

69 comments by dogtown1 on Dec 11th, 2012

**SkyMoMod V-12**

this mod adds hordes of new creatures to skyrim, along with some new playable weapons found in the hands of some of the creatures

there are hundreds of new creatures and 70 new dragon types, plus quite a few new weapons

the mod now has over 30 new weapons, and V12 has added some of my favorite undead types, plus new spells for the spell casting creatures and lots of tweaks

I continue to create new stuff all the time and its a lot of work for one guy, if you would like to say thanks and donate, you can hit the paypal link below


"version française sur ce lien"


Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Lizardman - Werewolf Replacer

Lizardman - Werewolf Replacer

Feb 28, 2013 Full Version 15 comments


Mina - A Vampire Race Companion

Mina - A Vampire Race Companion

Feb 8, 2013 Full Version 9 comments


Xivilai Race Companion

Xivilai Race Companion

Feb 4, 2013 Full Version 16 comments


Fire Dragonn Companion

Fire Dragonn Companion

Feb 4, 2013 Full Version 1 comment


Werepanther - Werewolf Replacer

Werepanther - Werewolf Replacer

Jan 24, 2013 Full Version 23 comments

TTTTTTTTT Werepanther - Werewolf Replacer TTTTTTTTTTTTTT

Dagmar - Minotaur Race Companion

Dagmar - Minotaur Race Companion

Jan 23, 2013 Full Version 8 comments


Post comment Comments  (260 - 270 of 349)
Deadza Jan 14 2013, 7:10pm says:

I love the mod and want to be very clear, this is fantastic. The variety it adds to my experience while playing is unrivaled by any other enemy mod.  However I would like to provide some constructive critiques:

1)  While very good looking some (and only a few so far) of the monsters are not well balanced. Giant Boar, Poison Shade, and Sea Dragons stick out in my head notably. 
Problem being they do negligible damage to my unarmored Mage. 
This is especially bad for the Sea Dragon in particular because they are still carrying a full Dragon loot table complete with Scale/Bone material. And they travel in groups...so very exploitable...also possibly remove Deadra Heart from a fee loot tables? 
Giant Ant/Bone Horror/Black Widow are  quite a bit weaker than typical Frost Spiders because they lack any ranged attack and do not (I think?) cause poison. It makes encounters where they spawn instead too easy. Although the first time a Bone Horror dropped from above was really awesome!
The majority Ive seen are working very well. Nekkers and scamps in particular are great stats/threat wise. 

2) Erratic enemy AI. The "Giant Brute" enemy type runs from combat. Odd because your snazzy fire/frost giants react perfectly typical. The "Giant Ogre" also doesnt show any name or reaction until attacked standing dead still. It looks quite odd. Reacts as a normal giant in combat however. 

3) As good as they look, the added items are going to cause a headache for mod compatibility. Typically they work fine. I even used the popular Skyrim Redone Combat module for awhile and all your items I had (Dark Shield/Daedric Blade) scaled to fit, but other mods seem to leave their stats untouched. That leaves my friends Skeleton Warrior and specific Draugr very weak. Personally I think extra items should be a separate module entirely. 


+1 vote     reply to comment
dogtown1 Jan 14 2013, 9:51pm replied:

1) some enemies are stronger, some are weaker
I totally forgot about the sea dragons death item loot, I'll fix that in the next update
2)thats a game issue, I have heard of that before, it can happen at times with any creature, I've seen a vanilla werewolf do the same thing with no mods in game
3)the weapons are not added to crafting lists or vendor lists so they pretty much have no effect on the game other than they look cool in the enemies hands, you dont have to use them and they are not worth much, again its mostly eye candy

+1 vote     reply to comment
Deadza Jan 15 2013, 4:25pm replied:

As far as some creatures weaker I totally understand. However as imposing as the Sea Dragon looked (no really, its fantastic) I was sad to see it was simply a Hoarker in disguise. Sneaky Walrus! 

I just enjoy the work youve done so much and find the enemies to be so impressive looking I would like their stats to match. 

My only concern for the added items was it makes the enemies that hold them much less effective under some mod conditions. I love the look and find the texture work on the Dark Shield in particular quite fancy! So I meant no offense.

I thought an excellent compromise was how you made some undead hold the glowing blue sword when attacking but when killed have typical looking Draugr loot.  It just felt like the right balance between gameplay and eye candy.

+1 vote     reply to comment
Guest Jan 12 2013, 9:06pm says:

This comment is currently awaiting admin approval, join now to view.

dogtown1 Jan 13 2013, 12:07am replied:

I'm not familiar with that mod, but mods that edit creature leveled lists will conflict with this one
there are 2 things you can do, create a merge patch, or place the mod you wish to have control over what spawns lower in your load order
if the other mod is an esp, it will override the skymomod esm

+2 votes     reply to comment
Guest Jan 13 2013, 12:49am replied:

This comment is currently awaiting admin approval, join now to view.

Turkeys Jan 23 2013, 4:23pm replied:

Large imbalances. Requiem is not compatible unless a patch is made specifically addressing the differences in leveled list setup and other changes Requiem makes.

+1 vote     reply to comment
MrPerson Jan 12 2013, 4:07pm says:

ok I had this glitch start today where I gave the ring of the undead to my companion, which spawns one of your zombies. Every time she goes in and out a door. another spawns and the original is not deleted. one time she kept going in and out of a door and before you know it and I have like 16 of them. and if I take the ring from her, only one disappeared. is there a fix?

+1 vote     reply to comment
dogtown1 Jan 12 2013, 5:56pm replied:

honestly, dont give the ring to your companion
sorry but thats the way the summons works, your companions arent meant to have companions..I'm kinda suprised it did anything when you gave it to your companion

+1 vote     reply to comment
dogtown1 Jan 12 2013, 12:42pm says:

yes, the rings are totally random
it may take awhile to find the same ring/amulet twice, but its possible

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

The Elder Scrolls V: Skyrim Icon
Developed By
Send Message
Release Date
Released Dec 10, 2012
Mod Watch
Track this mod
Community Rating



116 votes submitted.

You Say


Ratings closed.

Highest Rated (5 agree) 10/10

Take my soul, this is the best skyrim mod

Jan 16 2013, 6:47pm by Gmutant

Role Playing
Single Player
Embed Buttons

Promote SkyMoMod V12 on your homepage or blog by selecting a button and using the HTML code provided (more).

SkyMoMod V12 SkyMoMod V12
SkyMoMod V12
91 of 22,187
Last Update
3 months ago
406 members