***** 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

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70 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"


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Post comment Comments  (260 - 270 of 356)
GoldenGuard Jan 18 2013, 3:08am says:

how long for monsters to appear on a saved game?

+1 vote     reply to comment
dogtown1 Jan 18 2013, 8:42pm replied:

30 game days

+1 vote     reply to comment
mckellin Jan 18 2013, 2:28am says:

You've got to be the most talented modeller i've ever seen. I like how well these integrate with the game very much and am continuing to enjoy this. Gave me reason to reinstall skyrim. Thank you so much!

+1 vote     reply to comment
dogtown1 Jan 18 2013, 8:47pm replied:

thank you ^_^
I hope you enjoy the creatures

+1 vote     reply to comment
karios525 Jan 17 2013, 12:05am says:

Have just started using the extra encounters mod which esentially creates loads of new encounters with no real problems but it does change the wild animal spawns, will this and you're awesome mod conflict or so long as I create a bashed patch there shouldn't be any problems?

+1 vote     reply to comment
dogtown1 Jan 18 2013, 8:47pm replied:

the bash patch should work fine, I'm unfamiliar with that mod so you may want to ask the author of that mod

+1 vote     reply to comment
jackstarr Jan 16 2013, 11:53am says:

Lore-Friendly (standard) version of Skyrim Monster Mod v12 now available at skyrim.nexusmods.com/mods/16411

I can't post a direct clickable link as I'm a new member here, but you can copy and paste the link into your browser. If someone else would like to post a hyperlink, that'd be great.

If you're an existing user of my replacers, hello and nice to see you here! You know the usual deal.

If you're new to the lore-friendly version, a big hello to you!
A quick explanation - Skyrim Monster Mod is a great mod, but some of the creatures are out of place according to Elder Scrolls lore. My series of replacers edit, rename or remove creatures to make them fit in better with the world of Skyrim and Tamriel, and to match better with appearances in previous Elder Scrolls games. Details can be found at the above link. So far I've only made the standard lore-friendly version for v12 - other replacers that remove different batches of creatures will follow in due course.

+2 votes     reply to comment
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
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Released Dec 10, 2012
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Highest Rated (5 agree) 10/10

Take my soul, this is the best skyrim mod

Jan 16 2013, 6:47pm by Gmutant

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